Keep the Rope Yard Gate Shut
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Rope YardTar ShedLoading Gate
Combat EncounterDND5E 2014Party L4 · 4 PCs
Keep the Rope Yard Gate Shut
Read Aloud
The gate winch jerks hard as four bandits rush through the Rope Yard, cutting workers away from the rear door. A scarred captain climbs onto the loading platform and points at the gate. “Burn the coils, break the lock, and leave the workers breathing.”
Forces
1xBandit CaptainBRUISER
Multiattack · Scimitar · Light Crossbow · Parry
CR2
AC15
HP65
4xBanditSKIRMISHER
Scimitar · Light Crossbow · Pack Tactics
CR1/8
AC12
HP11
Battlefield Zones
1
Rope Yard
Coil Yard: stacked rope coils provide half cover; a 20-foot path cuts through the middle.
2
Tar Shed
Tar Shed: three tar barrels, one barred side door, and dim light from a roof slit.
3
Loading Gate
Loading Gate: a raised wooden platform overlooks the yard; the gate winch stands beside it.
Terrain Levers
- Cut the hanging rope bundles to create a 15-foot difficult-terrain pile.
- Kick the tar barrel downhill: creatures in its path make a DC 12 Dexterity save or fall prone.
- Drop the loading crane hook with an action: one creature beneath it makes a DC 13 Dexterity save or takes 2d6 bludgeoning damage and falls prone.
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