This adventure is intended for five players of 4th level
Some time ago, the consistent campaign I was running saw the player’s recently liberated base of operations under attack by a floating fortress full of orcs. The castle was built on an earth mote (technically a device within the castle powered the levitation) and its occupants – who were clearly not responsible for its original construction, used it as a high fantasy aircraft carrier of sorts.
I had a hankering to go “old school” with mapping, and so took to pencil (for sake of clarity, I opted for a mechanical, rather than a truly old school no. 2) and graph paper to detail the entire complex. It had all the expected features, main gate, dining hall, supply closets, arcane ballistas, wyvern rider hangar, latrines, etc. But in addition to the main complex It had an adjoined hunk of rock (also floating) full of useful ore, where the orcs kept slaves working round the clock.
The following encounter details the interior of said anti-gravity prison. Though it could just as likely be placed in a much more mundane setting.
Whoever built this sophisticated mine complex/prison camp originally is long gone, and it is now run by a savage and crafty band of orcs. The new occupants found the place already stocked with eldritch devices used for controlling prisoners with magically applied pain compliance and – if need be – a summary and explosive execution. Though difficult for the wizard who concocted it, the system was easy enough that the orc’s warlocks and shamans soon figured out how to use it with few “accidents” during their experimenting.
The prison’s architecture is also impressive. While not an archetypal application of the design theory, it is a panopticon – a prison arrangement in which the guards can view all prisoners at all times, yet the inmates cannot see their captors at all. Naturally, a few choice arrow slits allow the guards to fire upon the prisoners as well.
When they moved in to the mine, the orcs found and eventually figured out how to use a nefarious device used by the previous occupant to keep his own slaves in line.
This wicked enchanter created several “control collars” that lock around the neck of a victim. The collars are a cold, stark metal, with a gleaming gem inset in them. The lock is a removable, mundane lock (Moderate Thievery to open), but has a tamper-proof magic cast upon it…causing the gem to explode with great force, killing the wearer and harming anyone standing too close. The gem is further enchanted to induce pain in the victim when a corresponding “control crystal” is depressed. The idea is to torment the slave until they act in accordance with the master’s wishes.
As a final and perhaps the most insidious option, the master can simply detonate the crystal remotely. In this way, the slaves are conditioned to be “moveable” by the operator of the collar.
The collars are collectively controlled from a guard house in the prison, where a single person can orchestrate the entire mine from one spot.
Eventually, the prisoners are so physically and mentally exhausted by the torture, that they are easily conditioned into carrying out their tasks without any need of further pain compliance.
• In game terms, a creature operating the collar control board (Move action) can cause slaves to move 4 squares, or can cause a slave to “explode,” killing the slave and dealing 1d6+Encounter Level Force Damage to any creature in an adjacent square.
Features of the Area
Entrance Corridor: The PCs enter from the short passage to the west.
Cliff: This sheer cliff provides almost no handholds (Hard Athletics) and drops down 20 feet.
Barred Gates: These two conventional prison gates each feature a single door that opens outward. They are both locked (and can only be unlocked from the inside or with a key). Picking the lock on the first is a Moderate Thievery check, requiring a Move action to accomplish. The second gate has a much sturdier lock, requiring a Hard Thievery check. A combatant can make attacks through the bars with appropriate weapons, but takes a -2 for doing so.
Guard House:Standing on three sturdy, polished stone pillars is the prison’s guard house. From the outside, it appears as a windowless metal building. Magical scrutiny however, will reveal that the facade is enchanted. The effect is like that of a one-way mirror: the orcs inside can see out as though the wall were not present at all (visible light outside is slightly dimmed).
At intervals around the wall (and even cut into the floor and angled beneath the guard house) are thin arrow slits (not visible from the outside). The iron door that leads in is visible, and is locked Moderate Thievery.
A metal bridge leads from the upper level of the mine cavern. As a move action, a lever in the same square as the door can be pulled and this bridge can be retracted underneath the building. Or vice-versa.
Around the central building support pillar is a circular trap-door. Attached tot hat pillar is a retractable ladder that allows the guards to drop down into the pit if need be (and prevent prisoners from climbing up into the guard house). The trap door is usually closed, the bridge folded up, and the trap-door itself locked (Hard Thievery).
Arrow Slits: Indicated by red “Ranged Attack” emblems on the map, these firing positions provide superior cover, but allow attacks only in squares that follow a straight line out from their position. The two opening in the floor are angled to provide a clear line of sight/effect to any square beneath the guard house.
Control Board: This strange metal board juts out from the wall at about waist height. embedded into it are small crystals, each of a different color. Slots next to the crystals indicate there is space for three more. This board is used to manipulate the collars affixed to each of the prisoners. Touching the crystals induces pain in the victim – the greater the pressure, the more intense the pain. Pushing the crystal down causes the slave’s collar (and thus, the slave) to explode. Removing the crystal will deactivate the collar, rendering it safe to unlatch.
A Move action by anyone adjacent to the board can be used to cause a slave to move 4 squares, to deactivate a collar, or to cause a slave to explode (see ‘Slave Collars” above).
Mine Pit: This area is being excavated to get at a particularly rich cache of ore. The drop down is only 10 feet and on a good day the prisoners are afforded 4 feet of rope to make the climb down.
NOTE: I chose a few monsters from rarer publications – those without a subscription to DDI or the names books might want to substitute for some other orc of the appropriate level/role
x3 Orc Bolt Throwers (Dungeon Magazine 157 pg. 31) OR x2 Orc Archer (Monster Vault pg.226)
x1 Orc Wolf Shaman (Orcs of Stonefang Pass pg. 27)
x2 Orc Raider (Monster Manual pg. 203)
x10 Slaves – use stats for “Human Rabble” (Monster Manual pg. 162) PCs only receive experience if a slave is rescued. Slaves do not actively seek to harm PCs and flee from being attacked.
The Raider’s task is to tie up the PCs in direct confrontation, skirmishing and moving back into cover. The archers/bolt throwers stay safe inside the guard house, hurling their projectiles through the safety of the arrow slits. While the shaman prioritizes using the control board to send slaves off on suicide charges, he will summon his wolf spirit in order to clear out any PCs approaching the door to the guardhouse.
Unless controlled to rush at the party, the slaves cower; avoiding combat and taking cover when possible. They are not active combatants either for or against the PCs.
Most of the orcs here are on duty, and aren’t carrying much in the way of treasure. Consider dropping your smallest monetary treasure parcel here. You might also exercise the option to provide some Ritual Components if a PC makes a successful Moderate Arcana check to find a way to break down the collars into useable components.
The control collars are recoverable, but won’t function more than 150 feet from the control board, which could be removed by resourceful PCs.