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Session 7 — the register fight

The strand at dawn, by the offering stones · Tuck comes to arrest the burners during the Miriam scene

At a glance

Who
Sai’s enforcer (×1), a veteran (×1) and two thugs (×2). Oswin Tuck comes down the strand with them and does not fight. Miriam Dol fights on the party’s side as the fifth character, and takes the second thug (Jack, 2026-10-10). Four characters at 5th level, plus Miriam.
Why now
The dead men from the warehouse cellar need a Speaker’s entry in the burial register before they go into the sea. Tuck comes at dawn with Kestrel’s writ to have Miriam enter them as murdered and name the burners. He finds the burners standing with her and arrests them on the spot. Refusing him starts the fight (Jack, 2026-10-12; it was a fight over the register itself).
Where
Out on the strand at dawn. Miriam clears the offering stones herself every morning, and that is where the party find her. Her house is at the edge of the map (Jack, 2026-10-11).
How long
~30 minutes. Both sides start in the open.
How it ends
A character is taken or nobody is, and Tuck is caught or gone.
The one rule
The writ names “the four who fired the Ferrante shed,” and any one of them will do. If a Sai man drags a grappled character off the top of the map, up the strand toward town, that character is taken to Kestrel’s counting-house.

This page holds the fight’s numbers. The session 7 sheet links here. No read-alouds are written yet. Names for the enforcer and his men are still to come.


The roster

Sai’s enforcer

Sai’s enforcer

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

Armor Class16 (studded leather, shield) Hit Points112 (15d8 + 45) Speed30 ft CR5 (1,800 XP)
Str18 (+4)
Dex15 (+2)
Con16 (+3)
Int10 (+0)
Wis12 (+1)
Cha15 (+2)

Saving Throws Str +7, Dex +5, Con +6 · Skills Athletics +10, Intimidation +5 · Senses passive Perception 11

Brave. Advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when he hits with it (included below).

Actions

Multiattack. Three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft, one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. He adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

The veteran

Sai veteran

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

Armor Class17 (splint) Hit Points58 (9d8 + 18) Speed30 ft CR3 (700 XP)
Str16 (+3)
Dex13 (+1)
Con14 (+2)
Int10 (+0)
Wis11 (+0)
Cha10 (+0)

Skills Athletics +5, Perception +2 · Senses passive Perception 12

Actions

Multiattack. Two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft, one target. Hit: 6 (1d10 + 1) piercing damage.

The thugs

Sai thug (×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.

Oswin Tuck

Speaker Miriam Dol

Speaker Miriam Dol

Reskin of the Priest (MM), as an Animist · Medium humanoid (human), sixty · no house tweaks

Armor Class13 (chain shirt under the Speaker’s grey) Hit Points27 (5d8 + 5) Speed25 ft CR2 (450 XP)
Str10 (+0)
Dex10 (+0)
Con12 (+1)
Int13 (+1)
Wis16 (+3)
Cha13 (+1)

Skills Medicine +7, Persuasion +3, Religion +4 · Senses passive Perception 13

Divine Eminence. As a bonus action, she can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If she expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. 5th-level caster, Wisdom, spell save DC 13, +5 to hit with spell attacks. Cantrips (at will): light, sacred flame, thaumaturgy. 1st (4 slots): cure wounds, guiding bolt, sanctuary. 2nd (3 slots): lesser restoration, spiritual weapon. 3rd (2 slots): dispel magic, spirit guardians.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.

Scaling

The written roster, with Miriam as the fifth character: 2,700 raw XP × 2 for four creatures = 5,400 adjusted. Deadly for five at 5th is 5,500, so this is 98% of Deadly. DMG: Hard, right under the Deadly line. Improved Initiative: Hard (5,400 is under 5,500).

Damage check. The roster holds 234 hit points with no resistances. Its best round is about 70 damage (enforcer 33, veteran 18, two thugs 11 each), and an expected round is about 45. Miriam and the second thug tie each other up, so the party’s own fight is the enforcer, the veteran and the first thug: three to four rounds at 5th.

Without Miriam fighting: drop the second thug. 2,600 raw × 2 = 5,200 against a Deadly of 4,400 for four at 5th (118%). Deadly under both.

The brakes: nobody fights to the death, and the enforcer runs at 40. The nets cut both ways. The grave fight may come later the same night.


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 long pebble beach at dawn. A wooden pier running out into the sea near the middle, with three thick mooring posts at its end. A row of flat stones laid on the shingle above the pier. Three wooden frames hung with fishing nets along the top of the beach. Two small boats pulled up on the shingle. A small stone cottage with a roof at one edge of the map. The features are small, with open shingle between them and the sea along one side. No people. No grid lines, no text.


How it ends — on the arrest and Tuck