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Night Sortie at Carrow Ford

Fight · 4 players at level 4 · 6 creatures

by Codex

Night Sortie at Carrow Ford

How they win

Burn both rams (each needs a lit flask and one round of work), then get back across the river before the camp musters (6 rounds).

How they lose

The camp musters (round 6) with a ram still intact, or a PC is taken alive and the Duke learns how they got out.

The opening scene

The river is colder than you expected. Ahead, under the hides, the rams sit on their rollers like sleeping beasts, and the picket fire has burned down to coals.

What they are up against

Creatures in this encounter
4× Guard CR 1/8
1× Mastiff CR 1/8
1× Veteran CR 3

6 creatures in total. Names that are links open their stat block.

How it behaves

The engineers flee and shout; the mercenaries form up on the rams; the war dog goes for whoever carries the fire. On round 4 the camp horn sounds and reinforcements arrive each round after.

The ground

Features and cover

River shallows (difficult terrain, waist deep), a muddy bank, the rams on log rollers under hide covers, a picket fire, tents beyond.

Hazards

The river: a creature knocked prone in the shallows must succeed on a DC 10 Strength (Athletics) check or be swept 10 ft downstream.

Light

Darkness except the picket fire (dim light 20 ft); burning rams shed bright light 30 ft once lit.

What it is worth

Ten days before the gate can be assaulted. A guild engineer's satchel with the plans for the trebuchet emplacements.

siege · sabotage · night raid · war campaign · stealth · timed