Keep the Sabotage Evidence
Keep the Sabotage Evidence
Run the fight
This round
Nothing planned.
Win The party defeats or drives off the attackers and recovers the evidence beneath the water cask
Lose The party retreats without securing the evidence
Party 5 players, level 4
System D&D 2024
Cheat sheet
Stop the saboteurs, then recover the intact water cask and the evidence hidden beneath it before Kaelor's agents erase the trail.
Win
Lose
If it goes badly: The acolytes fall back through the thorn hedge; the spirit remains to cover them until destroyed or the party leaves the road.
Forces
- 2 × Obsidian Tribunal Acolyte (Acolyte)AC 10 · HP 9 · CR 1/4
- 1 × Bound Spirit Scribe (Specter)AC 12 · HP 22 · CR 1
Rounds
- 2The wagon lurches as its brittle bone axle pin breaks.
- 4Kaelor's agents arrive at the far end of the road and start burning papers and scraping the sigil away.
Read aloud
Say this
The wagon jolts in the mud as an acolyte kicks a crate toward you and the pale shape of a scribe slips through the wheel. Oil spreads beneath the axle, and bitter ash cakes the water cask's bung. The acolytes move to block the road while the spirit reaches for the nearest living throat.
Forces
2- 2 of them
Obsidian Tribunal Acolyte (Acolyte)
Controller
- AC
- 10
- HP each
- 9
- CR
- 1/4
Spellcasting
- 1 of them
Bound Spirit Scribe (Specter)
Skirmisher
- AC
- 12
- HP each
- 22
- CR
- 1
Incorporeal Movement · Life Drain · Sunlight Sensitivity · Hover
More tactics
Tribunal Spy
- Opens
- Use Cunning Action to reach the evidence, then use a poisoned short sword attack against its nearest defender.
- Targets
- The character carrying or guarding the evidence.
- Flees
- Flees when reduced to 10 hit points or fewer, taking any evidence within reach.
Scout Saboteur
- Opens
- Fire two shortbow attacks at a character carrying supplies, then move behind cover.
- Targets
- The party member nearest the supplies.
- Flees
- Flees when no ally remains standing or when reduced to 8 hit points or fewer.
Thug Saboteur
- Opens
- Rush the nearest defender and make a melee attack, trying to push them away from the evidence.
- Targets
- A character blocking access to the evidence.
- Flees
- Fights until reduced to half hit points, then retreats toward the evidence to grab it if unguarded.
Thug Saboteur
- Opens
- Charge a character near the supplies and attack to disrupt their position.
- Targets
- The character closest to the party's supplies.
- Flees
- Flees when reduced to 8 hit points or fewer, using its movement to escape rather than pursue.
What happens
3 to 5 rounds- 2
Round 2, at the start of the round.
The wagon lurches as its brittle bone axle pin breaks. Creatures beside the wheel make a Dexterity save or fall prone; the cargo shifts, clearing one crate-sized patch of cover.
- 4
At the start of round 4 if the party is still fighting or searching.
Kaelor's agents arrive at the far end of the road and start burning papers and scraping the sigil away. They spend their first turn destroying evidence; they do not join the fight unless attacked.
- ·
When a character inspects or drinks from the wagon's water.
The spilled water proves fouled with bitter ash. Anyone who drinks it notices the grit and bitter taste; the hidden Tribunal sigil beneath the water cask points toward an exposed leyline marker nearby.
The battlefield
Zones
- 1
Wagon25 ft
Stalled wagon, leaking oil beneath its left wheel; climbing onto the bed costs 10 feet of movement.
- 2
Roadside Cargo25 ft
Mud, loose sacks, and two crates that can be overturned for half cover.
- 3
Hedge and Ravine25 ft
Thorn hedge borders the road; beyond it, a shallow ravine drops 10 feet.
What the party can use
Scaling
Low
One fewer Obsidian Tribunal Acolyte (Acolyte)
Remove one Acolyte.Low
Low
One more Bound Spirit Scribe (Specter)
Add one Acolyte; have it arrive from the hedge at the start of round 2.Treasure
Media
0 imagesNo images yet.
Turn Keep the Sabotage Evidence into a sheet
A high-res, share-ready sheet you can post or print.