Stop the Roof Ritual
Stop the Roof Ritual
Run the fight
This round
Nothing planned.
Win Defeat or drive off all three rulers
Lose Three rounds pass with at least one ruler able to act
Party 5 players, level 5
System D&D 2014
Cheat sheet
Stop the three rulers before they finish the roof ritual and seal the academy gates against everyone below.
Win
Lose
If it goes badly: The rulers use Misty Step to reach the stair hatch, then bar it from below if two of them fall.
Forces
- 1 × Bekt, Keeper of Roll 8AC 12 · HP 40 · CR 6
- 1 × Numa of Survey 11AC 12 · HP 40 · CR 6
- 1 × Sesh, Senior on Sheet 4AC 12 · HP 40 · CR 6
Rounds
- 2A gust tears loose slate.
- 4The tower bell swings overhead.
Read aloud
Say this
The three magicians spread across the tower roof, robes snapping in the wind as one raises a hand over the bell rope. Blue fire crawls along the roof’s brass rods. Below, the academy gates slam shut, and voices call for help from the other side.
Forces
3- 1 of them
Bekt, Keeper of Roll 8
Artillery
- AC
- 12
- HP each
- 40
- CR
- 6
Fireball · Lightning Bolt · Counterspell · Scorching Ray
- Opens
- Cast Fireball into a cluster of enemies, avoiding allies if possible.
- Targets
- The largest visible group of characters.
- Flees
- Flees if reduced to 10 hit points or fewer, unless the ritual is within one round of completion.
- 1 of them
Numa of Survey 11
Controller
- AC
- 12
- HP each
- 40
- CR
- 6
Hold Person · Slow · Counterspell · Cone of Cold
- Opens
- Cast Slow on as many characters as possible.
- Targets
- A heavily armed character who can reach the ritual.
- Flees
- Flees if both other rulers fall.
- 1 of them
Sesh, Senior on Sheet 4
Artillery
- AC
- 12
- HP each
- 40
- CR
- 6
Fireball · Misty Step · Counterspell · Magic Missile
- Opens
- Cast Scorching Ray on a spellcaster or archer.
- Targets
- The character concentrating on a spell.
- Flees
- Flees if reduced to 10 hit points or fewer.
What happens
4 to 6 rounds- 2
Round 2, initiative count 20
A gust tears loose slate. Creatures on the North Walk make a Dexterity saving throw or fall prone.
- 4
Round 4, initiative count 20
The tower bell swings overhead. Creatures within 10 feet of the stair hatch make a Constitution saving throw or are deafened until the end of their next turn.
The battlefield
Zones
- 1
Tower 1 Roof50 by 50
The broad roof around the stair hatch; the three rulers begin here, 15 feet apart.
- 2
North Walk25 by 10
A narrow stone walk around the roof edge; the parapet is broken on the north side.
- 3
Cupola20 by 20
A slate-roofed cupola stands 10 feet above the main roof; a short ladder gives access.
What the party can use
Scaling
Deadly
One fewer Bekt, Keeper of Roll 8
One ruler is already wounded; reduce that Mage to 20 hit points and remove one 3rd-level spell slot.Deadly
Deadly
One more Bekt, Keeper of Roll 8
Add one Mage's 3rd-level spell slot and have the rulers begin with half cover behind the cupola.Treasure
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