464 lines
18 KiB
Markdown
464 lines
18 KiB
Markdown
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# Introduction
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Once upon a time, the Lumberjacks of North America had a
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tradition: they would haze new lumberjacks by telling them
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deliberately implausible stories about made-up monsters
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living in the woods. The goal, of course, would be to
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convince a naive new lumberjack that one of these "fearsome
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critters" actually exists. It is from this tradition that
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we get some of the silliest creatures of American folklore,
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including the Jackalope, the Snipe, the Hodag, and more.
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This one-shot is inspired by those lumberjacks.
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Credit must also be given to Benji Cook of Tale Foundry,
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whose youtube video on fearsome critters opened my eyes
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to all this.
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## The Village of Green Hollow
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Green Hollow is a small farming village with about 50
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families total. It is made up of equal numbers of humans
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and halflings, living together peacefully.
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This village has a pranking tradition: whenever strangers
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come to town, the villagers haze the newcomers with
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ridiculous stories about silly monsters. They even try to
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hire the strangers to "save us" - they offer absurd sums of
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money for the head of the creature, which of course, doesn't
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exist, so there's no risk of having to pay out.
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A few days ago, a gnomish illusionist named Osric Wobblecap
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came to town. The villagers told him about the 'bang-beaks' -
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large purple birds with blunderbuss snouts. Osric
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immediately realized this was a joke, but he was even more
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of a prankster than the villagers, so he played along. He
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went out into the woods, ostensibly to "hunt the
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bang-beaks." In reality, Osric's plan was to hide in the
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woods until a villager came along, and then conjure
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illusionary bang-beaks to terrorize the villager.
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What none of these people know is that twenty years ago, an
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oversized rabbit with amethyst eyes stumbled through a
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portal from the faerie realms into this mortal world. A
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witness from Green Hollow spotted the rabbit, ran home, and
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told everyone what he saw. The villagers thought it was an
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elaborate joke. They christened the rabbit a "pink-eye."
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Then, the villagers invented critters of their own,
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thereby starting the tradition that lives to this day.
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The pink-eye, whose name is Buttercup, is still out there in
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the woods, as is Osric Wobblecap, the illusionist prankster.
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## Getting Started
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This is an adventure (or farce) for 5 PCs of level 2. It's not
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difficult to adjust it for a different number, by simply
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increasing or descreasing the number of opponents in fights.
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If this is being run as a one-shot, then it is probably best
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to pre-create the characters.
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The PCs are an adventuring party that traveled far from home
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on rumors of treasure in an old tomb. Unfortunately, the
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tomb turned out to be picked over. Now the PCs are broke and
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they need money.
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They are traveling east along the road, and they see a
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village in the distance. It is a place where they can buy
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rations, and where they may be able to make a buck.
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The village is to the east. To the north, there is a
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densely wooded area.
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## The Rabbit Hole
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As the PCs walk along the road toward Green Hollow, they
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encounter a hole about the size of a manhole cover. Do not
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tell the PCs that it is a rabbit hole.
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If the PCs search, they can find traces of soft brown fur. A
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very difficult DC20 survival roll can tell the PCs that it
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is rabbit hair. If a PC enters the hole, they can find a
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network of tunnels connected to small chambers. Nobody is
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inside.
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The hole is dangerous to enter because it requires crawling,
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and because tunnels can collapse and suffocation is a real
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risk. Give the PCs fair warning. If a PC risks it, have him
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roll acrobatics against a DC 6. A failure means partial
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tunnel collapse. The PCs then have to scramble to figure
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out how to get the person out before he suffocates. Be
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merciful.
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## The Sound of Gunshots
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A villager named Sam Cobb (human) has wandered into Osric
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Wobblecap's trap: illusionary bang-beaks are firing at him!
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The PCs can hear the "bang-bang-bang" of illusionary
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gunshots from the wooded area to the north.
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Have the PCs make arcana rolls to identify the sound, DC 12.
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If they fail, tell them they hear "loud banging noises", if
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they succeed, they hear "gunshots."
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On a successful arcana roll, also tell the PCs this: in this
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world, most people know about the existence of guns, but
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guns aren't common. Pretty much the only people who keep
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guns are people who know how to make their own gunpowder,
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and that's not many people.
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If they make a DC 15 on the arcana roll, also tell them
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this: in this world, guns are muzzle-loaded, and that's a
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slow process. That means a gun cannot fire multiple shots in
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rapid succession. If you hear "bang-bang-bang," there must
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be multiple guns.
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If the PCs ask if they can intervene, tell them the sound
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is far away, and coming from the woods, and therefore
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it is impractical to pinpoint the source.
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## First Impressions of Green Hollow
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The village gives the impression of being a healthy
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community that is experiencing economic good times. Most of
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the buildings look pretty well maintained.
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Let the PCs take care of miscellaneous business like
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resupplying, and if they want, let them talk to passers-by.
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Eventually, funnel the PCs toward "Hugh's Public House."
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This inn has a small common room with six tables, a door to
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the kitchen, and a door to the sleeping quarters. in the
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back, there are three sleeping rooms: one for Hugh the
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innkeeper (human), and two for guests.
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## The Hazing Ritual
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Inside the public house, one table has three occupants: Ray
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the mayor (halfling), Jory the baker (human), and Anna the
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weaver (human). Another table has just one occupant: Cora
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the miller (hafling). Hugh the innkeeper in in the back.
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As soon as Ray sees the PCs enter, he stands up and waves
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them over. "Hey! I see you have swords. Do you know how
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to use them?" If the PCs say they know how to fight, Ray
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says, "Thank goodness. We're in trouble, we need a group of
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fighters."
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"The only one of us who even has a sword is Sam Cobb, but he
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doesn't know how to use it. Every time he gets scared he
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just thrashes his sword around wildly. He's a danger to
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himself and others. So you can see why we need some real
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fighters."
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"You see, the woods to the north are important to us. We
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hunt for game, we gather building materials, and we gather
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firewood. But now we can't go in the woods because of the
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bang-beaks."
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"You don't know about bang-beaks? They're big purple birds,
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about this high (taller than a halfling), and they have
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a beak shaped like a blunderbuss, which fires shrapnel.
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Very dangerous. Anna here barely made it out alive from
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one of their ambushes. We'll give you 500gp to bring
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back their heads."
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If the PCs question Anna about that ambush, Anna is flustered:
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she doesn't have a story prepared. Make something up on
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the spot, but don't be too smooth about it. Make it semi-
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obvious that her story isn't entirely consistent.
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If the PCs ask whether bang-beaks dig holes, the villagers
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sieze on it: "Yes, they do. They dive through the earth
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and emerge on the other side of the battlefield."
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If the PCs ask any questions that are both skeptical and
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funny, have the PCs make a DC 15 perception check. On a
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success, they overhear a snort of laughter from Cora's
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table. If the PCs question Cora, she simply refuses to
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answer: "This isn't my business." "No, really, I'm not
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getting involved!"
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It is necessary that the story falls apart under questioning.
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There are many clues:
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* Bang-beaks are ridiculous on their face
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* Peasant villagers do not have 500gp
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* Anna's story is confusing and inconsistent
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* Cora's laughter is a giveaway
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The storytellers are stubborn, but when the PCs
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question them with sufficient intensity, they finally fold.
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Cora says "Jig's up, Ray, they're onto you." At that point,
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the villagers *finally* admit it's a joke.
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## The Arrival of Sam Cobb
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Shortly after the PCs have revealed the hazing to be a
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prank, the door of the inn slams open and in comes Sam Cobb,
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thrashing his sword around wildly. He is still in a panic
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from his encounter with Osric's illusionary bang-beaks. He
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screams, "the bang-beaks are real! They actually exist!
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Look, one of them shot me!" He points to a sizeable patch
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of blood on his pants.
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Naturally, the villagers are confused: they don't know
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if this is more hazing, but they do see that Sam is bleeding,
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so they focus on that.
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Sam's wound is actually self-inflicted. He saw three of
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Osric's illusionary bang-beaks, panicked, ran, tripped,
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fell, got up, ran some more, tripped again, got up again,
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and finally made it back. Somewhere in that mad scramble he
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cut his leg with his own sword, and he didn't even notice,
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he was in such a panic. If asked, Sam will retell all this
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fairly accurately, omitting that he cut himself (since he
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didn't even know he did).
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If the PCs investigate the cut, they discover two things:
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there's no bullet or shrapnel in the wound, and it looks
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more like a slashing wound than a puncture wound.
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Healing Sam's wound is easy, it's only 1hp of damage.
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Sam insists that the bang-beaks are real. It is obvious
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to anyone talking to him that at the very least, *Sam* believes
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he is telling the truth. If confronted with the fact that
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his wound doesn't look like a bullet wound, he is willing
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to admit that it might be self-inflicted. But nonetheless,
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he is still 100% sure he saw bang-beaks.
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Ray is unsure what to make of all this, but he says to the
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PCs, "okay, this time for real: I'll give you 10gp to guard
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us while we investigate. I'll give you another 10gp if you
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actually have to fight. I can also promise you supplies,
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and we can mend your clothes and maintain your weapons."
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Presumably, the PCs agree (remind them that they're
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desperately broke). They head off into the woods,
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accompanied by Ray and Anna.
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## First Encounter with Buttercup
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The group crests a hill and sitting there, plain as day, is
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Buttercup, the pink-eye rabbit. He is the coloration of
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a typical wild rabbit (tan/brown), and is about the size of a
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labrador retriever. His eyes are cut gemstones made of
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amethyst. Anyone who sees them must make a wisdom save DC
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14, or fall into a daze. The villagers, Ray and Anna, fail
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their saves. Anyone who falls into a daze will not remember
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the encounter. To wake up, either 1 minute must pass, or
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somebody has to shake you awake.
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> Buttercup
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>
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> Large Fey, Neutral
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>
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> Armor Class: 14
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> Hit Points: 45 (6d10+12)
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> Speed: 50 ft., Burrow 30 ft.
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> STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 14 (+2) | CHA 12 (+1)
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> Languages: Common, Sylvan
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> Senses: Darkvision 60 ft., Passive Perception 12
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>
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> Actions
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>
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> Amethyst Gaze (Recharge 5–6). Each creature of the Great Pink-Eye's choice within 60 feet that
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> can see its eyes must succeed on a DC 14 Wisdom saving throw or become dazed for 1 minute.
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>
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> Drill-Hop (Recharge 4–6). Buttercup launches himself straight upward, spins
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> furiously, drills into the ground, and moves 30ft underground, leaving behind a tunnel.
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Buttercup, like most rabbits, is very skittish around people.
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When he sees the party, he shouts "Oh, Shit!" in sylvan.
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Then, he leaps straight up in the air, spins like a tornado,
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and comes straight down, drilling into the earth. What
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remains is a rabbit hole just like the one the PCs saw
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earlier.
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Buttercup can dig *very* fast. By the time the PCs
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investigate the hole, Buttercup is long gone.
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## Encounter with Bang-Beaks
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The PCs explore a bit more, and eventually encounter three
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of Osric's illusionary bang-beaks. The bang-beak is a large
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purple bird, with a big purple crest of feathers. Its beak
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is shaped like a blunderbuss, incuding the trigger (but not
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the stock). Osric himself is up a tree, invisible.
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Have the PCs roll initiative, and also roll initiative for
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three bang-beaks. Conduct the fight as if the bang-beaks
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were normal monsters, not illusions. The two villagers
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hide behind a tree, and the bang-beaks leave them alone.
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> Bang-Beak
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>
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> Medium Monstrosity, Unaligned
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>
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> Armor Class 13
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> Hit Points 27 (5d8+5)
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> Speed 30 ft., Burrow 20 ft.
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>
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> STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
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>
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> Skills Perception +3
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> Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 13
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>
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> Challenge 1 (200 XP)
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>
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> Scatterblast Beak (Recharge 5-6). The Bang-Beak fires a blast of stones, dirt, and bone fragments
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> from its oversized blunderbuss-shaped beak. Creatures in a 15-foot cone must make a DC 12 Dexterity
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> saving throw, taking 2d8 piercing damage on a failed save, or half as much on a successful one.
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>
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> Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.
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>
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> Burrowing Dash. As part of its movement, the bang-beak can plunge underground, and reemerge anywhere
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> within 20ft. This does provoke attacks of opportunity if somebody is standing next to the bang-beak
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> when it plunges.
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During the fight, the PCs are likely to take a lot of damage. Once a
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player has sustained at least half of their HP in damage, they get to
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make a perception roll on their turn, DC 15. On a success, they notice
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that the wounds don't hurt as much as they ought to, and they get 3 HP
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back.
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If the PCs kill a bang-beak, it pops like a balloon, scattering purple
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feathers everywhere.
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A few minutes after the battle ends, the purple feathers fade away,
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as do all wounds. The PCs get all their HP back. None of it was real.
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|
|
|
|||
|
|
## Osric Spies
|
|||
|
|
|
|||
|
|
At this point, the following facts are known:
|
|||
|
|
|
|||
|
|
* It should be obvious that the bang-beaks were illusions.
|
|||
|
|
|
|||
|
|
* It is unclear if the rabbit is also an illusion.
|
|||
|
|
|
|||
|
|
* The rabbit-holes are definitely not illusions, which suggests
|
|||
|
|
that the rabbit isn't an illusion either.
|
|||
|
|
|
|||
|
|
* The rabbit speaks sylvan, so that strongly suggests fey.
|
|||
|
|
|
|||
|
|
* Fey use a lot of illusions, so the rabbit may be
|
|||
|
|
responsible for the illusions.
|
|||
|
|
|
|||
|
|
Ideally, your PCs should be discussing all this. If necessary,
|
|||
|
|
use the villagers Anna and Ray to prompt conversation. While
|
|||
|
|
the PCs discuss all this, Osric is spying from up in the tree.
|
|||
|
|
|
|||
|
|
Hearing the PCs discuss all this, Osric thinks to himself,
|
|||
|
|
"A rabbit with gemstone eyes? Fun! Something new to
|
|||
|
|
conjure."
|
|||
|
|
|
|||
|
|
As the discussion winds down, Anna and Ray excuse themselves.
|
|||
|
|
They've had enough. Ray thanks the PCs for dealing with the
|
|||
|
|
bang-beaks, and he says to the PCs: "I'd appreciate if you
|
|||
|
|
were to keep investigating. If you do, be aware: in that
|
|||
|
|
direction over there is the deep woods. There are wolves
|
|||
|
|
in there. Not a joke, just plain regular wolves. Be
|
|||
|
|
careful."
|
|||
|
|
|
|||
|
|
## The Mystery Unfolds
|
|||
|
|
|
|||
|
|
After the PCs begin exploring again, give them a few minutes
|
|||
|
|
before Osric attacks again, this time with an illusory
|
|||
|
|
giant rabbit. This rabbit looks different from Buttercup:
|
|||
|
|
it is bigger, all white, very fluffy, and has emerald eyes. Osric
|
|||
|
|
got the basic information from the PCs, but no details, so
|
|||
|
|
he's inventing details on the spot.
|
|||
|
|
|
|||
|
|
The white rabbit jumps out from behind a bush, and roars
|
|||
|
|
like a tiger. It dives at one PC, plows straight through,
|
|||
|
|
and knocks them prone. Roll for initiative.
|
|||
|
|
|
|||
|
|
After one round of combat, Buttercup emerges from a bush and
|
|||
|
|
shouts (in sylvan) "OH MY GOD ITS A GIRL I HAVEN'T SEEN A
|
|||
|
|
GIRL IN TWENTY YEARS!" Buttercup charges straight at the
|
|||
|
|
white rabbit. Osric is so stunned that he loses
|
|||
|
|
concentration on the illusion, and the white rabbit vanishes,
|
|||
|
|
as does any damage it caused.
|
|||
|
|
|
|||
|
|
Buttercup runs around the clearing shouting "WHERE DID SHE
|
|||
|
|
GO? WHERE'S THE GIRL! BRING HER BACK!" He tornado-dives
|
|||
|
|
underground, then pops up again shouting, "SHE'S NOT
|
|||
|
|
UNDERGROUND! WHERE IS SHE? SHE COULD BE A MATE! WHERE IS
|
|||
|
|
SHE?" He's running around frantically, in a panic.
|
|||
|
|
|
|||
|
|
At this point, the PCs can try talking to Buttercup.
|
|||
|
|
Buttercup will calm down and become despondent - he really
|
|||
|
|
is lonely. He came through the portal twenty years ago, and
|
|||
|
|
has had no contact with his people since then. Specifically,
|
|||
|
|
no contact with girl rabbits, which he's quite upset about.
|
|||
|
|
|
|||
|
|
By speaking with buttercup, the PCs can learn how all this
|
|||
|
|
came to pass: Buttercup came through a portal from Faerie.
|
|||
|
|
As soon as he emerged, he was attacked by wolves, and he had
|
|||
|
|
to flee in a panic. He's not exactly sure where the portal
|
|||
|
|
is, but he's pretty sure it's in the deep woods, in wolf
|
|||
|
|
territory. He doesn't dare look for it - a rabbit can't
|
|||
|
|
fight wolves.
|
|||
|
|
|
|||
|
|
At this point, Osric drops down from the tree, and
|
|||
|
|
introduces himself with a flourish: "Osric Wobblecap,
|
|||
|
|
master illusionist, at your service." He also says to
|
|||
|
|
Buttercup, "pleased to make your aquaintance, mr Rabbit."
|
|||
|
|
If questioned, he explains his role in all this.
|
|||
|
|
If somebody blames him, he says it was all justified since
|
|||
|
|
the villagers pranked him first, and he has every right to
|
|||
|
|
prank them back. And, after all, he didn't actually hurt
|
|||
|
|
anyone.
|
|||
|
|
|
|||
|
|
## The Deep Woods
|
|||
|
|
|
|||
|
|
At this point, the mystery is solved. There's
|
|||
|
|
only one thing left to do: help Buttercup, if desired.
|
|||
|
|
The PCs can enter the deep woods, clear out or scare off
|
|||
|
|
the wolves, and find the portal.
|
|||
|
|
|
|||
|
|
The portal is in the middle of a clearing in the
|
|||
|
|
deep woods. Before the PCs get to the clearing,
|
|||
|
|
they will encounter 7 wolves. Use the stat block
|
|||
|
|
from the monster manual. This is a normal fight, no
|
|||
|
|
weirdness. The wolves will flee if seriously injured.
|
|||
|
|
|
|||
|
|
The clearing is full of enormous trees, with trunks some 10
|
|||
|
|
feet across and 100 feet high. The trees all have heaps of
|
|||
|
|
flower bushes at their bases, the flower bushes rise well
|
|||
|
|
over a person's head.
|
|||
|
|
|
|||
|
|
The trees all look the same, but one has an opening in the
|
|||
|
|
base. This is the portal. The opening is entirely covered
|
|||
|
|
by mounds of flower bushes.
|
|||
|
|
|
|||
|
|
One way to find the right tree is to use detect good/evil.
|
|||
|
|
This can also detect faerie influences. Another approach
|
|||
|
|
is just to start digging through flowers.
|
|||
|
|
|
|||
|
|
As soon as Buttercup sees the portal, he runs straight
|
|||
|
|
at it. As he runs, he says, "Thank you so much! I can't
|
|||
|
|
wait to see a girl!" Then he vanishes into the portal.
|
|||
|
|
|
|||
|
|
## Final Notes
|
|||
|
|
|
|||
|
|
Back in the village, an elderly villager approaches the
|
|||
|
|
PC, and tells the story of how her husband saw the pink-eye
|
|||
|
|
in the woods, and how nobody believed him, and how that
|
|||
|
|
started the tradition of silly-monster stories. She says,
|
|||
|
|
"at least he's vindicated now, rest his soul."
|
|||
|
|
|
|||
|
|
The villagers are true to their word: they pay the agreed
|
|||
|
|
20gp, plus an extra 10gp for the additional investigation,
|
|||
|
|
and they supply everything they can - clean clothes,
|
|||
|
|
sharpened swords, and so forth. They even apologize for the
|
|||
|
|
prank.
|
|||
|
|
|
|||
|
|
## Copyright Notice
|
|||
|
|
|
|||
|
|
This adventure is Copyright 2026 Joshua Yelon. I plan to
|
|||
|
|
publish this properly at some point, so please respect
|
|||
|
|
that. But of course, you're more than welcome to use it
|
|||
|
|
to play!
|
|||
|
|
|