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Stop the Roof Ritual - AI-generated fantasy Encounter

Stop the Roof Ritual

Hold · Deadly · 5 players, level 5

Stop the Roof Ritual

If the ritual completes, the academy gates seal until dawn and those trapped outside are left exposed to the storm.

Run the fight

Round
1
4 to 6 rounds
Creatures
3
Deadly

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

Hold

Stop the three rulers before they finish the roof ritual and seal the academy gates against everyone below.

Win

Defeat or drive off all three rulers, or break the brass focus at the center of the roof.

Lose

Three rounds pass with at least one ruler able to act; the academy gates seal until dawn.

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
  • Bekt, Keeper of Roll 8

    Artillery

    1 of them
    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.
  • Numa of Survey 11

    Controller

    1 of them
    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.
  • Sesh, Senior on Sheet 4

    Artillery

    1 of them
    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
  1. 2

    Round 2, initiative count 20

    A gust tears loose slate. Creatures on the North Walk make a Dexterity saving throw or fall prone.

  2. 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. 1

    Tower 1 Roof50 by 50

    The broad roof around the stair hatch; the three rulers begin here, 15 feet apart.

  2. 2

    North Walk25 by 10

    A narrow stone walk around the roof edge; the parapet is broken on the north side.

  3. 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

A brass lightning rod can be yanked free with an action; the next lightning effect on the roof is harmless, but the rod falls into the courtyard.
A waist-high parapet borders the roof. A creature shoved over it can catch the gutter with a DC 13 Dexterity saving throw.

Scaling

XP budget13,800 of 13,800 XP
Weaker

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.
As written

Deadly

Stronger

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

The rulers carry a brass key stamped with the academy's old survey number, 4.

Media

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