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Reading the Marks — the fight

They pull the ledger off the party in the bar and run for the stair — and whether it leaves the port decides what session 3 is. It did not leave

At a glance

Who
Two casters and two quaymen. Four characters at 4th level.
How long
~30 minutes. The theft is one roll; the alley is the fight.
How it ends
The book leaves Onda, or it does not. The party decide what else they take off the alley.
The one rule
The gap decides it. Break the three in the alley and the book stays in Onda. They hold for three rounds and it is gone.

This page holds the statblocks, the Pull, the alley and the scaling. The read-alouds and the Developments are on session 2’s prep read.

The shape of it — three phases, one of them a fight

1 · The handover, in the bar. No initiative, and no check. Four come in the street door and Dita throws them the ledger from the corner table. All four are moving for the door on the same turn.

2 · The alley. One caster goes up the alley with the book. The other caster and both quaymen stand in the gap and hold it. This is the fight.

3 · The stair. The runner is up it and out of the port at the end of round three. Everything the party do in the alley is aimed at that.


The roster

The casters have no names yet, and nobody has decided who sent them. Run them as the casters until that is written.

The casters (×2)

Medium humanoid — Cult Fanatic (2014 MM), run as printed · reskinned arcane: the spiritual weapon is a floating boat-hook, the inflict wounds a grip that closes

Armor Class13 Hit Points33 Speed30 ft CR2 (450 XP)

Spellcasting. 4th-level caster, DC 11, +3 to hit. Hold person and spiritual weapon are the two that matter — both are how the alley costs the party rounds.

Actions

Multiattack. Two dagger attacks: +4 to hit, 4 (1d4 + 2) piercing damage.

The Pull. House action — in the alley only. One object a creature is holding, within 30 ft. The holder makes a DC 13 Dexterity save. On a fail the object tears loose and lands in the caster’s hand. On a success it hits the floor between them, and the room is a scramble.

Quaymen (×2)

Medium humanoid — Thug (2014 MM), run as printed · no house tweaks

Armor Class11 Hit Points32 Speed30 ft CR1/2 (100 XP)

Pack Tactics. Advantage on an attack roll against a creature if at least one of their allies is within 5 ft of it and not incapacitated.

Actions

Multiattack. Two mace attacks: +4 to hit, 5 (1d6 + 2) bludgeoning damage.

Scaling

The alley is the fight, and it is three bodies — one caster and two quaymen. 650 raw, ×2 for three, 1,300 adjusted against four at 4th: Medium 1,000, Hard 1,500. A hard Medium, and it plays softer than the number because they are disengaging rather than committing.

The bar is not a fight and is not budgeted. All four are in the room for one action.

Harder, if you want it. Swap the Cult Fanatic for an Illusionist (Volo’s, CR 3) — invisibility and mirror image make the delay far more expensive, and the alley goes to 1,800 adjusted, past Hard. That is the dial. Do not add bodies; a wider alley is a worse alley.

More or fewer characters. Quaymen at #PCs − 2, floor 1, ceiling 3. The casters are always two, because one of them has to leave.


Environment

Two rooms, and the party choose to enter the second one. Nothing forces them out of the door after the handover.

The taproom — where it is taken

The alley — where it is fought

Environment prompt — the alley

Generate an image that is a D&D battle map in 16-bit pixel art, in the style of Chrono Trigger. Overhead view of a narrow harbour alley at night. Wet cobbles, a gutter down the middle, stacked crates and barrels along one wall, a tavern door at the near end, a stone stair rising at the far end. One lamp bracket. No people.


How it ends — the gap holds, or it does not

The three in the gap are the whole fight. They are counting rounds, not bodies, and the runner needs three of them to reach the stair. Break the gap inside that and the party take the runner at the foot of it. Do not fudge it in either direction.

What the party can take off the alley, in either branch:

Which session 3 they get was decided here. The party kept the ledger, so he comes to collect — and the find-them branch has been cut out of session 3 rather than left sitting there unrunnable. What actually happened is on the recap.