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Session 5 — the doors

The warehouse main floor · on the way out, with the Cold Kiss

At a glance

Who
The Five Fingers: Fetch (an illusionist) and Greave (an abjurer) and two bruisers (×2) — the crew that lost the ledger to the party in the alley in session 2, rebuilt. Casks can add specters. Four characters at 4th level.
How long
~30 minutes. Everyone is on the floor from round 1.
How it ends
On the Cold Kiss. Either the crew is broken and it stays, or a caster Pulls it and gets out of the doors with it.
The one rule
The party know what is in the casks and the crew do not. The stacks are half cover to one side and a mistake to the other.

This page holds the fight’s numbers. The session 5 sheet links here. No read-alouds are written yet.

Why this crew

They are the four the party beat in the alley in session 2, and the party will recognise them. Dita hired them then and hired them again, to do the job the party refused her 500 gp for. They went in to clear the warehouse, found the party had already done it, and are now standing between them and the doors. What they want is the thing the party are carrying, and the Pull is how they take it.

Why Dita wants it cleared (Jack, 2026-10-01). The warehouse is her responsibility, and it has been going badly: men dead in the cellar and two hired groups that never came out. She has kept all of it from Losam and wants it cleared and quiet before he finds out. If anyone asks, she says her father asked her to deal with it. That is half true (Jack, 2026-10-10): Losam made the warehouse hers and did not want details, but he never knew about the dead men or the crews. Haxami’s leverage is what she hid from him. She posted Biggs and Wedge to keep people out.

She wants the Cold Kiss. She knows it is something and does not know how powerful it is.

They call themselves the Five Fingers. There are four of them. None of them will explain it, and Hobb takes it badly if anyone counts out loud.

If Marellius calls Dita

If Dita stays out of the fight, Marellius can reach her on the Sweet Nothing. It casts message, so each exchange is one short whisper each way. Her lines are yours to write; this is what she does (Jack, 2026-10-01).

The word for Fetch is my addition, so she has a way to call them off through Marellius. With the casters gone the fight is two Thugs: 200 raw × 1.5 = 300 adjusted, under Easy for four at 4th. That is the brake after the cellar.


The roster

Named here for the first time. They went unnamed all through session 2, so nothing on the alley page contradicts this.

Fitch and Greave

Fetch

Reskin of the Illusionist (Volo’s) · Medium humanoid · one house action, below

Armor Class12 (15 with mage armor) Hit Points38 (7d8 + 7) Speed30 ft CR3 (700 XP)
Str9 (−1)
Dex14 (+2)
Con12 (+1)
Int17 (+3)
Wis12 (+1)
Cha11 (+0)

Spellcasting. 7th-level caster, Intelligence, DC 13, +5 to hit. Wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray

1st level (4 slots): color spray*, disguise self*, mage armor, magic missile

2nd level (3 slots): invisibility*, mirror image*, phantasmal force*

3rd level (3 slots): major image*, phantom steed*

4th level (1 slot): phantasmal killer* or greater invisibility*, picked at the table

*An illusion spell of 1st level or higher; casting one recharges Displacement.

Displacement (recharges after an illusion spell of 1st level or higher). Bonus action: the caster projects an illusion so it seems to stand a few inches from where it really is. Attacks against it have disadvantage. Ends if it takes damage, is incapacitated, or its speed becomes 0.

House action — The Pull. One object a creature is holding, within 30 ft. The holder makes a DC 13 Dexterity save. On a failure the object tears loose and lands in the caster’s hand. On a success it hits the floor between them. Unchanged from the alley, and the party have seen it work.

Actions

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

Greave

House build on the Illusionist (Volo’s) chassis, as an abjurer · Medium humanoid · same numbers as Fetch; spells, ward and one house action below

Armor Class12 (15 with mage armor) Hit Points38 (7d8 + 7) Speed30 ft CR3 (700 XP)
Str9 (−1)
Dex14 (+2)
Con12 (+1)
Int17 (+3)
Wis12 (+1)
Cha11 (+0)

Spellcasting. 7th-level caster, Intelligence, DC 13, +5 to hit. Wizard spells prepared:

Cantrips (at will): blade ward*, mage hand, message, ray of frost

1st level (4 slots): mage armor*, protection from evil and good*, shield*, thunderwave

2nd level (3 slots): arcane lock*, hold person, misty step

3rd level (3 slots): counterspell*, dispel magic*

4th level (1 slot): banishment* or dimension door, picked at the table

*An abjuration spell; casting one of 1st level or higher restores the Arcane Ward.

Arcane Ward (17 hit points). Damage she takes hits the ward first; anything left over carries through to her. When she casts an abjuration spell of 1st level or higher, the ward regains hit points equal to twice the spell’s level. The printed Abjurer’s ward is 30 at CR 9; 17 is the class formula at 7th level (twice the level plus Intelligence).

Nothing on her list is fire. Thunderwave splits a cask rather than bursting it.

House action — The Pull. One object a creature is holding, within 30 ft. The holder makes a DC 13 Dexterity save. On a failure the object tears loose and lands in the caster’s hand. On a success it hits the floor between them. Unchanged from the alley, and the party have seen it work.

Actions

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

The bruisers

Bruiser (×2)

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

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

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

Actions

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

The casks

The main floor is stacked with returned casks, the same rule as the cellar. About three in every dozen hold a soul, and the party learned to tell them apart on the way in. The crew have no idea.

Alert state: one variable, whether a cask has split yet. Before the first one, this is a fight between two crews. After it, there is a third side in the room that neither of them controls.

Scaling

The written roster: 1,600 raw XP × 2 for four creatures = 3,200 adjusted. Deadly for four at 4th is 2,000, so this is 160% of Deadly, and Deadly under both the DMG and Improved Initiative. Enemy damage is about 30 a round if both bruisers connect and the casters throw daggers, against a roster holding 140 hit points. The casters are a delay, not a threat: the danger in this fight is the Pull and the doors.

It runs after the cellar. Neither model sees that. The party come up this stair spent, and the 220% downstairs is what makes 160% here bite. If they take a short rest first, the crew find them at the end of it and the fight runs as written. If they do not, it runs the same and it is harder, which is the price of walking straight out.

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

The ceiling. Two split casks make six creatures at 2,000 raw and 4,000 adjusted, 200%. Past that the specters are fighting both sides and the fight stops being about the Cold Kiss.


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 the plank floor of a long rectangular waterfront warehouse shed at night. Big double cargo doors at one end, an open trapdoor with a wooden stair going down at the other, timber posts in two long rows, a work bench along one wall, stacked casks and crates around the walls. Out on the floor, six or seven separate clumps of cargo — stacked casks, a crate stack, a pile of timber, a handcart, a tarp over a low stack — each only two or three casks across, with clear straight aisles at least four casks wide between them. Keep the floor just inside the doors open, the floor around the trapdoor open and the front of the bench clear; about a third of the floor is bare planking. No people. No grid lines, no text.


How it ends — the Cold Kiss stays, or it goes out the doors

Dropping the crew is not the only way this ends, and it is not the only good one. The Pull works on a bad save, and the fight resolves on where the Cold Kiss is standing when it does.