diff --git a/mini/fearsome-critters.md b/mini/fearsome-critters.md new file mode 100644 index 0000000..8b53346 --- /dev/null +++ b/mini/fearsome-critters.md @@ -0,0 +1,463 @@ +# Introduction + +Once upon a time, the Lumberjacks of North America had a +tradition: they would haze new lumberjacks by telling them +deliberately implausible stories about made-up monsters +living in the woods. The goal, of course, would be to +convince a naive new lumberjack that one of these "fearsome +critters" actually exists. It is from this tradition that +we get some of the silliest creatures of American folklore, +including the Jackalope, the Snipe, the Hodag, and more. +This one-shot is inspired by those lumberjacks. + +Credit must also be given to Benji Cook of Tale Foundry, +whose youtube video on fearsome critters opened my eyes +to all this. + +## The Village of Green Hollow + +Green Hollow is a small farming village with about 50 +families total. It is made up of equal numbers of humans +and halflings, living together peacefully. + +This village has a pranking tradition: whenever strangers +come to town, the villagers haze the newcomers with +ridiculous stories about silly monsters. They even try to +hire the strangers to "save us" - they offer absurd sums of +money for the head of the creature, which of course, doesn't +exist, so there's no risk of having to pay out. + +A few days ago, a gnomish illusionist named Osric Wobblecap +came to town. The villagers told him about the 'bang-beaks' - +large purple birds with blunderbuss snouts. Osric +immediately realized this was a joke, but he was even more +of a prankster than the villagers, so he played along. He +went out into the woods, ostensibly to "hunt the +bang-beaks." In reality, Osric's plan was to hide in the +woods until a villager came along, and then conjure +illusionary bang-beaks to terrorize the villager. + +What none of these people know is that twenty years ago, an +oversized rabbit with amethyst eyes stumbled through a +portal from the faerie realms into this mortal world. A +witness from Green Hollow spotted the rabbit, ran home, and +told everyone what he saw. The villagers thought it was an +elaborate joke. They christened the rabbit a "pink-eye." +Then, the villagers invented critters of their own, +thereby starting the tradition that lives to this day. + +The pink-eye, whose name is Buttercup, is still out there in +the woods, as is Osric Wobblecap, the illusionist prankster. + +## Getting Started + +This is an adventure (or farce) for 5 PCs of level 2. It's not +difficult to adjust it for a different number, by simply +increasing or descreasing the number of opponents in fights. + +If this is being run as a one-shot, then it is probably best +to pre-create the characters. + +The PCs are an adventuring party that traveled far from home +on rumors of treasure in an old tomb. Unfortunately, the +tomb turned out to be picked over. Now the PCs are broke and +they need money. + +They are traveling east along the road, and they see a +village in the distance. It is a place where they can buy +rations, and where they may be able to make a buck. + +The village is to the east. To the north, there is a +densely wooded area. + +## The Rabbit Hole + +As the PCs walk along the road toward Green Hollow, they +encounter a hole about the size of a manhole cover. Do not +tell the PCs that it is a rabbit hole. + +If the PCs search, they can find traces of soft brown fur. A +very difficult DC20 survival roll can tell the PCs that it +is rabbit hair. If a PC enters the hole, they can find a +network of tunnels connected to small chambers. Nobody is +inside. + +The hole is dangerous to enter because it requires crawling, +and because tunnels can collapse and suffocation is a real +risk. Give the PCs fair warning. If a PC risks it, have him +roll acrobatics against a DC 6. A failure means partial +tunnel collapse. The PCs then have to scramble to figure +out how to get the person out before he suffocates. Be +merciful. + +## The Sound of Gunshots + +A villager named Sam Cobb (human) has wandered into Osric +Wobblecap's trap: illusionary bang-beaks are firing at him! +The PCs can hear the "bang-bang-bang" of illusionary +gunshots from the wooded area to the north. + +Have the PCs make arcana rolls to identify the sound, DC 12. +If they fail, tell them they hear "loud banging noises", if +they succeed, they hear "gunshots." + +On a successful arcana roll, also tell the PCs this: in this +world, most people know about the existence of guns, but +guns aren't common. Pretty much the only people who keep +guns are people who know how to make their own gunpowder, +and that's not many people. + +If they make a DC 15 on the arcana roll, also tell them +this: in this world, guns are muzzle-loaded, and that's a +slow process. That means a gun cannot fire multiple shots in +rapid succession. If you hear "bang-bang-bang," there must +be multiple guns. + +If the PCs ask if they can intervene, tell them the sound +is far away, and coming from the woods, and therefore +it is impractical to pinpoint the source. + +## First Impressions of Green Hollow + +The village gives the impression of being a healthy +community that is experiencing economic good times. Most of +the buildings look pretty well maintained. + +Let the PCs take care of miscellaneous business like +resupplying, and if they want, let them talk to passers-by. +Eventually, funnel the PCs toward "Hugh's Public House." + +This inn has a small common room with six tables, a door to +the kitchen, and a door to the sleeping quarters. in the +back, there are three sleeping rooms: one for Hugh the +innkeeper (human), and two for guests. + +## The Hazing Ritual + +Inside the public house, one table has three occupants: Ray +the mayor (halfling), Jory the baker (human), and Anna the +weaver (human). Another table has just one occupant: Cora +the miller (hafling). Hugh the innkeeper in in the back. + +As soon as Ray sees the PCs enter, he stands up and waves +them over. "Hey! I see you have swords. Do you know how +to use them?" If the PCs say they know how to fight, Ray +says, "Thank goodness. We're in trouble, we need a group of +fighters." + +"The only one of us who even has a sword is Sam Cobb, but he +doesn't know how to use it. Every time he gets scared he +just thrashes his sword around wildly. He's a danger to +himself and others. So you can see why we need some real +fighters." + +"You see, the woods to the north are important to us. We +hunt for game, we gather building materials, and we gather +firewood. But now we can't go in the woods because of the +bang-beaks." + +"You don't know about bang-beaks? They're big purple birds, +about this high (taller than a halfling), and they have +a beak shaped like a blunderbuss, which fires shrapnel. +Very dangerous. Anna here barely made it out alive from +one of their ambushes. We'll give you 500gp to bring +back their heads." + +If the PCs question Anna about that ambush, Anna is flustered: +she doesn't have a story prepared. Make something up on +the spot, but don't be too smooth about it. Make it semi- +obvious that her story isn't entirely consistent. + +If the PCs ask whether bang-beaks dig holes, the villagers +sieze on it: "Yes, they do. They dive through the earth +and emerge on the other side of the battlefield." + +If the PCs ask any questions that are both skeptical and +funny, have the PCs make a DC 15 perception check. On a +success, they overhear a snort of laughter from Cora's +table. If the PCs question Cora, she simply refuses to +answer: "This isn't my business." "No, really, I'm not +getting involved!" + +It is necessary that the story falls apart under questioning. +There are many clues: + +* Bang-beaks are ridiculous on their face +* Peasant villagers do not have 500gp +* Anna's story is confusing and inconsistent +* Cora's laughter is a giveaway + +The storytellers are stubborn, but when the PCs +question them with sufficient intensity, they finally fold. +Cora says "Jig's up, Ray, they're onto you." At that point, +the villagers *finally* admit it's a joke. + +## The Arrival of Sam Cobb + +Shortly after the PCs have revealed the hazing to be a +prank, the door of the inn slams open and in comes Sam Cobb, +thrashing his sword around wildly. He is still in a panic +from his encounter with Osric's illusionary bang-beaks. He +screams, "the bang-beaks are real! They actually exist! +Look, one of them shot me!" He points to a sizeable patch +of blood on his pants. + +Naturally, the villagers are confused: they don't know +if this is more hazing, but they do see that Sam is bleeding, +so they focus on that. + +Sam's wound is actually self-inflicted. He saw three of +Osric's illusionary bang-beaks, panicked, ran, tripped, +fell, got up, ran some more, tripped again, got up again, +and finally made it back. Somewhere in that mad scramble he +cut his leg with his own sword, and he didn't even notice, +he was in such a panic. If asked, Sam will retell all this +fairly accurately, omitting that he cut himself (since he +didn't even know he did). + +If the PCs investigate the cut, they discover two things: +there's no bullet or shrapnel in the wound, and it looks +more like a slashing wound than a puncture wound. +Healing Sam's wound is easy, it's only 1hp of damage. + +Sam insists that the bang-beaks are real. It is obvious +to anyone talking to him that at the very least, *Sam* believes +he is telling the truth. If confronted with the fact that +his wound doesn't look like a bullet wound, he is willing +to admit that it might be self-inflicted. But nonetheless, +he is still 100% sure he saw bang-beaks. + +Ray is unsure what to make of all this, but he says to the +PCs, "okay, this time for real: I'll give you 10gp to guard +us while we investigate. I'll give you another 10gp if you +actually have to fight. I can also promise you supplies, +and we can mend your clothes and maintain your weapons." + +Presumably, the PCs agree (remind them that they're +desperately broke). They head off into the woods, +accompanied by Ray and Anna. + +## First Encounter with Buttercup + +The group crests a hill and sitting there, plain as day, is +Buttercup, the pink-eye rabbit. He is the coloration of +a typical wild rabbit (tan/brown), and is about the size of a +labrador retriever. His eyes are cut gemstones made of +amethyst. Anyone who sees them must make a wisdom save DC +14, or fall into a daze. The villagers, Ray and Anna, fail +their saves. Anyone who falls into a daze will not remember +the encounter. To wake up, either 1 minute must pass, or +somebody has to shake you awake. + +> Buttercup +> +> Large Fey, Neutral +> +> Armor Class: 14 +> Hit Points: 45 (6d10+12) +> Speed: 50 ft., Burrow 30 ft. +> STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 11 (+0) | WIS 14 (+2) | CHA 12 (+1) +> Languages: Common, Sylvan +> Senses: Darkvision 60 ft., Passive Perception 12 +> +> Actions +> +> Amethyst Gaze (Recharge 5–6). Each creature of the Great Pink-Eye's choice within 60 feet that +> can see its eyes must succeed on a DC 14 Wisdom saving throw or become dazed for 1 minute. +> +> Drill-Hop (Recharge 4–6). Buttercup launches himself straight upward, spins +> furiously, drills into the ground, and moves 30ft underground, leaving behind a tunnel. + +Buttercup, like most rabbits, is very skittish around people. +When he sees the party, he shouts "Oh, Shit!" in sylvan. +Then, he leaps straight up in the air, spins like a tornado, +and comes straight down, drilling into the earth. What +remains is a rabbit hole just like the one the PCs saw +earlier. + +Buttercup can dig *very* fast. By the time the PCs +investigate the hole, Buttercup is long gone. + +## Encounter with Bang-Beaks + +The PCs explore a bit more, and eventually encounter three +of Osric's illusionary bang-beaks. The bang-beak is a large +purple bird, with a big purple crest of feathers. Its beak +is shaped like a blunderbuss, incuding the trigger (but not +the stock). Osric himself is up a tree, invisible. + +Have the PCs roll initiative, and also roll initiative for +three bang-beaks. Conduct the fight as if the bang-beaks +were normal monsters, not illusions. The two villagers +hide behind a tree, and the bang-beaks leave them alone. + +> Bang-Beak +> +> Medium Monstrosity, Unaligned +> +> Armor Class 13 +> Hit Points 27 (5d8+5) +> Speed 30 ft., Burrow 20 ft. +> +> STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 2 (-4), WIS 12 (+1), CHA 6 (-2) +> +> Skills Perception +3 +> Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 13 +> +> Challenge 1 (200 XP) +> +> Scatterblast Beak (Recharge 5-6). The Bang-Beak fires a blast of stones, dirt, and bone fragments +> from its oversized blunderbuss-shaped beak. Creatures in a 15-foot cone must make a DC 12 Dexterity +> saving throw, taking 2d8 piercing damage on a failed save, or half as much on a successful one. +> +> Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. +> +> Burrowing Dash. As part of its movement, the bang-beak can plunge underground, and reemerge anywhere +> within 20ft. This does provoke attacks of opportunity if somebody is standing next to the bang-beak +> when it plunges. + +During the fight, the PCs are likely to take a lot of damage. Once a +player has sustained at least half of their HP in damage, they get to +make a perception roll on their turn, DC 15. On a success, they notice +that the wounds don't hurt as much as they ought to, and they get 3 HP +back. + +If the PCs kill a bang-beak, it pops like a balloon, scattering purple +feathers everywhere. + +A few minutes after the battle ends, the purple feathers fade away, +as do all wounds. The PCs get all their HP back. None of it was real. + +## 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! + diff --git a/sections/3-the-castle-with-the-steel-door.md b/sections/3-the-castle-with-the-steel-door.md index b5a2743..9a56294 100644 --- a/sections/3-the-castle-with-the-steel-door.md +++ b/sections/3-the-castle-with-the-steel-door.md @@ -29,17 +29,16 @@ labyrinth: he will take them where they want to go, if they just say where they want to go. Once the PCs can navigate the labyrinth, they will start finding Green’s -employees scattered about the labyrinth. An important side quest is -helping Green’s employees get out of the labyrinth, one by one. It can -be quite gratifying to get everybody out safe and sound - with the sole -exception of Green and his bodyguards, who are trapped behind the steel -door. +employees scattered about the labyrinth. An important side quest is helping +Green’s employees get out of the labyrinth, one by one. The PCs can get +everybody out safe and sound, with the sole exception of Green and his +bodyguards, who are trapped behind the steel door. Eventually, the PCs will reach the steel door. By this time, Omta will be dissatisfied with his efforts at communication so far. The telepathic bond is allowing him to send vague impressions and emotions, but it’s bad at sending detailed information. So Omta comes up with Plan B: if -telepathic communication isn’t working, then we can try writing! He +telepathic communication isn’t working, then try writing! He conjures six parchment scrolls, and drops them at the PCs feet. Then, he adds six pigeonholes to the door. After the PCs decipher a scroll, they can put the deciphered scroll into a pigeonhole. When all six scrolls @@ -62,11 +61,11 @@ has been put into a coma. Figuring out how to get useful information from NPCs who have been drastically warped by the deck can be a difficult challenge. -Talking to those NPCs, the PCs will discover that many of them are in -crisis. The Deck has turned their lives upside down, for good or for -bad. Many of them need help. The PCs have the opportunity here to build -relationships that will end up paying off in later chapters, when these -NPCs may become powerful allies with deck-granted powers. +Talking to those NPCs, the PCs will discover that many of them are in crisis. +The Deck has turned their lives upside down. Many of them need help. The PCs +have the opportunity here to build relationships that will end up paying off +in later chapters, when these NPCs may become powerful allies with +deck-granted powers. When the PCs finally know the symbolic meanings of all the cards, they will be able to decipher all the scrolls. This allows them to open the @@ -235,11 +234,11 @@ him, and he became the laughing stock of his tribe. Desperate, he left his home. Somebody suggested to Pig that he might find a cure if he drew from the -Deck. This was terrible advice. If any of the PCs asks a real medical +Deck. This was *terrible* advice. If any of the PCs asks a real medical professional about Pig and his condition, the professional will immediately be able to identify the disease that he suffered from, -*Wasting Rot*, and they will know the standard treatment: *Greater -Restoration*. Of course, *Greater Restoration* is very expensive, but +*Wasting Rot*, and they will know the standard treatment: Greater +Restoration. Of course, Greater Restoration is very expensive, but it’s the right treatment. Drawing cards from the Deck, on the other hand, was extremely unlikely to result in a cure. Pig was not intelligent enough to realize that. He drew these cards: @@ -404,10 +403,10 @@ the deck because of his debts. He drew these cards: - *Gem*: Borghan received a shower of gems. His debts are paid. - *Beast*: Borghan has been transformed into an oversized Grizzly bear - > with a few humanoid characteristics. + with a few humanoid characteristics. - *Bricklayer*: The deck has built a labyrinth for Borghan to inhabit, - > under Castle Green. + under Castle Green. Borghan looks like a werebear, but he does not have the curse of lycanthropy, and he is not a shapechanger. He is permanently in half-man @@ -580,8 +579,7 @@ able to tell you exactly why he did this. He drew these cards: - *Cripple*: Sam has developed serious lower-back pain. -- *Sun*: Sam has been granted a divine spark. He is now on the path to - > godhood. +- *Sun*: Sam has been granted a divine spark. He is now on the path to godhood. Sam knows he now has a divine spark, and Sam is the sort of person who believes that there’s a reason for everything that happens in the @@ -673,9 +671,9 @@ spark. He explains that therefore, the Sun card can mean divine ascension, or the state of being a god or goddess, or any variant of that - it can mean divinity, divine, godlike, etc. -*Helping Sam:\ -\ -*Sam agrees to answer the PCs questions, if in exchange the PCs agree to +*Helping Sam:* + +Sam agrees to answer the PCs questions, if in exchange the PCs agree to answer Sam’s questions. As it turns out, all of Sam’s questions are existential questions about the purpose and meaning of life. He absolutely insists that he won’t accept brief, thoughtless answers. He @@ -688,11 +686,9 @@ to do about it. Here are his four questions, in the order he asks them: - Q1: Why do you think I was chosen for divine ascension? Why me? -- Q2: What is the proper way I should be using the gift I’ve been - > given? +- Q2: What is the proper way I should be using the gift I’ve been given? -- Q3: How can I ascend further up the ladder toward godhood? What - > should I do? +- Q3: How can I ascend further up the ladder toward godhood? What should I do? - Q4: What the heck is this ring of feather falling for? @@ -701,8 +697,8 @@ philosophical discussion. The PCs can tell Sam their theories for why Sam was given a spark, and they may have their own philosophies about what Sam ought to be doing with his gift. Sam will take these theories into serious consideration, but he won’t make any hard-and-fast -decisions just yet.\ -\ +decisions just yet. + There are no “right” answers to Sam’s questions, but there are wrong answers: any answer that is glib, or that doesn’t seriously grapple with the difficult issues, is a wrong answer. If he gets a glib answer, Sam @@ -724,8 +720,7 @@ The squatter is a tiefling woman named Alyssa Varn. She is a gambler, and she was deeply in debt. She was one of the first people that drew cards from the Deck. She drew these cards: -- *Tiger*: She gained a lot of limberness, she is now basically a - > contortionist. +- *Tiger*: She gained a lot of limberness, she is now basically a contortionist. - *Knight*: She received a staff of withering. @@ -785,12 +780,8 @@ annoying and even dangerous, but not a murderer. She often will lurk in the shadows, watching her own traps. The PCs encounter the following traps set by Alyssa: -- In the Armory, a tripwire. See the subsequent section on the Armory - > for more information. +- In the Armory, a tripwire. See the subsequent section on the Armory for more information. -```{=html} - -``` - In any room, she puts a bucket of yellow liquid on top of an open > door. Dexterity save DC 12 to dodge it. You can determine the > in-game effects, if any. @@ -890,9 +881,9 @@ they fail, they get to try again once per month. Alyssa’s wisdom is only To help Alyssa, what the PCs really need to do is: -> 1\. They need to figure out that Alyssa is under a magical compulsion. +> 1. They need to figure out that Alyssa is under a magical compulsion. > -> 2\. They must help her to escape from that compulsion. +> 2. They must help her to escape from that compulsion. Once they figure out that that’s their goal, interrupt and say, “As your DM, this is how we’re going to roleplay this. Alyssa gets one wisdom @@ -911,8 +902,7 @@ There are actually lots of things the PCs can do to prepare Alyssa: > under a magical compulsion, that will help a lot. Nobody likes to > be magically controlled. +4 to save. -- If the PCs (somehow) offer Alyssa a really nice alternative home, +4 - > to save. +- If the PCs (somehow) offer Alyssa a really nice alternative home, +4 to save. - I said that they get only once chance, but I lied: if they offer > Alyssa an inspiration point, they can get a second roll. @@ -924,8 +914,8 @@ PCs and answer their questions willingly, when she’s in a calm mood. When it comes to answering questions about the cards, Alyssa (being a low-wisdom individual) is not that insightful. She tells the PCs the -basics, but she may leave out details:\ -\ +basics, but she may leave out details: + *Asking Alyssa about Tiger:* FILL ME IN @@ -938,21 +928,17 @@ life, feeling that it was mundane and boring. She was desperate to have a more exciting life, even if that meant great risk. She drew these cards: -- *Gem*: She received gems, which she didn’t need at all, being quite - > wealthy. +- *Gem*: She received gems, which she didn’t need at all, being quite wealthy. -- *Skull:* She had to fight an avatar of death. The bodyguards mostly - > did it for her. +- *Skull:* She had to fight an avatar of death. The bodyguards mostly did it for her. - *Moon*: She was granted three wishes. She wished for the following: -- Wish 1: To be highly skilled at plotting, manipulation, and - > intrigue: Wish Fully Granted. +- Wish 1: To be highly skilled at plotting, manipulation, and intrigue: Wish Fully Granted. -- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly - > Granted. +- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly Granted. The second wish gave Balanestra the ability to look into mirrors and see the people she’s thinking about. She can do this three times per day, @@ -978,10 +964,12 @@ moralizing nonsense. She’s loving her new life, she’s ecstatic. The PC has the following dream, as seen through Balanestra’s eyes: -> Green, at his desk: “I can’t fight a goddess. What do we do if she -> attacks?”\ -> Balanestra: “We teleport away, of course.”\ -> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\ +> Green, at his desk: “I can’t fight a goddess. What do we do if she attacks?” +> +> Balanestra: “We teleport away, of course.” +> +> Green: “Sure, but she’s a goddess. She can follow us anywhere.” +> > Balanestra: “She can follow us *almost* anywhere.” > > Green: “Where could I go that she can’t follow… oh, shit. No, no no no @@ -1004,7 +992,7 @@ is no need to seek help from her: > have to guess the meaning, but *skull=killing* is a pretty easy > guess. -- *Moon*: Lada tells you that the card grants three wishes, and that +- *Moon*: Lada tells you that the card grants three wishes. That > hasn’t changed. The symbolic meaning of the card is wishes, > granted wishes, desires, or fulfilled desires. The PCs will have > to guess that, based on what the card does. @@ -1225,9 +1213,6 @@ needed a new direction in life. She drew these cards: - *Owl*: She gained a great deal of intelligence, she is much smarter > than before. -```{=html} - -``` - *Fool*: She no longer knows how to cook, which turns out not to > matter very much. @@ -1757,9 +1742,6 @@ then they attack. - Moving while inside the swarm = difficult terrain -```{=html} - -``` - Climbing stairs while in the swarm: DEX save DC 12 or Prone. - Stairwell is narrow: single file, if somebody is prone, stairs @@ -1900,9 +1882,9 @@ an unauthorized menagerie containing dangerous reptiles. The reptiles were smuggled into town, nobody knows they’re there except the lizardmen. -A few days after the chaos storm, the building collapsed, and two -reptiles escaped: a basilisk, and a mirage serpent. The two beasts are -now wreaking havoc throughout the poor quarter. +A few days after the chaos storm, the building collapsed, and two reptiles +escaped: a chameleon basilisk, and a mirage serpent. The two beasts are now +wreaking havoc throughout the poor quarter. The PCs are walking somewhere (anywhere) when they see two guards running toward the poor quarter. If they’re curious, they can follow. @@ -1915,7 +1897,7 @@ as much as they should. The mirage serpent is an electric blue snake which is capable of projecting illusionary images of two additional snakes. The challenge in fighting it is knowing which snake is the real snake. Shooting at an -illusory snake is just a waste of an action. When the PCs join the +illusory snake is just a waste of an action. When the PCs join the fight, roll initiative. The turn order will include the PCs, the two guards, the real snake, and the two illusory snakes. @@ -1923,47 +1905,41 @@ guards, the real snake, and the two illusory snakes. > > Large Monstrosity, Unaligned > -> Challenge: 4 (1,100 XP) +> HP: 68 +> AC: 14, Speed: 30 ft., climb 10 ft., swim 30 ft. > -> AC: 14 +> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) +> Saves: DEX +4, WIS +3 +> Skills: Stealth +6, Perception +3 > -> HP: 68 (8d10 + 24) -> -> Speed: 30 ft., climb 10 ft., swim 30 ft. -> -> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6 -> (-2) -> -> Saves: DEX +4, WIS +3 -> -> Skills: Stealth +6, Perception +3 -> -> Resistances: Psychic -> -> Immunities: Charmed +> Resistances: Psychic +> Immunities: Charmed +> Challenge: 4 > > Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13 > -> The serpent always fights alongside two illusory duplicates. The DM -> will declare that the PCs are fighting 3 serpents, and will not reveal -> that there is actually only 1 serpent and 2 illusions. The DM must -> place three serpents on the battlefield. They should be scattered -> about: for example, one might be in a tree, another on a roof, and -> another on the street. The DM must roll initiative for each of the -> three serpents, so there will be three entries for serpents in the -> turn order. +> The serpent always fights alongside two illusory duplicates. The DM will +> declare that the PCs are fighting "three serpents", and will not reveal that +> there is actually only 1 serpent and 2 illusions. The "three serpents" +> should be scattered about the battlefield: for example, one might be in a +> tree, another on a roof, and another on the street. +> +> The players are actually fighting one serpent that gets three attacks per +> turn. But it *looks* like three serpents that get one attack per turn. +> To preserve the illusion, the DM must roll initiative for each of the "three +> serpents." There will be three entries in the turn order. > > The DM must keep track of which serpent is real. If a PC hits the real > serpent with an attack, it takes damage. If a PC hits an illusory > serpent with an attack, the attack passes right through the illusion, > obviously not causing damage. The illusory duplicates cannot be -> damaged, and are difficult to dispel (use your judgement). +> damaged, and cannot be dispelled. > -> When it is a serpent’s turn, regardless of whether that serpent is -> illusory or real, the serpent can choose one of two actions: +> When it is a serpent’s turn, regardless of whether that serpent is illusory +> or real, the serpent can choose one of two actions: > -> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one -> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory +> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 20 ft., one +> creature per lash. Hit: 1d10 + 4 psychic damage. When an illusory > serpent uses mirage lash, the attack is actually coming from the real > serpent, but the illusory serpent rears up in order to give the > impression that the attack is coming from the illusion. @@ -1976,128 +1952,86 @@ guards, the real snake, and the two illusory snakes. > > The serpent is tactical about choosing *psychic lash* vs *shuffle*. > The more it shuffles, the less damage it does (because if it is -> shuffling, is isn’t lashing). So it only shuffles when it notices that -> the PCs are focusing all damage on the real serpent. +> shuffling, is isn’t lashing). So it only shuffles when it feels it +> needs to do so to keep the players confused about which one is +> the real serpent. After beating the mirage serpent, the PCs will hear screaming coming from elsewhere. If they hunt around a bit, they can find the basilisk and the one remaining non-petrified guard who is fighting it. -This basilisk is thematically similar to the basilisk in the monster -manual, but the rules are completely different. The PCs can quickly -identify this as some subtype of basilisk by the fact that it has four -legs on each side: lizard with eight legs is a dead giveaway for -“basilisk.” +The chameleon basilisk is thematically similar to the basilisk in the monster +manual, but the rules are completely different. The PCs can quickly identify +this as some subtype of basilisk by the fact that it has four legs on each +side: lizard with eight legs is a dead giveaway for “basilisk.” -> **Basilisk (Modified)** +> **Chameleon Basilisk** > -> Medium Monstrosity, Unaligned -> -> Challenge: 4 (1,100 XP) -> -> AC: 16 +> *Medium Monstrosity, Unaligned* > > HP: 65 +> AC: 16, Speed: 30 ft., climb 20 ft. > -> Speed: 30 ft., climb 20 ft. +> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) +> Saves: CON +5, WIS +3 +> Skills: Perception +3 +> Immunities: Poison > -> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7 -> (-2) +> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13 +> Challenge: 4 > -> Saves: CON +5, WIS +3 -> -> Skills: Perception +3 -> -> Resistances: Poison -> -> Immunities: Poisoned -> -> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13 -> -> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target. -> Hit: 2D6 + 10 piercing damage. +> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target. Hit: 2D6 + 10 piercing damage. > > **Lock On (reaction, one per eye per turn).** > -> The basilisk has two independently-pivoting eyes, like a chameleon. -> Each eye can “lock on” to a single target creature, paralyzing that -> creature. +> The chameleon basilisk has two independently-pivoting eyes. Each eye can +> “lock on” to a single target creature, paralyzing that creature. > -> Lock-on is a reaction: when a creature is about to take its turn in -> the initiative turn order, and the basilisk sees this, the basilisk -> can use a reaction by aiming one of its two eyes at the creature. The -> creature must make a DC 15 constitution saving throw. If the save -> succeeds, the basilisk fails to establish a lock. The creature may -> continue taking its turn in the normal manner. +> Lock-on is a reaction: when a creature is about to take its turn, and the +> basilisk sees this, the basilisk can aim one of its two eyes at the +> creature. The creature must make a CON save, DC 18. On a successful +> save, the creature resists the lock-on and takes its turn normally. +> If the creature fails the save, the basilisk's eye is locked-on, and the +> creature is instantly paralyzed. Paralysis is total, the creature +> cannot even speak. It loses its turn. > -> If the creature fails the saving throw, the basilisk has locked its -> gaze onto to the creature. The creature is instantly paralyzed, and it -> loses its action. From that point forward, the creature remains -> paralyzed as long as the basilisk keeps its eye locked on. The -> creature cannot move at all, and it cannot take any actions that -> require any kind of movement, including moving one’s mouth. Though -> paralyzed, the creature is still aware. On the creature’s next turn, -> will need to resist petrification, by making another CON save DC 15. -> It takes a minimum of three turns for a creature to be petrified: +> The next time it is the creature's turn, and each subsequent time it is +> the creature's turn, it must make another CON save DC18. If it succeeds, +> it doesn't turn to stone yet. If it fails, it takes a step toward +> petrification. Two such steps and the creature is petrified. > -> Turn 1: Creature attempts an action, and the basilisk reacts by -> locking on. +> To free the paralyzed creature, companions can do anything that breaks +> the basilisk’s line-of-sight. That would include: > -> Turn 2: The creature attempts to resist petrification and fails, -> getting dangerously close. +> - Blocking the line of sight with smoke or darkness > -> Turn 3: The creature attempts to resist petrification and fails again, -> and turns to stone. +> - Grappling the basilisk and forcing it to turn its head (strength vs strength) > -> If the creature succeeds at the save against petrification (turn 2 or -> turn 3), the creature is not freed: the creature is still paralyzed, -> and the basilisk is still locked on. The creature just didn’t get any -> closer to turning to stone, which means that the process of -> petrification will take longer. A paralyzed creature cannot free -> itself, unless it has pure mental actions such as a spell with no -> material, somatic, or verbal components. To free the paralyzed -> creature, the companions can do anything that breaks the basilisk’s -> gaze. That would include: - -- Blocking the line of sight with smoke, darkness, a wall of fire, or - > any other opaque obstacle. - -- Grappling the basilisk and forcing it to turn its head (strength vs - > strength). - -- Draping a cloak over the basilisk’s head (counts as a net, with -2 - > to hit because it’s not weighted). - -- Interposing your body between the basilisk and its target, if your - > body is large enough. - -- Using spells like “compelled duel” that force the basilisk to look - > at something else. - -- Anything that incapacitates the basilisk, like hypnotic pattern. - -- Draping a cloak over the targeted creature’s face (no to-hit roll - > needed). - -- There are undoubtedly other ways. Allow your PCs to be inventive. - -> If anything breaks the basilisk’s gaze, the paralysis immediately +> - Draping a cloak over the basilisk’s head (net proficiency, -2 to hit) +> +> - Interposing your body between the basilisk and its target, if your body is large enough +> +> - Using spells like “compelled duel” that force the basilisk to look at something else +> +> - There are undoubtedly other ways. Allow your PCs to be inventive. +> +> If anything breaks the basilisk’s line of sight, the paralysis immediately > dissipates, and the basilisk’s gaze is no longer locked-on. There is > no recovery period, the creature can act as soon as its initiative -> turn order comes up. This is the key to beating the basilisk: just -> keep interrupting its gaze, over and over. +> turn order comes up. > > The basilisk has two independently-pivoting eyes. DM must keep track > of who each eye is locked on to. Each eye that isn’t already locked-on -> can use the “lock on” reaction once per turn. The DM must keep track -> of which eye has used its reaction. +> can use the “lock on” reaction once per turn. > -> Interestingly, if a creature doesn’t take an action, then the basilisk -> can’t react. The basilisk’s vision is motion-sensitive, if you stand -> perfectly still, the basilisk can’t lock on to you! +> Interestingly, if a creature doesn’t take an action or move, then the +> basilisk can’t use a reaction. Effectively, the basilisk’s vision is +> motion-sensitive, if you stand perfectly still, the basilisk can’t lock on +> to you! > -> If a creature is petrified, it goes unconscious. It remains a statue -> for about 48 hours, after which it turns back to flesh. +> If a creature is petrified, it goes unconscious. It remains a statue for +> about 48 hours, after which it turns back to flesh. While petrified, it is +> vulnerable to being broken. After the PCs defeat the basilisk, they will probably look around and see several petrified commoners. Other commoners are already sending for @@ -4034,9 +3968,12 @@ not going to disrespect her patron. She says: This is such a reasonable request that the PCs are almost certain to agree. Lada says, “I am going to pray now.” She bows her head, and softly speaks: “My mistress, negotiation for the Deck has had a -complication…” \ Lada doesn’t get any farther with her -prayer. Tymora appears, in person, in the room. Green shouts “oh shit,” -and vanishes, along with the Deck, his bodyguards, and Balanestra. +complication…” THUNDERCLAP + +Lada doesn’t get any farther with her prayer. Tymora +appears, in person, in the room. Green shouts “oh shit,” and +vanishes, along with the Deck, his bodyguards, and +Balanestra. If the players are on the ball, they may remember Balanestra’s deck dream: