Get the students through South Gate
Get the students through South Gate
Run the fight
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
Get past the patrol or hold the south gate long enough for the students caught outside curfew to escape.
Win
Lose
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- 1 of them
Bandit Captain, patrol commander
Bruiser
- 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.
- 3 of them
Guard, academy patrol
Bruiser
- 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.
- 2 of them
Acolyte, curfew clerks
Controller
- 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
At the end of round 1.This round
A window opens above the walk. A sleepy student shouts, then vanishes from sight.
- 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
South Gate25 by 25
The patrol's lanterns throw hard shadows across the cobbles; the gate can be barred from either side.
- 2
Drying Trough25 by 25
A waist-high stone trough gives half cover; spilled water makes the surrounding stones slick.
- 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
Scaling
Trivial
One fewer Guard, academy patrol
Remove one acolyte and one guard.Trivial
Medium
One more Bandit Captain, patrol commander
Add two guards arriving from Survey 8 Walk at the end of round 2.Treasure
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