Added fearsome critters
This commit is contained in:
@@ -29,17 +29,16 @@ labyrinth: he will take them where they want to go, if they just say
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where they want to go.
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Once the PCs can navigate the labyrinth, they will start finding Green’s
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employees scattered about the labyrinth. An important side quest is
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helping Green’s employees get out of the labyrinth, one by one. It can
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be quite gratifying to get everybody out safe and sound - with the sole
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exception of Green and his bodyguards, who are trapped behind the steel
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door.
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employees scattered about the labyrinth. An important side quest is helping
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Green’s employees get out of the labyrinth, one by one. The PCs can get
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everybody out safe and sound, with the sole exception of Green and his
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bodyguards, who are trapped behind the steel door.
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Eventually, the PCs will reach the steel door. By this time, Omta will
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be dissatisfied with his efforts at communication so far. The telepathic
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bond is allowing him to send vague impressions and emotions, but it’s
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bad at sending detailed information. So Omta comes up with Plan B: if
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telepathic communication isn’t working, then we can try writing! He
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telepathic communication isn’t working, then try writing! He
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conjures six parchment scrolls, and drops them at the PCs feet. Then, he
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adds six pigeonholes to the door. After the PCs decipher a scroll, they
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can put the deciphered scroll into a pigeonhole. When all six scrolls
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@@ -62,11 +61,11 @@ has been put into a coma. Figuring out how to get useful information
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from NPCs who have been drastically warped by the deck can be a
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difficult challenge.
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Talking to those NPCs, the PCs will discover that many of them are in
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crisis. The Deck has turned their lives upside down, for good or for
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bad. Many of them need help. The PCs have the opportunity here to build
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relationships that will end up paying off in later chapters, when these
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NPCs may become powerful allies with deck-granted powers.
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Talking to those NPCs, the PCs will discover that many of them are in crisis.
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The Deck has turned their lives upside down. Many of them need help. The PCs
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have the opportunity here to build relationships that will end up paying off
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in later chapters, when these NPCs may become powerful allies with
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deck-granted powers.
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When the PCs finally know the symbolic meanings of all the cards, they
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will be able to decipher all the scrolls. This allows them to open the
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@@ -235,11 +234,11 @@ him, and he became the laughing stock of his tribe. Desperate, he left
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his home.
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Somebody suggested to Pig that he might find a cure if he drew from the
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Deck. This was terrible advice. If any of the PCs asks a real medical
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Deck. This was *terrible* advice. If any of the PCs asks a real medical
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professional about Pig and his condition, the professional will
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immediately be able to identify the disease that he suffered from,
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*Wasting Rot*, and they will know the standard treatment: *Greater
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Restoration*. Of course, *Greater Restoration* is very expensive, but
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*Wasting Rot*, and they will know the standard treatment: Greater
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Restoration. Of course, Greater Restoration is very expensive, but
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it’s the right treatment. Drawing cards from the Deck, on the other
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hand, was extremely unlikely to result in a cure. Pig was not
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intelligent enough to realize that. He drew these cards:
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@@ -404,10 +403,10 @@ the deck because of his debts. He drew these cards:
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- *Gem*: Borghan received a shower of gems. His debts are paid.
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- *Beast*: Borghan has been transformed into an oversized Grizzly bear
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> with a few humanoid characteristics.
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with a few humanoid characteristics.
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- *Bricklayer*: The deck has built a labyrinth for Borghan to inhabit,
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> under Castle Green.
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under Castle Green.
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Borghan looks like a werebear, but he does not have the curse of
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lycanthropy, and he is not a shapechanger. He is permanently in half-man
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@@ -580,8 +579,7 @@ able to tell you exactly why he did this. He drew these cards:
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- *Cripple*: Sam has developed serious lower-back pain.
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- *Sun*: Sam has been granted a divine spark. He is now on the path to
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> godhood.
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- *Sun*: Sam has been granted a divine spark. He is now on the path to godhood.
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Sam knows he now has a divine spark, and Sam is the sort of person who
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believes that there’s a reason for everything that happens in the
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@@ -673,9 +671,9 @@ spark. He explains that therefore, the Sun card can mean divine
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ascension, or the state of being a god or goddess, or any variant of
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that - it can mean divinity, divine, godlike, etc.
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*Helping Sam:\
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\
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*Sam agrees to answer the PCs questions, if in exchange the PCs agree to
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*Helping Sam:*
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Sam agrees to answer the PCs questions, if in exchange the PCs agree to
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answer Sam’s questions. As it turns out, all of Sam’s questions are
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existential questions about the purpose and meaning of life. He
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absolutely insists that he won’t accept brief, thoughtless answers. He
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@@ -688,11 +686,9 @@ to do about it. Here are his four questions, in the order he asks them:
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- Q1: Why do you think I was chosen for divine ascension? Why me?
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- Q2: What is the proper way I should be using the gift I’ve been
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> given?
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- Q2: What is the proper way I should be using the gift I’ve been given?
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- Q3: How can I ascend further up the ladder toward godhood? What
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> should I do?
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- Q3: How can I ascend further up the ladder toward godhood? What should I do?
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- Q4: What the heck is this ring of feather falling for?
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@@ -701,8 +697,8 @@ philosophical discussion. The PCs can tell Sam their theories for why
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Sam was given a spark, and they may have their own philosophies about
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what Sam ought to be doing with his gift. Sam will take these theories
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into serious consideration, but he won’t make any hard-and-fast
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decisions just yet.\
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\
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decisions just yet.
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There are no “right” answers to Sam’s questions, but there are wrong
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answers: any answer that is glib, or that doesn’t seriously grapple with
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the difficult issues, is a wrong answer. If he gets a glib answer, Sam
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@@ -724,8 +720,7 @@ The squatter is a tiefling woman named Alyssa Varn. She is a gambler,
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and she was deeply in debt. She was one of the first people that drew
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cards from the Deck. She drew these cards:
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- *Tiger*: She gained a lot of limberness, she is now basically a
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> contortionist.
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- *Tiger*: She gained a lot of limberness, she is now basically a contortionist.
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- *Knight*: She received a staff of withering.
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@@ -785,12 +780,8 @@ annoying and even dangerous, but not a murderer. She often will lurk in
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the shadows, watching her own traps. The PCs encounter the following
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traps set by Alyssa:
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- In the Armory, a tripwire. See the subsequent section on the Armory
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> for more information.
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- In the Armory, a tripwire. See the subsequent section on the Armory for more information.
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```{=html}
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<!-- -->
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```
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- In any room, she puts a bucket of yellow liquid on top of an open
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> door. Dexterity save DC 12 to dodge it. You can determine the
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> in-game effects, if any.
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@@ -890,9 +881,9 @@ they fail, they get to try again once per month. Alyssa’s wisdom is only
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To help Alyssa, what the PCs really need to do is:
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> 1\. They need to figure out that Alyssa is under a magical compulsion.
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> 1. They need to figure out that Alyssa is under a magical compulsion.
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>
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> 2\. They must help her to escape from that compulsion.
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> 2. They must help her to escape from that compulsion.
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Once they figure out that that’s their goal, interrupt and say, “As your
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DM, this is how we’re going to roleplay this. Alyssa gets one wisdom
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@@ -911,8 +902,7 @@ There are actually lots of things the PCs can do to prepare Alyssa:
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> under a magical compulsion, that will help a lot. Nobody likes to
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> be magically controlled. +4 to save.
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- If the PCs (somehow) offer Alyssa a really nice alternative home, +4
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> to save.
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- If the PCs (somehow) offer Alyssa a really nice alternative home, +4 to save.
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- I said that they get only once chance, but I lied: if they offer
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> Alyssa an inspiration point, they can get a second roll.
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@@ -924,8 +914,8 @@ PCs and answer their questions willingly, when she’s in a calm mood.
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When it comes to answering questions about the cards, Alyssa (being a
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low-wisdom individual) is not that insightful. She tells the PCs the
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basics, but she may leave out details:\
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\
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basics, but she may leave out details:
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*Asking Alyssa about Tiger:*
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FILL ME IN
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@@ -938,21 +928,17 @@ life, feeling that it was mundane and boring. She was desperate to have
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a more exciting life, even if that meant great risk. She drew these
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cards:
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- *Gem*: She received gems, which she didn’t need at all, being quite
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> wealthy.
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- *Gem*: She received gems, which she didn’t need at all, being quite wealthy.
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- *Skull:* She had to fight an avatar of death. The bodyguards mostly
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> did it for her.
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- *Skull:* She had to fight an avatar of death. The bodyguards mostly did it for her.
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- *Moon*: She was granted three wishes.
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She wished for the following:
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- Wish 1: To be highly skilled at plotting, manipulation, and
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> intrigue: Wish Fully Granted.
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- Wish 1: To be highly skilled at plotting, manipulation, and intrigue: Wish Fully Granted.
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- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly
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> Granted.
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- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly Granted.
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The second wish gave Balanestra the ability to look into mirrors and see
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the people she’s thinking about. She can do this three times per day,
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@@ -978,10 +964,12 @@ moralizing nonsense. She’s loving her new life, she’s ecstatic.
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The PC has the following dream, as seen through Balanestra’s eyes:
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> Green, at his desk: “I can’t fight a goddess. What do we do if she
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> attacks?”\
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> Balanestra: “We teleport away, of course.”\
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> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
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> Green, at his desk: “I can’t fight a goddess. What do we do if she attacks?”
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>
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> Balanestra: “We teleport away, of course.”
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>
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> Green: “Sure, but she’s a goddess. She can follow us anywhere.”
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>
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> Balanestra: “She can follow us *almost* anywhere.”
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>
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> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
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@@ -1004,7 +992,7 @@ is no need to seek help from her:
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> have to guess the meaning, but *skull=killing* is a pretty easy
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> guess.
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- *Moon*: Lada tells you that the card grants three wishes, and that
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- *Moon*: Lada tells you that the card grants three wishes. That
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> hasn’t changed. The symbolic meaning of the card is wishes,
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> granted wishes, desires, or fulfilled desires. The PCs will have
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> to guess that, based on what the card does.
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@@ -1225,9 +1213,6 @@ needed a new direction in life. She drew these cards:
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- *Owl*: She gained a great deal of intelligence, she is much smarter
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> than before.
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```{=html}
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<!-- -->
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```
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- *Fool*: She no longer knows how to cook, which turns out not to
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> matter very much.
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@@ -1757,9 +1742,6 @@ then they attack.
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- Moving while inside the swarm = difficult terrain
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```{=html}
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<!-- -->
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```
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- Climbing stairs while in the swarm: DEX save DC 12 or Prone.
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- Stairwell is narrow: single file, if somebody is prone, stairs
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@@ -1900,9 +1882,9 @@ an unauthorized menagerie containing dangerous reptiles. The reptiles
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were smuggled into town, nobody knows they’re there except the
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lizardmen.
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A few days after the chaos storm, the building collapsed, and two
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reptiles escaped: a basilisk, and a mirage serpent. The two beasts are
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now wreaking havoc throughout the poor quarter.
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A few days after the chaos storm, the building collapsed, and two reptiles
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escaped: a chameleon basilisk, and a mirage serpent. The two beasts are now
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wreaking havoc throughout the poor quarter.
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The PCs are walking somewhere (anywhere) when they see two guards
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running toward the poor quarter. If they’re curious, they can follow.
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@@ -1915,7 +1897,7 @@ as much as they should.
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The mirage serpent is an electric blue snake which is capable of
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projecting illusionary images of two additional snakes. The challenge in
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fighting it is knowing which snake is the real snake. Shooting at an
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illusory snake is just a waste of an action. When the PCs join the
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illusory snake is just a waste of an action. When the PCs join the
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fight, roll initiative. The turn order will include the PCs, the two
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guards, the real snake, and the two illusory snakes.
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@@ -1923,47 +1905,41 @@ guards, the real snake, and the two illusory snakes.
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>
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> Large Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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> HP: 68
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> AC: 14, Speed: 30 ft., climb 10 ft., swim 30 ft.
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>
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> AC: 14
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> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2)
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> Saves: DEX +4, WIS +3
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> Skills: Stealth +6, Perception +3
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>
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> HP: 68 (8d10 + 24)
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>
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> Speed: 30 ft., climb 10 ft., swim 30 ft.
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>
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> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6
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> (-2)
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>
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> Saves: DEX +4, WIS +3
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>
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> Skills: Stealth +6, Perception +3
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>
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> Resistances: Psychic
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>
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> Immunities: Charmed
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> Resistances: Psychic
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> Immunities: Charmed
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> Challenge: 4
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>
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> Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
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>
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> The serpent always fights alongside two illusory duplicates. The DM
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> will declare that the PCs are fighting 3 serpents, and will not reveal
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> that there is actually only 1 serpent and 2 illusions. The DM must
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> place three serpents on the battlefield. They should be scattered
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> about: for example, one might be in a tree, another on a roof, and
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> another on the street. The DM must roll initiative for each of the
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> three serpents, so there will be three entries for serpents in the
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> turn order.
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> The serpent always fights alongside two illusory duplicates. The DM will
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> declare that the PCs are fighting "three serpents", and will not reveal that
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> there is actually only 1 serpent and 2 illusions. The "three serpents"
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> should be scattered about the battlefield: for example, one might be in a
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> tree, another on a roof, and another on the street.
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>
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> The players are actually fighting one serpent that gets three attacks per
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> turn. But it *looks* like three serpents that get one attack per turn.
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> To preserve the illusion, the DM must roll initiative for each of the "three
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> serpents." There will be three entries in the turn order.
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>
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> The DM must keep track of which serpent is real. If a PC hits the real
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> serpent with an attack, it takes damage. If a PC hits an illusory
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> serpent with an attack, the attack passes right through the illusion,
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> obviously not causing damage. The illusory duplicates cannot be
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> damaged, and are difficult to dispel (use your judgement).
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> damaged, and cannot be dispelled.
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>
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> When it is a serpent’s turn, regardless of whether that serpent is
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> illusory or real, the serpent can choose one of two actions:
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> When it is a serpent’s turn, regardless of whether that serpent is illusory
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> or real, the serpent can choose one of two actions:
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>
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> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one
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> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory
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> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 20 ft., one
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> creature per lash. Hit: 1d10 + 4 psychic damage. When an illusory
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> serpent uses mirage lash, the attack is actually coming from the real
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> serpent, but the illusory serpent rears up in order to give the
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> impression that the attack is coming from the illusion.
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@@ -1976,128 +1952,86 @@ guards, the real snake, and the two illusory snakes.
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>
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> The serpent is tactical about choosing *psychic lash* vs *shuffle*.
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> The more it shuffles, the less damage it does (because if it is
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> shuffling, is isn’t lashing). So it only shuffles when it notices that
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> the PCs are focusing all damage on the real serpent.
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> shuffling, is isn’t lashing). So it only shuffles when it feels it
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> needs to do so to keep the players confused about which one is
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> the real serpent.
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After beating the mirage serpent, the PCs will hear screaming coming
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from elsewhere. If they hunt around a bit, they can find the basilisk
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and the one remaining non-petrified guard who is fighting it.
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This basilisk is thematically similar to the basilisk in the monster
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manual, but the rules are completely different. The PCs can quickly
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identify this as some subtype of basilisk by the fact that it has four
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legs on each side: lizard with eight legs is a dead giveaway for
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“basilisk.”
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The chameleon basilisk is thematically similar to the basilisk in the monster
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manual, but the rules are completely different. The PCs can quickly identify
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this as some subtype of basilisk by the fact that it has four legs on each
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side: lizard with eight legs is a dead giveaway for “basilisk.”
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> **Basilisk (Modified)**
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> **Chameleon Basilisk**
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>
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> Medium Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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>
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> AC: 16
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> *Medium Monstrosity, Unaligned*
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>
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> HP: 65
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> AC: 16, Speed: 30 ft., climb 20 ft.
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>
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> Speed: 30 ft., climb 20 ft.
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> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2)
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> Saves: CON +5, WIS +3
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> Skills: Perception +3
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> Immunities: Poison
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>
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> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7
|
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> (-2)
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> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13
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> Challenge: 4
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>
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> Saves: CON +5, WIS +3
|
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>
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> Skills: Perception +3
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>
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> Resistances: Poison
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>
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> Immunities: Poisoned
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>
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> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13
|
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>
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> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target.
|
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> Hit: 2D6 + 10 piercing damage.
|
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> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target. Hit: 2D6 + 10 piercing damage.
|
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>
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> **Lock On (reaction, one per eye per turn).**
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>
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> 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…” \<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.
|
||||
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:
|
||||
|
||||
Reference in New Issue
Block a user