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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:  
A large steampunk-ish contraption, 7 or 8 feet long, with a cylindrical body sat on four sturdy legs, with lots of pipes, gauges, whirring gears and linkages, and a large gem set into a housing at the top of the body. Next to it are stood three mages, who look like they're performing some sort of ritual, with magical energy transferring from their hands into the gem on the contraption. Four others are standing guard around the contraption and mages, weapons sheathed, intimidating any students that approach them or ask who they are. You decided to run up to your flat and grab your gear before coming back down to the quad to engage the intruders.

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

Medium humanoid (any race), any non-lawful
Armor Class 15 (studded leather)
Hit Points 65 10d8+20
Speed 30ft

STR
15 +2
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 0
CHA
14 +2

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages.
Challenge 2 (450 XP)


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

Medium humanoid, any
Armor Class 13 (Hide Armor)
Hit Points 67 (9d8+27) 9d8+27
Speed 30ft

STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 0
CHA
9 -1

Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 2 (450 XP)


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

Medium humanoid, any
Armor Class 17 (leather armr)
Hit Points 66 (12d8 + 12) 12d8+12
Speed 30ft

STR
12 +1
DEX
18 +4
CON
12 +1
INT
14 +2
WIS
11 0
CHA
15 +2

Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)


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

Medium humanoid (any race), any
Armor Class: 13
Hit Points: 30hp (5d6+10) 5d6+10
Speed: 30 ft

STR

9 -1

DEX

16 +3

CON

15 +2

INT

17 +3

WIS

14 +2

CHA

11 +0

Saving Throws: Int+6 1d20+6 , Wis +5 1d20+5
Skills: Investigation +6 1d20+5 , Insight +5 1d20+5
Senses: passive Perception 12
Languages: Common and three others
Challenge Rating: 3

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

Plot type
Scene

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