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Keep the Flour Cart on the Road - AI-generated fantasy Encounter

Keep the Flour Cart on the Road

Protect · Easy · 5 players, level 3

Keep the Flour Cart on the Road

The cart holds the flour meant for the roadside homes.

Run the fight

Round
1
3 to 4 rounds
Creatures
5
Easy

This round

Nothing planned.


Win The bandits flee or fall

Lose The cart reaches the ditch


Party 5 players, level 3

System D&D 2014

Cheat sheet

Protect

Keep the flour cart from being hauled into the ditch; the bandits need its food before the road patrol arrives.

Win

The bandits flee or fall, and the cart remains on the road.

Lose

The cart reaches the ditch, or the mule bolts with it before the party can stop it.

If it goes badly: The bandits abandon the cart and scatter down the ditch slope when their leader falls.

Forces

  • 1 × ThugAC 11 · HP 32 · CR 1/2
  • 4 × BanditAC 12 · HP 11 · CR 1/8

Rounds

  • 2The mule strains against its harness.
  • 3A flour sack splits underfoot.

Read aloud

Say this

The bandits shove the flour cart toward the ditch, while their broad-shouldered leader plants himself in the lane. One of them cuts at the mule's harness as another levels a crossbow at you. Flour spills across the mud.

Forces

2
  • Thug

    Bruiser

    1 of them
    AC
    11
    HP each
    32
    CR
    1/2

    Multiattack · Mace · Heavy Crossbow · Pack Tactics

    Opens
    Uses Heavy Crossbow on the nearest visible threat, then closes to use Multiattack with its mace.
    Targets
    A character trying to stop or turn the cart.
    Flees
    Flees when reduced to 8 hit points or fewer, or when all bandits are down.
  • Bandit

    Skirmisher

    4 of them
    AC
    12
    HP each
    11
    CR
    1/8

    Scimitar · Light Crossbow

    Opens
    Two use Light Crossbows from cover; two move to shove the cart toward the ditch.
    Targets
    Characters blocking the cart or threatening the thug.
    Flees
    Flee when two bandits are down and the thug has fled or fallen.

What happens

3 to 4 rounds
  1. 2

    Round 2, at the start of the round.

    The mule strains against its harness. A creature adjacent to it can use an action to calm it with a Wisdom (Animal Handling) check.

  2. 3

    Round 3, when the first creature is hit by an attack.

    A flour sack splits underfoot. The Cart Lane becomes difficult terrain until the end of the next round.

The battlefield

Zones

  1. 1

    Cart Lane25 ft

    A loaded flour cart blocks the narrow lane; its wheels provide half cover.

  2. 2

    Trough Side25 ft

    Two stacked flour sacks and a low stone trough offer half cover.

  3. 3

    Ditch Slope25 ft

    A muddy slope drops toward the roadside ditch; the ground is difficult terrain.

What the party can use

Kick loose the cart brake: the loaded cart rolls 15 feet downhill; creatures in its path make a DC 12 Dexterity save or take 1d6 bludgeoning damage and fall prone.
Cut the harness: the draft mule bolts through the Cart Lane at the start of the next round.

Scaling

XP budget400 of 2,000 XP
Weaker

Trivial

One fewer Bandit

Remove two bandits; the remaining two flee when the thug falls.
As written

Easy

Stronger

Easy

One more Thug

Add two bandits, one at the ditch and one behind the cart.

Treasure

The bandits carry 18 sp and a rough tally of the flour loads they have stolen.

Media

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