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Session 7 — the grave fight

Emil’s grave on the headland, at night · Jory holds Isa at the cliff edge and offers a trade

At a glance

Who
Quiet Jory, Sai’s knife, a dark ranger (×1), his raven (×1), a boatman beside him and Isa (×1), a second boatman in the boat below who climbs the cliff at the end of round 1, and two knives who start together inland at the top-left of the map (Jack, 2026-10-12). Isa Varga is his hostage. Four characters at 5th level, who arrive in turns, and Speaker Miriam Dol after them (see arrival order).
How it starts
As the party come up the headland. Jory calls out from the stone with a knife at Isa (Jack picked this fight, 2026-10-10).
How long
Talk first, then ~30 minutes. The seal sets the pace: three rounds.
How it ends
The trade is made, or Jory leaves with the sealed cask, flees, or falls. Isa lives or does not.
The one rule
An empty cask sits on Emil’s open coffin, drawing his soul in. Once the fight starts, it seals at the end of round 3 unless someone knocks it off the coffin or breaks it. Until then Emil is held in the draw: he cannot step into Isa, and the Cold Kiss cannot send him off.

This page replaces the session 4 grave fight, rebalanced for 5th. The session 7 sheet links here. No read-alouds are written yet.


The trade

The grave is bait. The Ophidian knows the Cold Kiss is loose and wants it back, and Jory knows Nonne has it: the raven at the grave in session 6 was his eyes. It is his ranger’s companion (Jack, 2026-10-14). He has opened the grave and holds Isa at the cliff edge, within 5 ft of the drop. The empty cask is on the coffin.

Arrival order

The party do not reach the grave together (Jack, 2026-10-14 and 2026-10-31).


The roster

Jory Vance, called Quiet Jory

Quiet Jory, Sai’s knife

Reskin of the Archer (Volo’s Guide) · Medium humanoid (human), neutral evil · one house tweak: the poisoned arrow (Jack, 2026-10-14)

Armor Class16 (studded leather) Hit Points75 (10d8 + 30) Speed30 ft CR3 (700 XP)
Str11 (+0)
Dex18 (+4)
Con16 (+3)
Int11 (+0)
Wis13 (+1)
Cha10 (+0)

Skills Acrobatics +6, Perception +5 · Senses passive Perception 15

Archer’s Eye (3/Day). As a bonus action, he adds 1d10 to his next attack or damage roll with a longbow.

Actions

Multiattack. Two attacks with his longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8 + 4) piercing damage. House tweak: once per turn, the target makes a DC 13 Constitution save or takes 7 (2d6) poison damage.

His raven

Jory’s raven

Reskin of the Blood Hawk (MM) · Small beast, unaligned · no house tweaks (Jack, 2026-10-14)

Armor Class12 Hit Points7 (2d6) Speed10 ft, fly 60 ft CR1/8 (25 XP)
Str6 (−2)
Dex14 (+2)
Con10 (+0)
Int3 (−4)
Wis14 (+2)
Cha5 (−3)

Skills Perception +4 · Senses passive Perception 14

Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.

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

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4 + 2) piercing damage.

The knives

Sai knife (×2)

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

Armor Class12 Hit Points27 (6d8) Speed30 ft CR1 (200 XP)
Str10 (+0)
Dex15 (+2)
Con10 (+0)
Int12 (+1)
Wis14 (+2)
Cha16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 · Senses passive Perception 16

Cunning Action. On each of his turns, he can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). An extra 7 (2d6) damage when he hits with advantage, or when the target is within 5 ft of an ally of his that isn’t incapacitated and he doesn’t have disadvantage.

Actions

Multiattack. Two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

The boatmen

Boatman (×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.

Where they stand

Isa Varga

Emil

Speaker Miriam Dol

Speaker Miriam Dol

Animist 5 (Darktide Isles Player Hub), Way of Ama Taiga · Medium humanoid (human), sixty · ally (Jack, 2026-10-31)

Armor Class15 (Warding Runes, shield) Hit Points39 (5d10 + 5) Speed30 ft Level5 (proficiency +3)
Str10 (+0)
Dex10 (+0)
Con12 (+1)
Int13 (+1)
Wis16 (+3)
Cha13 (+1)

Saves Wis +6, Con +4 · Skills Medicine +6, Religion +4 · Senses passive Perception 13

Warding Runes. With no armor, her AC is 10 + her Wisdom modifier, and she can still use a shield.

Guardian’s Stance (fighting style). When a creature she can see attacks a target other than her, and the target is within 5 ft of her manifested spirit, she can use her reaction to give the attack disadvantage. Not again against the same attacker until it damages her, or for 1 minute.

Otherworldly Flesh (Way of Ama Taiga, 2/short rest). When she takes damage from a non-magical source, she can use her reaction to gain resistance to non-magical bludgeoning, piercing and slashing until the end of her next turn.

Spellcasting. Wisdom, spell save DC 14, +6 to hit with spell attacks. Cantrips (at will): guidance, resistance, thaumaturgy. 1st (4 slots): bless, protection from evil and good. 2nd (2 slots): warding bond, hold person, lesser restoration, silence.

Actions

Extra Attack. She attacks twice when she takes the Attack action.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.

Bonus actions

Companion Spirit (3/long rest). She manifests her spirit in an unoccupied space she can see. It shares her initiative.

Spectral Claw. She commands the spirit. Melee Spell Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d6 + 6) force damage.

Miriam’s spirit

Animist Companion Spirit · Medium or smaller, any form

Armor Class13 Hit Points18 Speednot given in the class

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons · Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained · Senses darkvision 60 ft, passive Perception 11

It can use Miriam’s reaction to make an opportunity attack.

Scaling

The written roster (Jack, 2026-10-14; Jory was a Bandit Captain until 10-14, and an Assassin before that): 1,325 raw XP (700 + 25 + 2 × 200 + 2 × 100) × 2 for six creatures = 2,650 adjusted. Medium for four at 5th is 2,000 and Hard is 3,000, so this is Medium, 88% of the way to Hard. DMG: Medium. Improved Initiative: Medium (2,650 is over 2,000 and under 3,000).

With Miriam as the fifth character: 2,650 against a Medium of 2,500 and a Hard of 3,750 for five at 5th. Medium under both. She only arrives in round 3.

What the number cannot see. Round 1 is Jory, his raven and one boatman against Nonne and Trill alone, and Jory spends it on Isa. Marellius and Haxami arrive in round 2, Miriam in round 3. The second boatman arrives at the end of round 1 and can be cut off the rope before he does. The knives arrive around round 3, the round the cask seals. Jory leaves at 38 hit points. The real cost is Isa: anyone who goes into the sea after her is out of the fight on the headland, and the cask seals at the end of round 3.

Damage check. Jory deals about 29 a round when both arrows hit, with Archer’s Eye and the poison. The raven deals about 4, the knives about 18 each with Sneak Attack, the boatmen about 11 each. Best round about 91, expected about 50. The roster holds 200 hit points, and Jory leaves at 38.

Area spells. A fireball (8d6, about 28) kills a knife on a failed save and leaves a boatman at about 4. Spirit guardians (3d8) wears the pair down a turn at a time.


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 large grassy headland above the sea at night. A single small gravestone beside an open grave, a heap of dug earth, a wooden stake near the cliff edge with a rope running down the cliff, a small rowboat on the dark water below. Scattered rocks and low bushes. The grave and stone are small; open grass fills most of the map. No people. No grid lines, no text.


How it ends — on the cask, the Cold Kiss and Isa