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