Tidewright Find /
๐ŸŒŠ Fluid

Session 4 — the deck fight

The route packet at the berth, at night · only if the party move on it

At a glance

Who
Ambrose Kettle, called Tinderbox (×1), and two deckhands (×2). Casks can add specters. Oswin Tuck is on the quay and does not fight. Four characters at 4th level.
How long
~40 minutes. Everyone is on the deck or the quay from round 1.
How it ends
The deck is won, and Tuck is caught or gone.
The one rule
Full casks are aboard, and the cask rule applies: fire bursts, slashing or anything else lets out a specter. Tinderbox’s own spells set them off.

This page holds the deck fight’s numbers. The session 4 sheet links here. No read-alouds are written yet.


The roster

Ambrose Kettle, called Tinderbox

Ambrose Kettle, the packet’s master

Reskin of the Mage (MM) · Medium humanoid (human), any alignment · no house tweaks

Armor Class12 (15 with mage armor) Hit Points40 (9d8) Speed30 ft CR6 (2,300 XP)
Str9 (−1)
Dex14 (+2)
Con11 (+0)
Int17 (+3)
Wis12 (+1)
Cha11 (+0)

Saving Throws Int +6, Wis +4 · Skills Arcana +6, History +6 · Senses passive Perception 11

Spellcasting. 9th-level caster, Intelligence, spell save DC 14, +6 to hit with spell attacks. Cantrips (at will): fire bolt, light, mage hand, prestidigitation. 1st (4 slots): detect magic, mage armor, magic missile, shield. 2nd (3 slots): misty step, suggestion. 3rd (3 slots): counterspell, fireball, fly. 4th (3 slots): greater invisibility, ice storm. 5th (1 slot): cone of cold.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 4 (1d4 + 2) piercing damage.

The deckhands

Deckhand (×2)

Reskin of the Thug (MM) · Medium humanoid (human), any non-good alignment · no house tweaks

Armor Class11 (leather armor) Hit Points32 (5d8 + 10) Speed30 ft CR1/2 (100 XP)
Str15 (+2)
Dex11 (+0)
Con14 (+2)
Int10 (+0)
Wis10 (+0)
Cha11 (+0)

Skills Intimidation +2 · Senses passive Perception 10

Pack Tactics. Advantage on an attack roll against a creature if an ally is within 5 ft of it and not incapacitated.

Actions

Multiattack. Two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft, one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft, one target. Hit: 5 (1d10) piercing damage.

The casks

Full casks are aboard, mid-loading. How many is not decided. The rule is the warehouse’s, written once on the warehouse fight page.

Oswin Tuck

Scaling

The written roster: 2,500 raw XP × 2 for three creatures = 5,000 adjusted. Deadly for four at 4th is 2,000, so this is 250% of Deadly, and Deadly under both the DMG and Improved Initiative. The roster holds 104 hit points with no resistances. Round-by-round output is about 31 until he casts toward the party with fireball, which is 28 to everyone in it.

One more character: add one deckhand. 2,600 raw × 2 = 5,200 against a Deadly of 2,500 (208%).

The ceiling: two cask specters make 5,800 adjusted (290%). Four make seven creatures, the multiplier steps to ×2.5, and it is 8,250 (412%). That is where it stops being survivable. Keeping him away from the casks is the brake.


Environment

Environment prompt

Generate an image that is a D&D battle map in 16-bit pixel art, in the style of Chrono Trigger. A wide, zoomed-out overhead view of a two-masted sailing ship moored at a long stone quay at night. A wooden deck with lashed casks and deck lamps on posts, a gangplank to the quay, stone steps up from the quay, mooring bollards, dark water on the far side. The ship fills only the middle third of the map, with open quay and water around it. No people. No grid lines, no text.


How it ends — on Kestrel’s name

Winning the deck is not the payoff. Tuck is.