600 lines
24 KiB
Markdown
600 lines
24 KiB
Markdown
## Life in St Parnas
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This chapter will take place in two primary locales: inside Castle
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Green, and in and around St. Parnas.
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This section lists some of the interesting things you’ll find in St.
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Parnas.
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### A Summary of St Parnas
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Saint Parnas is a small town in the Outlands. It sits about a day’s
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journey spireward of Tradegate. It is a law-abiding, good-aligned town.
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Given its proximity to Tradegate (and therefore Bytopia), the
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predominant moral code in town is that a good person is a person who
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works hard, is diligent, and who contributes to his community. People
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look out for each other, and people have a strong sense of civic virtue.
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St Parnas has a definite small-town feel. The kinds of amenities you
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find in big cities aren’t available here. If you want to hire a
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high-level wizard or cleric, you’re out of luck. There are a number of
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one-room churches and temples to various good-aligned gods, but there
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aren’t any big, showy temples. Much of the employment is small-town
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employment: mainly farmwork and small craft workshops. Most of the
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people of St Parnas prefer the quiet small town lifestyle, and are glad
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that they aren’t in a big city.
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Overt evil is not tolerated here. You will not find any temples to evil
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gods. Of course, people are people, and everyone is flawed, even in a
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good place like this. You will certainly find people who are selfish, or
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greedy, or lazy. You might even find a few truly dark individuals hiding
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in the shadows. But for the most part, this genuinely is a town full of
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decent, reasonable people.
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It’s the kind of town where if the PCs are not overtly destructive,
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they’ll get along just fine.
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### Where to Sleep in St. Parnas
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The first thing the PCs will probably look for in town is someplace to
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sleep. They can find lodging at an inn called “The Unnamed Inn.” Lodging
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for a party of 4 is 2 gp per night, it includes two rooms and meals for
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everyone.
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The unnamed inn has a common room where people can relax, eat food
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prepared by the innkeeper, and occasionally, listen to music. It is not
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really a “tavern.” Yes, you can get a drink, but service is mainly
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intended for people staying at the inn. There are eight bedrooms
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upstairs. When the PCs arrive, there are a handful of randos staying at
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the inn (feel free to invent some).
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There is one other inn in town: the Named Inn, in the nicer part of
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town. Depending on how scruffy the party looks, they may not be welcome.
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Another option is that there are some unoccupied grassy fields on the
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outskirts of town. If they want to, the PCs can set up tents, and nobody
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will bother them.
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### The Legend of St Parnas
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If anyone asks where the name “Saint Parnas” comes from, any local can
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tell them this story.
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About 200 years ago, a party of settlers came from the Tradegate area,
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looking for someplace to build farmsteads. They found a lovely clearing
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where the town of St Parnas now sits, and they started to build.
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Unfortunately, the entire area was inhabited by a clan of druids who
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viewed the area as theirs. The druids despised the fact that the
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settlers were cutting down trees, tearing up nature, and domesticating
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the area.
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Gradually, tensions between the settlers and the druids escalated, and
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it seemed like battle might be inevitable. Into this fray came a man
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named Zell Parnas, a man with a silver tongue and a decent heart.
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Somehow, Parnas managed to negotiate an agreement between the settlers
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and the druids.
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The step that finally got the druids to back down was choosing a modest
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radius beyond which the city would never expand. The settlers would be
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allowed to do as they pleased inside the boundary, but they would leave
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nature untrammeled outside the circle. The boundary would be marked by
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an orchard that completely encircles the town. This is a huge orchard,
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and building it would be expensive, Mr. Parnas financed the planting out
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of his own pocket. The druids and the townsfolk are both allowed to pick
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fruits from the orchard.
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Because of the boundary, the village never grew beyond “small town”
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status. About a hundred years after his death, Zell Parnas was declared
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a saint, and the town was renamed after him.
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### The Mayor, Elar Mossbrow
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When the PCs start to gain some notoriety in town, the mayor may
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introduce himself. You should not introduce the mayor until the PCs have
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been in town a while.
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The Mayor is a firbolg named Elar Mossbrow. It is unusual for a town
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mostly populated by medium-sized people to have a giantish mayor, but
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Elar is highly worthy of respect, and when he ran for election, he won
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easily.
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Most firbolg think that money is evil, so it is strange for a firbolg to
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be mayor of a human town. Humans use money for everything. The reason
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for this is that Elar Mossbrow is a bit of a free-thinker among firbolg,
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he eventually concluded that commerce is not a force for evil, he
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concluded that commerce binds people together. He uses the expression,
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“the bridge to the next village is the merchant’s cart.” Because this
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view is in conflict with normal firbolg culture, Mossbrow decided to
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move close to tradegate, where the view that commerce is an affirmative
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good is the norm.
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The town has a manor for the mayor, which contains a residential quarter
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and also offices. Mayor Mossbrow doesn’t fit inside the manor. He can
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squeeze through the doorways and, crouching, shuffle down the hallways
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if he has to, but it’s very awkward. The only time he goes inside is
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when he needs to get some papers from the filing cabinets. Instead, he
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built a pagoda in the back yard of the manor, which is where he lives
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now. It is open air, but has a roof. He jokes: “I’m the mayor, and I
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don’t fit in the mayor’s office. Heavy is the head that wears the
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crown!”
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Mayor Mossbrow is not happy with Green. He says, “St Parnas used to be a
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quiet little town, and I liked it that way. Now we’ve got randos from
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all over the multiverse overrunning the place. And now a chaos storm! I
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wish this was all over.” After the chaos storm, the Mayor decided it was
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time to kick Green out of town. However, Green is trapped in the
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basement of the castle, so the Mayor hasn’t been able to tell him yet.
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At some point, the PCs may help the town guards contain a threat. If so,
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Mayor Mossbrow becomes their friend. He will help them with town records
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and other things like that.
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Sometimes, Mayor Mossbrow likes to clear his mind by going out to the
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orchard and doing maintenance work. He says it’s a good way to get back
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to the basics.
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### The Orchard
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The town is surrounded by an orchard. The orchard contains every
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imaginable type of fruit or nut. Many of the trees are picked over (the
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townsfolk and the druids use them regularly), but there’s still a bit of
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ripe fruit for the taking. Anyone is allowed to pick fruit, which is why
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the orchard is usually pretty picked over.
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Asatya is a woman who drew the “void” card from the deck. As a result,
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her spirit was banished from her body. Her spirit now wanders the
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orchard. At some point, the PCs will have a deck dream about Asatya, and
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they will see her standing among apple trees. That is a dead giveaway
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that she’s in the orchard.
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To find Asatya, the PCs should search the orchard for apple trees. That
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narrows it down: only a small percentage of the orchard is dedicated to
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apples. From there, it’s just a questions of brute-force search. If you
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look hard enough, you will find three cards hovering over an invisible
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person.
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More information about Asatya can be found in the preceding section,
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“Asatya: The Sleepwalker.”
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### The Old Watchtowers
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The easiest way to learn about the watchtowers is to ask one of the
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locals about the deck dream with Rackle. “A small round tower” is pretty
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much all it takes to get the locals to mention the watchtowers.
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Alternately, if you’re exploring the orchard, you’ll stumble on a
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watchtower.
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Just inside the orchard are five old watchtowers, evenly spaced around
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the town. Each one is a cylinder of stone about 10 feet in diameter.
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Inside the cylinder is a spiral staircase that goes up the entire tower.
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The staircase has four landings: the ground floor, the lower landing,
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the upper landing, and the roof. The interior landings are only there
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for safety. The point of the staircase is to get to the roof, which is
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where a watchman would stand and survey the countryside.
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The towers were built about 90 years ago by an overzealous mayor who
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thought this was necessary for some reason. They were abandoned 60 years
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ago, when that mayor retired, because everyone realized there was
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nothing to watch for. Without maintenance, the stone outer structure is
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still in good condition, but the wooden parts are starting to rot.
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The towers are often used by homeless people and drifters as temporary
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shelter. Many of them contain graffiti, and junk discarded by drifters.
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Here are the specific contents of the towers. Note that “tower 1” is not
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in any particular location. It’s just whichever tower the PCs explore
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first.
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Tower 1: *Religious Icon.* The roof has an abandoned campsite - the cold
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remains of a burnt-out fire and a pile of garbage. If the PCs are
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searching for Rackle, then the campsite contains a crudely carved wooden
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statue of Ilmater. Ilmater instructed one of his worshippers to carve it
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and leave it here. It is intended as a simple message, meaning
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basically, “I am Ilmater, don’t forget I exist.” Rackle will need
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Ilmater’s help.
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Tower 2: *Bats*. On the upper landing is a swarm of aggressive bats.
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They remain motionless until a PC pokes his head into the upper landing,
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then they attack.
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> Swarm Combat
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- Initial swarm size: 100 bats
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- Every round, every PC must roll two saves:
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- DEX save DC 13 → on fail, take 10% of bats remaining as damage
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- CON save DC 13 → on fail, take 10% of bats remaining as damage
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- AOE spells kill ⅓ as many bats as damage dealt, e.g., 30 damage → 10
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> bats dead
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- Single-target melee attacks kill 1–2 bats max (unless very clever)
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- AOE spells kill multiple bats. Typically, about ⅓ as many bats as
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> damage dealt, eg, 30 damage means 10 bats dead. However, you must
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> make a judgement call for each spell: would this particular spell
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> be more or less effective? That is up to you as a DM.
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- When swarm is reduced to 30 bats, it disperses.
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> Bat Movement Rules:
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- Bats move as a single swarm — they prefer to stay clustered around
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> the party
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- If a PC moves away from the group, they can exit the swarm and avoid
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> damage
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- If all PCs leave the tower, the bats follow outside
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- If the party splits, the bats stay with the larger group
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> Player Movement Rules:
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- Moving while inside the swarm = difficult terrain
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```{=html}
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<!-- -->
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```
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- Climbing stairs while in the swarm: DEX save DC 12 or Prone.
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- Stairwell is narrow: single file, if somebody is prone, stairs
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> blocked.
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Tower 3: *Collapsed*. This entire tower has been knocked over by an
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enormous falling tree. The stone blocks are strewn where the tower fell,
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and weeds are grown up among them.
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Tower 4: *Rackle and Clarissa*. This tower contains Rackle, one of the
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deck-touched NPCs, and the priestess of Beshaba who is protecting him.
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See the section “Rackle: The Punching Bag” for more information about
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him.
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Tower 5: *Empty*. Aside from graffiti and garbage, there is nothing
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here.
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### The White Ward
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The white ward is the hospital. It is a joint project between some
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priests of several good-aligned gods, and also some non-magical doctors.
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It was originally called the white ward because the building is covered
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in white stucco, and also, because the doctors wear white. Eventually,
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the name stuck and they just went with it.
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\<FINISH ME\>
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Asatya’s unconscious body is here. It will probably be necessary to
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bring Rackle here.
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### Magic Items for Sale
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A small town like St Parnas would normally not have any magic items for
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sale. However, because the deck has been conjuring items left and right,
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it is possible to find magic items in town. The selection is extremely
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*random*. Here are the items:
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Envenomed Shortsword — *3,500 gp*
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- Three times per day, target takes D8 poison in addition to normal
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> damage
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- No save. If resistant to poison, no damage.
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Javelin of Lightning — *3,000 gp*
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- Once per day, becomes a bolt of lightning when thrown
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- Deals 4d6 lightning damage in a line
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Headband of Warning — *3,500 gp*
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- Advantage on initiative
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- Can’t be surprised while worn
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- Wearing any other hat, helmet, or headgear will prevent this item
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> from working.
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Cloak of Protection — *4,000 gp*
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- +1 bonus to AC
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- +1 bonus to saving throws
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Decanter of Endless Water — *2,200 gp*
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- Pours out an unlimited supply of fresh water
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Key of Curious Locks — *3,000 gp*
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- Casts *Knock* once per day
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- Can tell you exactly why a door isn’t opening (e.g., rusted, barred,
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> etc.)
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- Warns about trapped doors (only trapped doors, not traps in general)
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Navigator’s Compass — *2,800 gp*
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- Can point toward any landmark. A “landmark” is any point of interest
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> that is known to the locals, and that has been there for at least
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> 5 years. “Joanne’s Restaurant” is a valid landmark, for example,
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> as would be “The Nearest Temple of Lathander.”
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Lens of Far Seeing — *3,000 gp*
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- See clearly up to 1 mile, even through mist or light foliage
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- Once per long rest, cast *Clairvoyance* (sight only)
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Pouch of the Burrowing Familiar — *3,000 gp*
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- Contains a badger familiar
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- Can be summoned for up to 1 hour
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- Burrows through dirt or loose stone at 10 ft speed
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- Follows simple commands
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- Does not fight
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Ring of Hopping — *3,500 gp*
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- Three times per long rest, cast *Jump*
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- Once per long rest, cast *Misty Step*
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Lantern of the Firefly — *3,000 gp*
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- Endless Light: At will, sheds dim green light in a 100-foot radius
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- Once per long rest, cast *Faerie Fire* (DC 15) as a bonus action
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Staff of the Potent Caster — *7,500 gp*
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- Functions as a quarterstaff and a spellcasting focus
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- Grants +1 to spell save DC
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Wand of Silent Casting — *5,500 gp*
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- Functions as a spellcasting focus
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- Allows you to cast any spell with verbal components using only
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> somatic components
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### The Collapsed Lizardman Temple
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The collapsed temple is a combat event that you can bring out whenever
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you think your PCs might be in the mood for a little smashy-smashy.
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In the poorer part of town, a small group of lizardmen built a temple to
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their god, Semuanya. The temple is ramshackle (for a temple). It was a
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wooden building two stories tall. On the second story, the lizards had
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an unauthorized menagerie containing dangerous reptiles. The reptiles
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were smuggled into town, nobody knows they’re there except the
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lizardmen.
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A few days after the chaos storm, the building collapsed, and two
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reptiles escaped: a basilisk, and a mirage serpent. The two beasts are
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now wreaking havoc throughout the poor quarter.
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The PCs are walking somewhere (anywhere) when they see two guards
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running toward the poor quarter. If they’re curious, they can follow.
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The will soon find some petrified people. Then, they will find the two
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guards from earlier firing crossbows at the *mirage serpent*. The guards
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are not very skilled: this town is too safe and nothing ever happens
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here, and the guards have gotten complacent. They have not been training
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as much as they should.
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The mirage serpent is an electric blue snake which is capable of
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projecting illusionary images of two additional snakes. The challenge in
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fighting it is knowing which snake is the real snake. Shooting at an
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illusory snake is just a waste of an action. When the PCs join the
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fight, roll initiative. The turn order will include the PCs, the two
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guards, the real snake, and the two illusory snakes.
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> **Mirage Serpent**
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>
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> Large Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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>
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> AC: 14
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>
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> HP: 68 (8d10 + 24)
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>
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> Speed: 30 ft., climb 10 ft., swim 30 ft.
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>
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> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6
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> (-2)
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>
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> Saves: DEX +4, WIS +3
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>
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> Skills: Stealth +6, Perception +3
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>
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> Resistances: Psychic
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>
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> Immunities: Charmed
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>
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> Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
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>
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> The serpent always fights alongside two illusory duplicates. The DM
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> will declare that the PCs are fighting 3 serpents, and will not reveal
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> that there is actually only 1 serpent and 2 illusions. The DM must
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> place three serpents on the battlefield. They should be scattered
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> about: for example, one might be in a tree, another on a roof, and
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> another on the street. The DM must roll initiative for each of the
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> three serpents, so there will be three entries for serpents in the
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> turn order.
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>
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> The DM must keep track of which serpent is real. If a PC hits the real
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> serpent with an attack, it takes damage. If a PC hits an illusory
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> serpent with an attack, the attack passes right through the illusion,
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> obviously not causing damage. The illusory duplicates cannot be
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> damaged, and are difficult to dispel (use your judgement).
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>
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> When it is a serpent’s turn, regardless of whether that serpent is
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> illusory or real, the serpent can choose one of two actions:
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>
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> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one
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> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory
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> serpent uses mirage lash, the attack is actually coming from the real
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> serpent, but the illusory serpent rears up in order to give the
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> impression that the attack is coming from the illusion.
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>
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> **Shuffle.** All three serpents (the real and the two illusions) all
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> teleport up to 15 feet to new visible locations. The DM reassigns
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> which token is real, in secret. The illusions update their appearance
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> to match the appearance of the real serpent, including any wounds the
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> real serpent has taken.
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>
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> The serpent is tactical about choosing *psychic lash* vs *shuffle*.
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> The more it shuffles, the less damage it does (because if it is
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> shuffling, is isn’t lashing). So it only shuffles when it notices that
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> the PCs are focusing all damage on the real serpent.
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After beating the mirage serpent, the PCs will hear screaming coming
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from elsewhere. If they hunt around a bit, they can find the basilisk
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and the one remaining non-petrified guard who is fighting it.
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This basilisk is thematically similar to the basilisk in the monster
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manual, but the rules are completely different. The PCs can quickly
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identify this as some subtype of basilisk by the fact that it has four
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legs on each side: lizard with eight legs is a dead giveaway for
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“basilisk.”
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> **Basilisk (Modified)**
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>
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> Medium Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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>
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> AC: 16
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>
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> HP: 65
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>
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> 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
|
||
>
|
||
> 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.
|
||
>
|
||
> **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.
|
||
>
|
||
> 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.
|
||
>
|
||
> 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:
|
||
>
|
||
> Turn 1: Creature attempts an action, and the basilisk reacts by
|
||
> locking on.
|
||
>
|
||
> Turn 2: The creature attempts to resist petrification and fails,
|
||
> getting dangerously close.
|
||
>
|
||
> Turn 3: The creature attempts to resist petrification and fails again,
|
||
> and turns to stone.
|
||
>
|
||
> 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
|
||
> 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.
|
||
>
|
||
> 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.
|
||
>
|
||
> 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!
|
||
>
|
||
> If a creature is petrified, it goes unconscious. It remains a statue
|
||
> for about 48 hours, after which it turns back to flesh.
|
||
|
||
After the PCs defeat the basilisk, they will probably look around and
|
||
see several petrified commoners. Other commoners are already sending for
|
||
medical help. The PCs do not have to babysit the statues.
|
||
|
||
Shortly after the reptile attacks, Sam Link hears about the chaos, and
|
||
comes running to help. This is one way the PCs can connect with Sam
|
||
Link: if they realize that Sam Link is searching for injured people,
|
||
they might be smart enough to just wait for him here.
|
||
|
||
One of the petrified commoners has had a hand broken off. When they turn
|
||
back to flesh, 48 hours later, they will bleed out very, very fast. Sam
|
||
Link can’t heal the person while they’re stone, so Sam waits with the
|
||
statue. His plan is to use his power, fast, as soon as they turn to
|
||
flesh. The statue is surrounded by Sam and by family members, who are
|
||
keeping careful watch for any sign the body is turning back to flesh.
|
||
|
||
Because Sam is trapped in one place for 48 hours, and because the Mayor
|
||
and the guards all know about this and can tell the PCs where Sam is,
|
||
this gives the PCs additional opportunities to track him down.
|
||
|