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Save the Powder Barge - AI-generated fantasy Encounter

Save the Powder Barge

Protect · Low · 6 players, level 12

Save the Powder Barge

The barge carries enough black powder to destroy the harbor warehouses and kill hundreds along the waterfront.

Run the fight

Round
1
5 to 7 rounds
Creatures
5
Low

This round

Nothing planned.


Win The party secures the powder crates and prevents the dragon from escaping with the barge

Lose Three powder crates catch fire


Party 6 players, level 12

System D&D 2024

Cheat sheet

Protect

Stop the cult from taking the powder barge upriver before the dragon burns the harbor district.

Win

The party secures the powder crates and prevents the dragon from escaping with the barge.

Lose

Three powder crates catch fire, or the barge breaks free and reaches the warehouse chain.

If it goes badly: The dragon flies upriver while the fanatics dive into the water or flee across the rooftops.

Forces

  • 1 × Young Red DragonAC 18 · HP 178 · CR 10
  • 4 × Cult FanaticAC 13 · HP 33 · CR 2

Rounds

  • 2The powder crates shift toward the river; each creature on the barge must succeed on a DC 14 Dexterity save or slide 10 feet.
  • 4The alarm bell rings; two city guards arrive at the pier at the end of the round and attack the nearest visible creature unless warned.
  • 6A burning oil cask bursts; the nearest 10-foot square becomes burning ground until extinguished.

Read aloud

Say this

The powder barge tears against the pier as a young red dragon lands among the crates. Cultists cut the mooring ropes and shove burning oil toward the powder stores. The dragon lowers its head and snarls, “Back away, or the whole harbor burns.”

Forces

2
  • Young Red Dragon

    Artillery

    1 of them
    AC
    18
    HP each
    178
    CR
    10

    Fire Breath · Frightful Presence · Multiattack · Wing Attack

    Opens
    Use Frightful Presence, then Fire Breath across the densest group while avoiding the powder crates.
    Targets
    The character carrying or guarding the powder-crate manifest
    Flees
    Flees at 45 hit points if the powder is secured or its escape route is blocked.
  • Cult Fanatic

    Controller

    4 of them
    AC
    13
    HP each
    33
    CR
    2

    Dark Devotion · Spellcasting · Dagger · Inflict Wounds

    Opens
    Cast Bless on the dragon and two fanatics; then use Hold Person against the strongest visible melee threat.
    Targets
    Characters extinguishing oil, cutting ropes, or moving the powder crates
    Flees
    Flee when half their number are defeated or the dragon leaves.

What happens

5 to 7 rounds
  1. 2

    Round 2

    The powder crates shift toward the river; each creature on the barge must succeed on a Dexterity save or slide 10 feet.

  2. 4

    Round 4

    The alarm bell rings; two city guards arrive at the pier at the end of the round and attack the nearest visible creature unless warned.

  3. 6

    Round 6

    A burning oil cask bursts; the nearest 10-foot square becomes burning ground until extinguished.

The battlefield

Zones

  1. 1

    The Powder Barge60 by 25 feet

    Crates, ropes, and a cargo crane crowd the deck; three casks of lamp oil sit beside the mast.

  2. 2

    The Toll Pier25 by 25 feet

    A narrow stone pier runs beside the barge, slick with river water and broken glass.

  3. 3

    The Loading Platform25 by 25 feet

    A raised loading platform overlooks the deck; a bell rope hangs beside the signal post.

What the party can use

Winch: Use an action to drop the cargo crane, creating a 15-foot-wide barrier.
Oil Casks: A hit or open flame ignites a 10-foot square for 2d6 fire damage.
Mooring Ropes: Cut a rope to swing a loaded barge 20 feet and knock creatures prone on a DC 15 Dexterity save.

Scaling

XP budget7,700 of 28,200 XP
Weaker

Low

One fewer Cult Fanatic

Remove two cult fanatics and begin with the dragon's Fire Breath unavailable.
As written

Low

Stronger

Moderate

One more Young Red Dragon

Add two cult fanatics and let the dragon recharge Fire Breath immediately when the alarm bell rings.

Treasure

The dragon's hoard pouch contains 900 gp, three bloodstones worth 250 gp each, and a signed harbor contract naming the cult's buyer.

Media

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