Session 3, Scene 2: Getting pranked by the UoS
Plot points/Scenes
The prank
The group rush back to their halls, and as they make their way across campus, panic sets in as students and staff alike run in all directions. As you near your halls, you see a faint glow coming from the entranceway, and a few students fleeing round the corner. The group ran down the entranceway, and you saw:The fight
The fight gets started with the gang and the UoS goons facing off. After 2 rounds of combat, Jon's character enters and takes down 2 of the goons.Toilet paper launcher
AC18, 80HP. Start a counter at 10. The mages all put one spell slot into it each per round of combat. If it gets to zero it goes off.The UoS goons
1 x Bandit Captain, 2 x Berserker, 3 x Swashbuckler, 3 x First Year Illusionist.Bandit Captain
Actions
Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
More than treasure, a bandit captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Berserker
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.
Swashbuckler
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
College of Arcana First-Year Novice (Illusionist) CR: 3
STR
9 -1
DEX
16 +3
CON
15 +2
INT
17 +3
WIS
14 +2
CHA
11 +0
The First-Year Novice (Illusionist) is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit 1d20+6 with spell attacks). The Illusionist has the following spells prepared:
- Cantrips (at will): Minor Illusion
- 1st Level (4 slots): Color Spray, Disguise Self, Silent Image
- 2nd Level (3 slots):Blur, Invisibility, Mirror Image, Phantasmal Force
- 3rd Level (2 slots): Fear, Major Image
Improved Minor Illusion. When the Illusionist casts Minor Illusion, the cantrip can create both a sound and an image with a single casting of the spell.
Actions
Light Crossbow. Ranged Weapon Attack: +6 to hit 1d20+6 , range 80/320, one target. Hit: 7 (1d8+3) piercing damage 1d8+3
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