Six Rounds at Havenfeld
Six Rounds at Havenfeld
Read aloud
The circle's runes flare beneath your feet, then fade to a dull ember. Beyond the village barricades, shapes are moving through the fields, and Arla Linden raises her shield: "Six rounds until it charges again. Keep Havenfeld standing until then!"
Run the session
Cheat sheet
Objectives
- 1Defend the villagers until the teleportation circle recharges at initiative count 6 on the sixth round.
- 2Use the circle's flare to return the party to the dungeon entrance.
- 3Keep the raiders from interfering with the teleportation circle.Optional
The clock
Track six combat rounds. The circle flares at initiative count 6 on round six. The party may return to the dungeon entrance when it flares. If the defenders fall below five able-bodied fighters at any point, or the entire party is incapacitated, the encounter is lost.
Scenes
- 0:00Six Rounds to Charge
- 0:15The First Rush
- 0:40A Gap in the Line
- 1:05The Last Pulse
Cast
- Arla LindenQuestgiver and militia captain
- Tomas ReedAlly and local farmhand
- Nella VossWitness and village healer
The hook
Set the scene
The party arrives at Havenfeld's circle as its runes sputter and fade. Arla Linden has placed eight militiamen behind wooden fences and carts, while villagers gather close to the stone ring. She explains that the circle will flare again on the sixth round and warns that the raiders are already crossing the fields.
How Arla Linden asks
Arla Linden meets the party at the circle, gives a quick account of the defense, and asks them to hold the line until the runes flare again.
Rumours
Scenes
85 minutes0:00
15 min
SocialThe table is here
1. Six Rounds to Charge
The teleportation circle at the edge of Havenfeld, with villagers sheltering behind carts and fences.
Establish the six-round objective, identify the barricades and difficult terrain, and let players assign positions or give the militia brief orders.
NextThe first raiders emerge from the fields and attack the defensive line.
0:15
25 min
Combat
2. The First Rush
The outer barricades and the open farm fields beyond them.
The party and militia hold their positions against a small probing attack. Make the six-round clock visible and remind the players that the circle flares on initiative count 6 of the sixth round.
First RushNextAs the first attackers fall back or are defeated, movement near the haystacks reveals an attempt to flank the village.
0:40
25 min
Combat
3. A Gap in the Line
A lane between haystacks, farm ditches, and a section of broken fence.
The party must respond to a threat approaching the villagers from a different direction, while deciding whether to hold the line, reposition, or spend actions protecting vulnerable defenders.
Flank at the HaystacksNextWith the flank checked, the defenders have a brief chance to regroup before the circle's final pulse.
1:05
20 min
Skill
4. The Last Pulse
The village circle and surrounding barricades under pressure from the fields.
Resolve the final rounds of the defense. The party can rally militia members, assist wounded defenders, or prepare to reach the circle when it flares. At initiative count 6 on round six, the return route opens.
NextIf the defense holds, the party returns to the dungeon entrance; otherwise, resolve the retreat or loss using the failure modes.
Behind it
What people believe
Havenfeld's teleportation circle is the only safe return route for the party and a group of villagers.
The circle will recharge in six rounds, but raiders are closing on the village. Arla Linden and eight militiamen are ready to hold the barricades; the party must keep the defense intact until the circle flares.
Background
Havenfeld is a small farming village built around an old stone teleportation circle.
The circle is dormant most of the year, but its runes can be charged by a nearby dungeon mechanism. The villagers have gathered at the circle while the party works to activate it; now hostile creatures are converging on the village.
The stakes
If the defenders fall below five able-bodied fighters or the entire party is incapacitated, Havenfeld's defense fails.
If the party holds until the circle flares on the sixth round, they can return to the dungeon entrance and leave the villagers with a chance to regroup.
Encounters
2First Rush
Combat
Wooden fences and carts provide half cover, granting +2 AC to creatures behind them. Churned farm fields and haystacks provide no cover and count as difficult terrain.
Foes
2 Goblin Raiders
ComplicationThe raiders attempt to draw defenders away from the circle. If a character leaves the defensive line to pursue them, the raiders use the opening to threaten a militia position.
ScalingFor a party of 3 or fewer, use 1 Goblin Raider. For a party of 5 or more, add 1 Goblin Raider. The eight militia members are allies, not player characters, and should focus on holding positions rather than dealing decisive damage.
Flank at the Haystacks
Combat
A narrow lane between a haystack and a fence provides limited access to the village center. The fields are difficult terrain, and the barricades provide half cover to creatures behind them.
Foes
1 Goblin Raider
1 Goblin Sling Skirmisher
ComplicationOn the third round, a raider tries to get around the barricades toward the villagers gathered beside the circle. The party can stop it by defeating it, blocking its route, or directing an ally to intercept it.
ScalingFor a party of 3 or fewer, remove the Goblin Sling Skirmisher. For a party of 5 or more, add 1 Goblin Raider. If the party has already lost two or more defenders, do not add foes.
Cast
3Arla Linden
QuestgiverQuestgiver and militia captain
WantsKeep the villagers alive and organized until the circle can return the party and villagers to safety.
“Hold the line until those runes flare. Nobody gets left behind.”
Tomas Reed
Ally and local farmhand
WantsProtect her neighbors and prove that Havenfeld can defend itself without waiting for outside help.
“I know every ditch and fence in these fields. Tell me where you need me.”
Nella Voss
Witness and village healer
WantsA frightened witness who wants to survive and warn the party about what she saw near the circle.
“They are not after your grain. They are after the light beneath the stones.”
How it ends
Rewards
Items
A healer's satchel with 3 uses of clean bandages and basic supplies. This is mundane equipment and does not restore hit points by itself.
A village-made signal whistle, which can be heard across Havenfeld in clear weather.
On a win
At initiative count 6 on the sixth round, the circle's runes blaze with light.
If at least 5 able-bodied defenders remain and the party is not wholly incapacitated, the party can return to the dungeon entrance. Arla and the villagers can withdraw behind the barricades or follow if the GM wants the whole group transported.
What it leaves open
If it fails
- The encounter is lost if fewer than 5 able-bodied defenders remain, counting the party and militia members still able to fight, or if every party member is incapacitated.
- The village line collapses. Arla orders a retreat, leaving Havenfeld's outer homes exposed to the raiders.
- If the party abandons the defense before the sixth-round flare, the circle cannot return them to Havenfeld during this encounter.
- The party is stranded at the dungeon entrance or forced to negotiate another route home. The villagers remain at risk until a rescue or second defense can be arranged.
- If the defenders survive but the party fails to prevent raiders from reaching the circle, Arla can still evacuate the villagers, but the site is lost temporarily.
- The raiders seize control of the circle's outer stones and demand supplies or access to the dungeon. Havenfeld survives, but its safety is no longer secure.
Complications (d6)
- 1A farm cart breaks loose and rolls toward the militia's firing position. One character can use an action to stop it with a successful DC 10 Strength check; otherwise the position loses its half cover until the end of the next round.
- 2A frightened villager bolts across the open field. A character can use an action to guide them to safety; otherwise one able-bodied defender leaves the line until rescued.
- 3A haystack catches fire from a stray torch. The adjacent 10-foot area becomes difficult terrain and lightly obscured until the fire is put out.
- 4A militiaman's spear snaps. That militia member cannot make attacks until another creature uses an action to hand them a weapon or help them retrieve one.
- 5A low ditch fills with muddy runoff. The first creature to cross it this round must succeed on a DC 10 Dexterity saving throw or fall prone.
- 6The circle gives a false pulse, briefly making its runes glow. A character who can see it must succeed on a DC 10 Wisdom saving throw or be distracted, taking a -2 penalty to their next attack roll or ability check.
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