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
| 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.