Student Schedules
My students! I, Instructor Guilus, was instructed to provide you all with the expectations of our current school year's student body as found in the Student Handbook.
Let us begin with our students' day-to-day:
You will be given three phases to complete MOST sessions.
1st Phase (Education Phase)
- After every week, students will be required to pass a test in a subject. There are two types of tests: Minor and Majors.
- Passing a Minor examination will net the student a boost in the subject's corresponding Major examination (+1d4 to checks during said test) and a temporary 'Euphoric' condition (see Student Handbook - Rules and Regulations, number 8). Failing a Minor examination will not result in any immediate negative outcomes; however, failing two or more will result in mandatory tutoring after class hours. This means that a student will lose an extracurricular slot.
- Passing a Major examination will net the student an extra 1d4 to an attack roll, saving throw, or ability check once per long rest. Acing a Major examination will net the student a 2d4, as well as potential consideration for a scholarship grant if the student does not have yet. Both passing and acing will grant the student the temporary 'Euphoric' condition. Failing a major examination will result in mandatory tutoring after class hours, resulting in a loss of an extracurricular slot. However, failing two Major examinations will result in make-up examinations.
- Make-up examinations do not grant the student a bonus for a pass. However, failing a make-up examination may result in the faculty viewing the student as not taking their education as serious as expected and may result in an expulsion.
To improve your chances of passing, students are given two actions for this phase which they may use to do any of the following:
- (1/WEEK) Group study session with your adventuring party. However, this will require ALL party members use one of their two actions to study. Can only be done once during the current week. Once decided, the DM will require two checks:
- CON Saving Throw - Failing will result in the student falling asleep and gaining no benefits; if more than half of the party fall asleep, the study session will be considered a failure and no bonus is granted.
- {SKILL RELATED} Check - If half of the group passes, then the entire group will gain an extra 1d4+1 to the next examination's roll. If less than half of the group passes, a 1d4-1 will be granted, minimum of 1.
- (2/WEEK) Go to the Biblioplex to study, can be done twice during the current week.
- CON Saving Throw - Failing will result in the student falling asleep and gaining no benefits. A pass will result in an extra +1 to the roll for the next examination.
- (1/WEEK) Ask someone knowledgeable, can be done twice during the current week.
- Communicate to the DM who you would like to ask or if you would like to look around for someone who appears knowledgeable. If they are indeed knowledgeable on the topic:
- CHA Saving Throw - Failing will result in the student's refusal to teach you. However, if you hold a good relationship with this person, then the check automatically passes. A pass will result in the ability to reroll a 2 or lower.
- Communicate to the DM who you would like to ask or if you would like to look around for someone who appears knowledgeable. If they are indeed knowledgeable on the topic:
- (?/WEEK) Something unorthodox? Communicate with the DM!
- (SKIP) Forego studying, this will result in an extra 1-2 actions for the extracurricular phase depending on the student's remaining actions.
2st Phase (Extracurricular Phase)
- After the studying phase, you will be given 2 actions for the extracurricular phase (or more depending on the previous phase decisions). Students may be able to do the following:
- (2/WEEK) Meet-up with another student.
- This costs an action.
- Communicate with the DM what you would like to do with them; this will determine whether you will improve your friendship with this student or gain a boon depending on your relationship status.
- (1/WEEK) Club Activities
- This costs an action.
- Some activities are requirements to stay in the club.
- (2/WEEK) Jobs
- This costs an action.
- On-campus jobs require students to work at least once during a school week per their contract. However, students may make more gold by working twice a week.
- Most jobs will pay 5gp, but some tasks may give more.
- (1/WEEK) Tutoring another student or player
- This costs an action.
- Does not count as a job, communicate with the student or player on your payment.
- You must have proficiency in the skill you are tutoring.
- {SKILL RELATED} Check - Failing will result in you losing a relationship point with the student and will refuse to be tutored by you in future scenarios, however, passing a Persuasion or Performance check will counteract this. Passing will ensure your compensation; and a temporary 'Euphoric' condition.
- If you tutored a player character, the player will have a +1 to their related examination's roll. This will also consume an extracurricular action for them.
- {SKILL RELATED} Check - Failing will result in you losing a relationship point with the student and will refuse to be tutored by you in future scenarios, however, passing a Persuasion or Performance check will counteract this. Passing will ensure your compensation; and a temporary 'Euphoric' condition.
- (?/WEEK) Something unorthodox? Communicate with the DM!
- (2/WEEK) Meet-up with another student.
3rd Phase (Main Phase)
- This is either a Minor or Major examination and/or Practical Event (i.e., field trips, adventuring trips, on-campus events, etc.)
- While practical events will typically be a blend of roleplay and combat; examinations are simpler to follow.
- Minor Examinations entail a simple 1d20 + {RELATED SKILL} + any bonuses acquired from the previous phases.
- Major Examinations entail two or more 1d20 rolls + {RELATED SKILL} + any bonuses acquired from the previous phases. Do note that these tests will involve a high DC; these tests are designed to be difficult without studying. These involve rolling two checks beforehand:
- WIS Check - Failing will not result in anything, but passing will allow you to recall any information from past tests. This involves the DM communicating to the player specific answers.
- {RELATED SKILL} Check/s - Determines a pass or fail. Passing all checks will ace an exam. A test involving three or more skill checks will require you to pass more than half of the checks to pass.
- Didn't study? Well, Strixhaven also enrolls the cunning! Attempt to cheat and work with the DM how you would play this scenario!