Save the Powder Barge
Save the Powder Barge
Run the fight
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
Stop the cult from taking the powder barge upriver before the dragon burns the harbor district.
Win
Lose
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- 1 of them
Young Red Dragon
Artillery
- 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.
- 4 of them
Cult Fanatic
Controller
- 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- 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.
- 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.
- 6
Round 6
A burning oil cask bursts; the nearest 10-foot square becomes burning ground until extinguished.
The battlefield
Zones
- 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
The Toll Pier25 by 25 feet
A narrow stone pier runs beside the barge, slick with river water and broken glass.
- 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
Scaling
Low
One fewer Cult Fanatic
Remove two cult fanatics and begin with the dragon's Fire Breath unavailable.Low
Moderate
One more Young Red Dragon
Add two cult fanatics and let the dragon recharge Fire Breath immediately when the alarm bell rings.Treasure
Media
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