Kaelen's Brigand Fort
Kaelen's Brigand Fort (Exterior)
You crest a snowy ridge, the biting wind whipping at your clothes, and finally see it. Against the stark, white landscape stands a ramshackle fortification. It's not a proper castle, but a desperate assembly of salvaged lumber, tightly packed snow, and jagged walls of ice. A single, heavy gate of splintered wood is the only obvious entrance. Smoke billows from several crude stone chimneys, carried away on the icy wind, and the faint glint of torchlight flickers in the narrow arrow slits of two watchtowers. The air here smells of woodsmoke, wet wool, and the faint, coppery scent of uncleaned blood. This place is brutal, unweltering, but it is undeniably a sign of life in the unforgiving wastes.
Notes:
Key Locations
- The Main Gate: The entrance is a single, heavy gate of splintered wood, guarded by Brigand Enforcers. The ground is a trampled mess of snow and slush.
- The Common Hall: The largest building in the fort, filled with a roaring fire pit and many Brigand Thugs.
- The Leader's Chamber: Kaelen's private and orderly quarters.
- The Prisoner's Pit: A deep pit where a single captive is held.
- Gorak's Den: A crude shack that serves as the home of the brute.
- The Armory & Smithy: The fort's workspace for making and repairing gear.
- The Watchtowers: Two watchtowers that provide a clear view of the surrounding landscape, typically manned by a Brigand Veteran or Enforcer.
- A captive in the Prisoner's Pit has a locket or a coded journal that belonged to Lexana, or they have information about her.
- Kaelen or Gorak are aware of a larger conspiracy. The Ice Devils were not a coincidence; Kaelen has made a pact with the same mysterious force that is hunting the party.
- The pursuer from the last session is observing the fort from a distance, deciding whether to attack or wait for the party to emerge.
- The primary challenge is social: navigating a hostile environment without starting a fight the party is too weak to win.
- The party's exhaustion and depleted resources are a major factor, making combat extremely risky.
- The brigands may attempt to rob the party, or Kaelen may offer them a dangerous deal in exchange for sanctuary.
The Common Hall
The largest building in the fort is a long, low-slung hall. The air inside is thick with the smell of sweat, unwashed bodies, and cheap ale. A roaring fire pit occupies the center of the room, surrounded by dozens of crude benches where Brigand Thugs huddle together for warmth, sharpening knives and loudly arguing.
Notes:
* This hall is populated by Brigand Thugs. There could be as many as a dozen present, depending on how you wish to scale the encounter.
- The thugs are rowdy and suspicious of outsiders, but they are not the most disciplined fighters. A charismatic character might be able to talk their way through.
The Leader's Chamber
Kaelen's quarters are a stark contrast to the rest of the fort. Her chamber is surprisingly clean and orderly, located in a separate, fortified wooden building. A roaring hearth is the only source of warmth, and a heavy desk is littered with maps of the surrounding area, marked with scouting paths and potential ambush spots. A large, well-maintained greatsword rests against the wall.
Notes:
* The leader of the fort, Kaelen the Cold-Hearted, can be found here. She is a highly intelligent and dangerous foe who is willing to negotiate, but only on her own terms. Clues
- The maps on her desk are clues. They may show the location of the next target or hint at the mysterious force that is hunting the party.
- The greatsword is her personal weapon, and it may have an enchantment or a special property.
The Prisoner's Pit
A deep pit has been dug into the floor of a smaller building and covered with a heavy iron grate. Inside, a single, frostbitten captive is huddled in the corner, shivering violently. They are chained to the wall and barely able to speak, their eyes filled with a desperate plea for rescue.
Notes:
Key Clues
- The captive in the pit holds a crucial clue about Lexana. They may have a locket, a coded journal, or a piece of information about her next destination.
- This location presents a moral choice for the party: should they risk a fight to rescue a stranger? The captive's information may be vital, but the risk is high.
Gorak's Den
This crude stone shack smells of blood, rancid meat, and dried leather. It is clearly the lair of the brute. A pile of furs and skins serves as a bed, and the walls are decorated with the heads and hides of local beasts. A greataxe, much larger than a normal person could wield, rests by the entrance.
Notes:
* This is the lair of Gorak the Brute. He is an incredibly powerful and simple-minded foe who is not likely to negotiate.
- Gorak may be resting here, or he may be patrolling the fort. If the party encounters him here, the fight will be a brutal and straightforward battle of strength.
The Armory & Smithy
This small, smoke-filled building houses a primitive forge. An iron anvil sits in the center, surrounded by crude tools and discarded weapons. The walls are lined with racks of longswords, axes, and bows, all well-used but functional. This is where the brigands' gear is made and maintained.
Notes:
Loot & Clues
- The party can find a moderate amount of useful gear and supplies here, though it is likely to be of a low quality.
- A skilled character might be able to repair their own armor or weapons here, or find a clue related to the fort's activities.
The Watchtowers
Two watchtowers of stacked logs provide a clear view of the surrounding landscape. A Brigand Veteran or Enforcer is usually on duty, scanning the horizon for travelers or threats. The interior is small and cramped, with a single brazier for heat and a pile of discarded rations.
Notes:
* Each watchtower is manned by a single guard. The guards may be a Brigand Enforcer or a more seasoned Brigand Veteran.
- The guards have a clear view of the approaching party, so a stealthy approach to the fort will be a major challenge. The guards are the first line of defense and will raise the alarm if they spot the party.