Midnight Sabotage
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Common RoomCrate CorridorSide Entrance
Combat EncounterDND5E 2024Party L3 · 5 PCs
Midnight Sabotage
Read Aloud
The side hatch jerks open, and three red eyes slip through the darkness. A masked agent moves straight for the sealed focus while shadowy creatures spread across the floor, claws scraping wood. The crates shudder as the leyline magic wakes beneath them.
Forces
Battlefield Zones
1
Common Room
Long tables, benches, and barrels provide half cover to creatures attacking from within the room.
2
Crate Corridor
A 5-foot-wide passage cluttered with crates and barrels; Medium creatures squeeze unless they push obstacles aside with a DC 12 Strength check.
3
Side Entrance
A low, dark hatch in the back wall leads outside; faint footprints and chalk runes mark the approach.
Terrain Levers
- Tip a barrel to spill oil across the common room floor; the next creature moving through must steady itself or fall prone.
- Drop a packed crate from the corridor stack; creatures beneath it make a DC 12 Dexterity save or take 1d6 bludgeoning damage and become restrained until freed.
- Bar the side hatch from inside; opening it requires an action and a DC 13 Strength check.
Gallery
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