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Keep the Grain Cart from Reaching the Field Gap - AI-generated fantasy Encounter

Keep the Grain Cart from Reaching the Field Gap

Protect · Low · 7 players, level 3

Keep the Grain Cart from Reaching the Field Gap

If the cart reaches the field gap, the settlement loses its stored grain.

Run the fight

Round
1
3 to 4 rounds
Creatures
5
Low

This round

Nothing planned.


Win The goblins are driven off or the cart is secured before it reaches the field gap

Lose The cart rolls through the lane gap


Party 7 players, level 3

System D&D 2024

Cheat sheet

Protect

Keep the goblins from hauling the grain cart through the lane gap.

Win

The goblins are driven off or the cart is secured before it reaches the field gap.

Lose

The cart rolls through the lane gap, or all defenders are down and the goblins take it.

If it goes badly: If cornered, the goblins abandon the cart and flee through the wall gap.

Forces

  • 5 × GoblinAC 15 · HP 7 · CR 1/4

Rounds

  • 2The grain cart rolls 10 feet downhill.
  • 3A sack bursts; the 10-foot patch becomes difficult terrain until the end of the next round.

Read aloud

Say this

The goblins kick the grain cart downhill and scramble for its handles. One looses an arrow from behind the wall while the others shout, “Get it moving!” The storehouse doors bang open in the wind.

Forces

1
  • Goblin

    Skirmisher

    5 of them
    AC
    15
    HP each
    7
    CR
    1/4

    Nimble Escape · Scimitar · Shortbow

More tactics

Goblin archers

Opens
Shoot from behind the lane wall, then use Nimble Escape to duck behind cover.
Targets
Anyone blocking the cart or threatening the archer.
Flees
Flee when 2 goblins remain or the cart is blocked.

Goblin cart-runners

Opens
Use Nimble Escape to reach the cart, then shove or slash whoever guards it.
Targets
The nearest creature able to stop the cart.
Flees
Flee when 2 goblins remain or the cart is blocked.

What happens

3 to 4 rounds
  1. 2

    At the start of round 2, if the cart has been tipped or struck.

    The grain cart rolls 10 feet downhill. Creatures in its path make a Dexterity save or fall prone.

  2. 3

    At the start of round 3.

    A sack bursts; the 10-foot patch becomes difficult terrain until the end of the next round.

The battlefield

Zones

  1. 1

    Cart25 ft

    A loaded grain cart gives half cover; its wheels can be kicked loose.

  2. 2

    Storehouse doors25 ft

    Two open doors, stacked sacks, and a clear line to the road.

  3. 3

    Lane wall25 ft

    A low stone wall borders the lane; a gap leads toward the fields.

What the party can use

Tip the grain cart: creatures behind it lose cover; creatures in its path make a DC 12 Dexterity save or fall prone.
Cut the storehouse rope: the hanging net drops in a 10-foot square; creatures there make a DC 12 Dexterity save or become restrained.

Scaling

XP budget250 of 2,800 XP
Weaker

Low

One fewer Goblin

Remove 2 goblins; the rest flee when reduced to 2 or fewer.
As written

Low

Stronger

Low

One more Goblin

Add 2 goblins arriving from the field at the start of round 2.

Treasure

The goblins carry a small pouch of stolen copper and a rough sketch of the storehouse.

Media

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