Added fearsome critters

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2026-06-22 23:00:05 -04:00
parent f09488d412
commit fc9f1b88a9
2 changed files with 589 additions and 189 deletions

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@@ -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 Greens
employees scattered about the labyrinth. An important side quest is
helping Greens 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
Greens 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 its
bad at sending detailed information. So Omta comes up with Plan B: if
telepathic communication isnt working, then we can try writing! He
telepathic communication isnt 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
its 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 theres 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 Sams questions. As it turns out, all of Sams questions are
existential questions about the purpose and meaning of life. He
absolutely insists that he wont 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 Ive been
> given?
- Q2: What is the proper way I should be using the gift Ive 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 wont make any hard-and-fast
decisions just yet.\
\
decisions just yet.
There are no “right” answers to Sams questions, but there are wrong
answers: any answer that is glib, or that doesnt 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. Alyssas 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 thats their goal, interrupt and say, “As your
DM, this is how were 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 shes 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 didnt need at all, being quite
> wealthy.
- *Gem*: She received gems, which she didnt 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 shes thinking about. She can do this three times per day,
@@ -978,10 +964,12 @@ moralizing nonsense. Shes loving her new life, shes ecstatic.
The PC has the following dream, as seen through Balanestras eyes:
> Green, at his desk: “I cant fight a goddess. What do we do if she
> attacks?”\
> Balanestra: “We teleport away, of course.”\
> Green: “Sure, but shes a goddess. She can follow us anywhere.”\
> Green, at his desk: “I cant fight a goddess. What do we do if she attacks?”
>
> Balanestra: “We teleport away, of course.”
>
> Green: “Sure, but shes a goddess. She can follow us anywhere.”
>
> Balanestra: “She can follow us *almost* anywhere.”
>
> Green: “Where could I go that she cant 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
> hasnt 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 theyre 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 theyre 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 serpents turn, regardless of whether that serpent is
> illusory or real, the serpent can choose one of two actions:
> When it is a serpents 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 isnt lashing). So it only shuffles when it notices that
> the PCs are focusing all damage on the real serpent.
> shuffling, is isnt 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 ones mouth. Though
> paralyzed, the creature is still aware. On the creatures 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 basilisks 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 didnt 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 basilisks
> 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 basilisks head (counts as a net, with -2
> to hit because its 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 creatures face (no to-hit roll
> needed).
- There are undoubtedly other ways. Allow your PCs to be inventive.
> If anything breaks the basilisks gaze, the paralysis immediately
> - Draping a cloak over the basilisks 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 basilisks line of sight, the paralysis immediately
> dissipates, and the basilisks 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 isnt 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 doesnt take an action, then the basilisk
> cant react. The basilisks vision is motion-sensitive, if you stand
> perfectly still, the basilisk cant lock on to you!
> Interestingly, if a creature doesnt take an action or move, then the
> basilisk cant use a reaction. Effectively, the basilisks vision is
> motion-sensitive, if you stand perfectly still, the basilisk cant 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…” \<THUNDERCLAP\> Lada doesnt 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 doesnt 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 Balanestras deck
dream: