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Keep the Sabotage Evidence - AI-generated fantasy Encounter

Keep the Sabotage Evidence

Protect · Low · 5 players, level 4

Keep the Sabotage Evidence

The party's supplies and the evidence linking the sabotage to the Tribunal are at risk.

Run the fight

Round
1
3 to 5 rounds
Creatures
3
Low

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

Protect

Stop the saboteurs, then recover the intact water cask and the evidence hidden beneath it before Kaelor's agents erase the trail.

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, or Kaelor's agents destroy the hidden sigil and ledger tag.

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
  • Obsidian Tribunal Acolyte (Acolyte)

    Controller

    2 of them
    AC
    10
    HP each
    9
    CR
    1/4

    Spellcasting

  • Bound Spirit Scribe (Specter)

    Skirmisher

    1 of them
    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
  1. 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.

  2. 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.

  3. ·

    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. 1

    Wagon25 ft

    Stalled wagon, leaking oil beneath its left wheel; climbing onto the bed costs 10 feet of movement.

  2. 2

    Roadside Cargo25 ft

    Mud, loose sacks, and two crates that can be overturned for half cover.

  3. 3

    Hedge and Ravine25 ft

    Thorn hedge borders the road; beyond it, a shallow ravine drops 10 feet.

What the party can use

Oil slick: a creature can use an action to ignite it; creatures in the spill make a DC 12 Dexterity save or take 2d6 fire damage.
Loose cargo: an action tips a crate for half cover; a creature in its path makes a DC 12 Dexterity save or falls prone.
Brittle bone axle pin: a creature adjacent to the wheel can use an action to snap it, dropping the wagon bed and spilling its load.

Scaling

XP budget300 of 2,500 XP
Weaker

Low

One fewer Obsidian Tribunal Acolyte (Acolyte)

Remove one Acolyte.
As written

Low

Stronger

Low

One more Bound Spirit Scribe (Specter)

Add one Acolyte; have it arrive from the hedge at the start of round 2.

Treasure

The scribe leaves an ink-stained ledger tag bearing a Tribunal mark; the hidden sigil identifies the nearby exposed leyline marker.

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