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Get the students through South Gate - AI-generated fantasy Encounter

Get the students through South Gate

Escape · Trivial · 6 players, level 4

Get the students through South Gate

The patrol is enforcing the academy's curfew now; if the students are detained, they face a public hearing and likely expulsion.

Run the fight

Round
1
3 to 5 rounds
Creatures
6
Trivial

This round

A window opens above the walk. A sleepy student shouts, then vanishes from sight.


Win The students escape through South Gate

Lose The party is incapacitated or the patrol detains the students for three full rounds


Party 6 players, level 4

System D&D 2014

Cheat sheet

Escape

Get past the patrol or hold the south gate long enough for the students caught outside curfew to escape.

Win

The students escape through South Gate, or the patrol yields or retreats.

Lose

The party is incapacitated or the patrol detains the students for three full rounds.

If it goes badly: The patrol falls back through South Gate with any captured students, then bars the gate and calls for help.

Forces

  • 1 × Bandit Captain, patrol commanderAC 15 · HP 65 · CR 2
  • 3 × Guard, academy patrolAC 16 · HP 11 · CR 1/8
  • 2 × Acolyte, curfew clerksAC 10 · HP 9 · CR 1/4

Rounds

  • 1A window opens above the walk.
  • 3The patrol's bell rings.

Read aloud

Say this

A spear butt cracks against the cobbles as the patrol blocks the south gate. Two robed clerks lift their hands, and a pale glow gathers around their fingers. The captain points at you and says, “Curfew is over. Drop your weapons and come quietly.”

Forces

3
  • Bandit Captain, patrol commander

    Bruiser

    1 of them
    AC
    15
    HP each
    65
    CR
    2

    Multiattack · Scimitar · Dagger · Parry

    Opens
    Orders the guards to block the gate, then uses Multiattack on the nearest armed intruder.
    Targets
    The character opening a route for the students or threatening the clerks.
    Flees
    Withdraws if reduced to 16 hp or fewer and no guards remain standing.
  • Guard, academy patrol

    Bruiser

    3 of them
    AC
    16
    HP each
    11
    CR
    1/8

    Spear · Shield · Chain Shirt

    Opens
    One guard blocks the gate; the others use spear attacks and try to shove intruders away from the students.
    Targets
    The closest character trying to get through the gate.
    Flees
    Flees if the captain falls and two guards are down.
  • Acolyte, curfew clerks

    Controller

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

    Sacred Flame · Word of Radiance · Cure Wounds · Sanctuary

    Opens
    One uses Sanctuary on the captain; the other casts Sacred Flame on the nearest threat.
    Targets
    A character concentrating on a spell or interfering with the patrol.
    Flees
    Flees if the captain falls and either clerk is incapacitated.

What happens

3 to 5 rounds
  1. 1

    At the end of round 1.This round

    A window opens above the walk. A sleepy student shouts, then vanishes from sight.

  2. 3

    At the end of round 3, if the bell rope has not been pulled.

    The patrol's bell rings. The guards press toward the gate, trying to block the nearest escape route.

The battlefield

Zones

  1. 1

    South Gate25 by 25

    The patrol's lanterns throw hard shadows across the cobbles; the gate can be barred from either side.

  2. 2

    Drying Trough25 by 25

    A waist-high stone trough gives half cover; spilled water makes the surrounding stones slick.

  3. 3

    Survey 8 Walk25 by 25

    A narrow passage between blank academy walls; the bell rope hangs from a beam overhead.

What the party can use

Pull the bell rope: its iron clapper rings across the yard; creatures within 30 feet make a DC 12 Wisdom save or lose reactions until their next turn.
Tip the lamp stand: one 10-foot square becomes difficult terrain and sheds bright light; a creature entering it takes 1d4 fire damage.
Bar the south gate: a creature beside the gate can use an action to close it; opening it again takes an action and a DC 12 Strength check.

Scaling

XP budget1,250 of 3,000 XP
Weaker

Trivial

One fewer Guard, academy patrol

Remove one acolyte and one guard.
As written

Trivial

Stronger

Medium

One more Bandit Captain, patrol commander

Add two guards arriving from Survey 8 Walk at the end of round 2.

Treasure

A clerk carries the night's detention list and a small purse of academy meal tokens.

Media

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