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# 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 56). 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 46). 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!

View File

@@ -29,17 +29,16 @@ labyrinth: he will take them where they want to go, if they just say
where they want to go. where they want to go.
Once the PCs can navigate the labyrinth, they will start finding Greens Once the PCs can navigate the labyrinth, they will start finding Greens
employees scattered about the labyrinth. An important side quest is employees scattered about the labyrinth. An important side quest is helping
helping Greens employees get out of the labyrinth, one by one. It can Greens employees get out of the labyrinth, one by one. The PCs can get
be quite gratifying to get everybody out safe and sound - with the sole everybody out safe and sound, with the sole exception of Green and his
exception of Green and his bodyguards, who are trapped behind the steel bodyguards, who are trapped behind the steel door.
door.
Eventually, the PCs will reach the steel door. By this time, Omta will Eventually, the PCs will reach the steel door. By this time, Omta will
be dissatisfied with his efforts at communication so far. The telepathic be dissatisfied with his efforts at communication so far. The telepathic
bond is allowing him to send vague impressions and emotions, but its 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 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 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 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 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 from NPCs who have been drastically warped by the deck can be a
difficult challenge. difficult challenge.
Talking to those NPCs, the PCs will discover that many of them are in Talking to those NPCs, the PCs will discover that many of them are in crisis.
crisis. The Deck has turned their lives upside down, for good or for The Deck has turned their lives upside down. Many of them need help. The PCs
bad. Many of them need help. The PCs have the opportunity here to build have the opportunity here to build relationships that will end up paying off
relationships that will end up paying off in later chapters, when these in later chapters, when these NPCs may become powerful allies with
NPCs may become powerful allies with deck-granted powers. deck-granted powers.
When the PCs finally know the symbolic meanings of all the cards, they 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 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. his home.
Somebody suggested to Pig that he might find a cure if he drew from the 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 professional about Pig and his condition, the professional will
immediately be able to identify the disease that he suffered from, immediately be able to identify the disease that he suffered from,
*Wasting Rot*, and they will know the standard treatment: *Greater *Wasting Rot*, and they will know the standard treatment: Greater
Restoration*. Of course, *Greater Restoration* is very expensive, but Restoration. Of course, Greater Restoration is very expensive, but
its the right treatment. Drawing cards from the Deck, on the other its the right treatment. Drawing cards from the Deck, on the other
hand, was extremely unlikely to result in a cure. Pig was not hand, was extremely unlikely to result in a cure. Pig was not
intelligent enough to realize that. He drew these cards: 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. - *Gem*: Borghan received a shower of gems. His debts are paid.
- *Beast*: Borghan has been transformed into an oversized Grizzly bear - *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, - *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 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 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. - *Cripple*: Sam has developed serious lower-back pain.
- *Sun*: Sam has been granted a divine spark. He is now on the path to - *Sun*: Sam has been granted a divine spark. He is now on the path to godhood.
> godhood.
Sam knows he now has a divine spark, and Sam is the sort of person who 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 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 ascension, or the state of being a god or goddess, or any variant of
that - it can mean divinity, divine, godlike, etc. that - it can mean divinity, divine, godlike, etc.
*Helping Sam:\ *Helping Sam:*
\
*Sam agrees to answer the PCs questions, if in exchange the PCs agree to 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 answer Sams questions. As it turns out, all of Sams questions are
existential questions about the purpose and meaning of life. He existential questions about the purpose and meaning of life. He
absolutely insists that he wont accept brief, thoughtless answers. 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? - 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 - Q2: What is the proper way I should be using the gift Ive been given?
> given?
- Q3: How can I ascend further up the ladder toward godhood? What - Q3: How can I ascend further up the ladder toward godhood? What should I do?
> should I do?
- Q4: What the heck is this ring of feather falling for? - 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 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 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 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 There are no “right” answers to Sams questions, but there are wrong
answers: any answer that is glib, or that doesnt seriously grapple with 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 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 and she was deeply in debt. She was one of the first people that drew
cards from the Deck. She drew these cards: cards from the Deck. She drew these cards:
- *Tiger*: She gained a lot of limberness, she is now basically a - *Tiger*: She gained a lot of limberness, she is now basically a contortionist.
> contortionist.
- *Knight*: She received a staff of withering. - *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 the shadows, watching her own traps. The PCs encounter the following
traps set by Alyssa: traps set by Alyssa:
- In the Armory, a tripwire. See the subsequent section on the Armory - In the Armory, a tripwire. See the subsequent section on the Armory for more information.
> for more information.
```{=html}
<!-- -->
```
- In any room, she puts a bucket of yellow liquid on top of an open - 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 > door. Dexterity save DC 12 to dodge it. You can determine the
> in-game effects, if any. > 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: 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 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 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 > under a magical compulsion, that will help a lot. Nobody likes to
> be magically controlled. +4 to save. > be magically controlled. +4 to save.
- If the PCs (somehow) offer Alyssa a really nice alternative home, +4 - If the PCs (somehow) offer Alyssa a really nice alternative home, +4 to save.
> to save.
- I said that they get only once chance, but I lied: if they offer - I said that they get only once chance, but I lied: if they offer
> Alyssa an inspiration point, they can get a second roll. > 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 When it comes to answering questions about the cards, Alyssa (being a
low-wisdom individual) is not that insightful. She tells the PCs the 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:* *Asking Alyssa about Tiger:*
FILL ME IN 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 a more exciting life, even if that meant great risk. She drew these
cards: cards:
- *Gem*: She received gems, which she didnt need at all, being quite - *Gem*: She received gems, which she didnt need at all, being quite wealthy.
> wealthy.
- *Skull:* She had to fight an avatar of death. The bodyguards mostly - *Skull:* She had to fight an avatar of death. The bodyguards mostly did it for her.
> did it for her.
- *Moon*: She was granted three wishes. - *Moon*: She was granted three wishes.
She wished for the following: She wished for the following:
- Wish 1: To be highly skilled at plotting, manipulation, and - Wish 1: To be highly skilled at plotting, manipulation, and intrigue: Wish Fully Granted.
> intrigue: Wish Fully Granted.
- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly - Wish 2: To gain the ability to magically scry on anyone: Wish Mostly Granted.
> Granted.
The second wish gave Balanestra the ability to look into mirrors and see 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, 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: 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 > Green, at his desk: “I cant fight a goddess. What do we do if she attacks?”
> attacks?”\ >
> Balanestra: “We teleport away, of course.”\ > Balanestra: “We teleport away, of course.”
> Green: “Sure, but shes a goddess. She can follow us anywhere.”\ >
> Green: “Sure, but shes a goddess. She can follow us anywhere.”
>
> Balanestra: “She can follow us *almost* anywhere.” > Balanestra: “She can follow us *almost* anywhere.”
> >
> Green: “Where could I go that she cant follow… oh, shit. No, no no no > 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 > have to guess the meaning, but *skull=killing* is a pretty easy
> guess. > 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, > hasnt changed. The symbolic meaning of the card is wishes,
> granted wishes, desires, or fulfilled desires. The PCs will have > granted wishes, desires, or fulfilled desires. The PCs will have
> to guess that, based on what the card does. > 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 - *Owl*: She gained a great deal of intelligence, she is much smarter
> than before. > than before.
```{=html}
<!-- -->
```
- *Fool*: She no longer knows how to cook, which turns out not to - *Fool*: She no longer knows how to cook, which turns out not to
> matter very much. > matter very much.
@@ -1757,9 +1742,6 @@ then they attack.
- Moving while inside the swarm = difficult terrain - Moving while inside the swarm = difficult terrain
```{=html}
<!-- -->
```
- Climbing stairs while in the swarm: DEX save DC 12 or Prone. - Climbing stairs while in the swarm: DEX save DC 12 or Prone.
- Stairwell is narrow: single file, if somebody is prone, stairs - 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 were smuggled into town, nobody knows theyre there except the
lizardmen. lizardmen.
A few days after the chaos storm, the building collapsed, and two A few days after the chaos storm, the building collapsed, and two reptiles
reptiles escaped: a basilisk, and a mirage serpent. The two beasts are escaped: a chameleon basilisk, and a mirage serpent. The two beasts are now
now wreaking havoc throughout the poor quarter. wreaking havoc throughout the poor quarter.
The PCs are walking somewhere (anywhere) when they see two guards The PCs are walking somewhere (anywhere) when they see two guards
running toward the poor quarter. If theyre curious, they can follow. running toward the poor quarter. If theyre curious, they can follow.
@@ -1923,47 +1905,41 @@ guards, the real snake, and the two illusory snakes.
> >
> Large Monstrosity, Unaligned > Large Monstrosity, Unaligned
> >
> Challenge: 4 (1,100 XP) > HP: 68
> > AC: 14, Speed: 30 ft., climb 10 ft., swim 30 ft.
> AC: 14
>
> 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)
> >
> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2)
> Saves: DEX +4, WIS +3 > Saves: DEX +4, WIS +3
>
> Skills: Stealth +6, Perception +3 > Skills: Stealth +6, Perception +3
> >
> Resistances: Psychic > Resistances: Psychic
>
> Immunities: Charmed > Immunities: Charmed
> Challenge: 4
> >
> Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13 > Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
> >
> The serpent always fights alongside two illusory duplicates. The DM > The serpent always fights alongside two illusory duplicates. The DM will
> will declare that the PCs are fighting 3 serpents, and will not reveal > declare that the PCs are fighting "three serpents", and will not reveal that
> that there is actually only 1 serpent and 2 illusions. The DM must > there is actually only 1 serpent and 2 illusions. The "three serpents"
> place three serpents on the battlefield. They should be scattered > should be scattered about the battlefield: for example, one might be in a
> about: for example, one might be in a tree, another on a roof, and > tree, another on a roof, and another on the street.
> 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 > The players are actually fighting one serpent that gets three attacks per
> turn order. > 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 > 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, it takes damage. If a PC hits an illusory
> serpent with an attack, the attack passes right through the illusion, > serpent with an attack, the attack passes right through the illusion,
> obviously not causing damage. The illusory duplicates cannot be > 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 > When it is a serpents turn, regardless of whether that serpent is illusory
> illusory or real, the serpent can choose one of two actions: > or real, the serpent can choose one of two actions:
> >
> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one > **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 20 ft., one
> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory > creature per lash. Hit: 1d10 + 4 psychic damage. When an illusory
> serpent uses mirage lash, the attack is actually coming from the real > serpent uses mirage lash, the attack is actually coming from the real
> serpent, but the illusory serpent rears up in order to give the > serpent, but the illusory serpent rears up in order to give the
> impression that the attack is coming from the illusion. > 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 serpent is tactical about choosing *psychic lash* vs *shuffle*.
> The more it shuffles, the less damage it does (because if it is > 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 > shuffling, is isnt lashing). So it only shuffles when it feels it
> the PCs are focusing all damage on the real serpent. > 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 After beating the mirage serpent, the PCs will hear screaming coming
from elsewhere. If they hunt around a bit, they can find the basilisk from elsewhere. If they hunt around a bit, they can find the basilisk
and the one remaining non-petrified guard who is fighting it. and the one remaining non-petrified guard who is fighting it.
This basilisk is thematically similar to the basilisk in the monster The chameleon basilisk is thematically similar to the basilisk in the monster
manual, but the rules are completely different. The PCs can quickly manual, but the rules are completely different. The PCs can quickly identify
identify this as some subtype of basilisk by the fact that it has four this as some subtype of basilisk by the fact that it has four legs on each
legs on each side: lizard with eight legs is a dead giveaway for side: lizard with eight legs is a dead giveaway for “basilisk.”
“basilisk.”
> **Basilisk (Modified)** > **Chameleon Basilisk**
> >
> Medium Monstrosity, Unaligned > *Medium Monstrosity, Unaligned*
>
> Challenge: 4 (1,100 XP)
>
> AC: 16
> >
> HP: 65 > 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)
>
> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7
> (-2)
>
> Saves: CON +5, WIS +3 > Saves: CON +5, WIS +3
>
> Skills: Perception +3 > Skills: Perception +3
> > Immunities: Poison
> Resistances: Poison
>
> Immunities: Poisoned
> >
> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13 > Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13
> Challenge: 4
> >
> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target. > **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target. Hit: 2D6 + 10 piercing damage.
> Hit: 2D6 + 10 piercing damage.
> >
> **Lock On (reaction, one per eye per turn).** > **Lock On (reaction, one per eye per turn).**
> >
> The basilisk has two independently-pivoting eyes, like a chameleon. > The chameleon basilisk has two independently-pivoting eyes. Each eye can
> Each eye can “lock on” to a single target creature, paralyzing that > “lock on” to a single target creature, paralyzing that creature.
> creature.
> >
> Lock-on is a reaction: when a creature is about to take its turn in > Lock-on is a reaction: when a creature is about to take its turn, and the
> the initiative turn order, and the basilisk sees this, the basilisk > basilisk sees this, the basilisk can aim one of its two eyes at the
> can use a reaction by aiming one of its two eyes at the creature. The > creature. The creature must make a CON save, DC 18. On a successful
> creature must make a DC 15 constitution saving throw. If the save > save, the creature resists the lock-on and takes its turn normally.
> succeeds, the basilisk fails to establish a lock. The creature may > If the creature fails the save, the basilisk's eye is locked-on, and the
> continue taking its turn in the normal manner. > 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 > The next time it is the creature's turn, and each subsequent time it is
> gaze onto to the creature. The creature is instantly paralyzed, and it > the creature's turn, it must make another CON save DC18. If it succeeds,
> loses its action. From that point forward, the creature remains > it doesn't turn to stone yet. If it fails, it takes a step toward
> paralyzed as long as the basilisk keeps its eye locked on. The > petrification. Two such steps and the creature is petrified.
> 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:
> >
> Turn 1: Creature attempts an action, and the basilisk reacts by > To free the paralyzed creature, companions can do anything that breaks
> locking on. > the basilisks line-of-sight. That would include:
> >
> Turn 2: The creature attempts to resist petrification and fails, > - Blocking the line of sight with smoke or darkness
> getting dangerously close.
> >
> Turn 3: The creature attempts to resist petrification and fails again, > - Grappling the basilisk and forcing it to turn its head (strength vs strength)
> and turns to stone.
> >
> If the creature succeeds at the save against petrification (turn 2 or > - Draping a cloak over the basilisks head (net proficiency, -2 to hit)
> 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 > - Interposing your body between the basilisk and its target, if your body is large enough
> closer to turning to stone, which means that the process of >
> petrification will take longer. A paralyzed creature cannot free > - Using spells like “compelled duel” that force the basilisk to look at something else
> itself, unless it has pure mental actions such as a spell with no >
> material, somatic, or verbal components. To free the paralyzed > - There are undoubtedly other ways. Allow your PCs to be inventive.
> creature, the companions can do anything that breaks the basilisks >
> gaze. That would include: > If anything breaks the basilisks line of sight, the paralysis immediately
- 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
> dissipates, and the basilisks gaze is no longer locked-on. There is > dissipates, and the basilisks gaze is no longer locked-on. There is
> no recovery period, the creature can act as soon as its initiative > 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 > turn order comes up.
> keep interrupting its gaze, over and over.
> >
> The basilisk has two independently-pivoting eyes. DM must keep track > 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 > 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 > can use the “lock on” reaction once per turn.
> of which eye has used its reaction.
> >
> Interestingly, if a creature doesnt take an action, then the basilisk > Interestingly, if a creature doesnt take an action or move, then the
> cant react. The basilisks vision is motion-sensitive, if you stand > basilisk cant use a reaction. Effectively, the basilisks vision is
> perfectly still, the basilisk cant lock on to you! > 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 > If a creature is petrified, it goes unconscious. It remains a statue for
> for about 48 hours, after which it turns back to flesh. > 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 After the PCs defeat the basilisk, they will probably look around and
see several petrified commoners. Other commoners are already sending for 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 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 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 softly speaks: “My mistress, negotiation for the Deck has had a
complication…” \<THUNDERCLAP\> Lada doesnt get any farther with her complication…” THUNDERCLAP
prayer. Tymora appears, in person, in the room. Green shouts “oh shit,”
and vanishes, along with the Deck, his bodyguards, and Balanestra. 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 If the players are on the ball, they may remember Balanestras deck
dream: dream: