CI3 Slippery Slope PF

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Capital

Intrigue 3 Slippery Slope


Requirements: None
Goal : Unknown until 3 is read
Introduction :
The going is treacherous, but you move slowly along the
rocky outcroppings. With enough care in your footing,
the climb isn’t too difficult. That is, until you begin to
hear a strange slurping noise, and thrust your torch
forward into the darkness, illuminating the quivering 2 Ooze Living Wind
outline of a sentient ooze. Perhaps the creatures Corpse Demon
normally feed on the corpses strewn on the bottom
of the chasm, and have now taken the opportunity to 2
intercept a fresher meal. Whatever the explanation, the
things don’t look too friendly.
2 Hound Treasure Stalagmite
Special Rules : Tile (x2) (x2)
All hexes on these two tiles are considered difficult
terrain. When an Ooze dies, place a scenario aid token
2
(the number or letter is irrelevant) on the hex in which it
died. For the rest of the scenario, this hex is considered 2
slippery for all non-flying characters and character
summons, and character summons Large Boulder Huge Boulder (x1)
treat slippery hexes as negative hexes. 2 (x1)
When entering a slippery hex during
any part of a character or character
summon’s non-jump movement, the 2 Maps :
figure is immediately forced to move
one hex to the left. 02
a A3a
2 1 H1a
If a non-flying character or character summon is forced G2a
to move onto one of the wall hexes 2 , read 2 (page b J2b
2). If they are forced to move onto one of the other wall 2
hexes on the left side of this room, they suffer trap
damage instead. If a non-flying monster is forced to
move onto one of the wall hexes 2 , they suffer trap
damage.

The boulder obstacle 1 has (3+L)xC hit points and


is considered a wall. It cannot be moved or moved
through in any way. If it is destroyed, read 1 (below). 3
Section 3 is on page 3.

Hovering over a desicated corpse are two Special Rules :


1 terrifying demons made of swirling wind. Spawn a Wind Demon on a (normal for
Hearing wind through the rocky barrier, You fear your footing may not be secure 2 characters, elite for 3-4 characters) and
you begin to break it apart, hoping to find a enough to withstand their gusts, but you b (normal for 2-3 characters, elite for
way out. As the last of the stone crumble to are still determined to find the best in this 4 characters). These Wind demons add
the floor, however, you quickly realize your situation. Perhaps there is treasure to be PUSH 1 to all of their attacks (performed
mistake. found on the dead body. before any PULL effects).

1 Treasure Tile 02: Though ragged, you can’t help but notice the high quality of the corpse’s clothes as you
riffle through the pockets. You find 15 gold and a strange crest of a windwill, which you pocket.
Capital Intrigue 3: Slippery Slope

2
One of your number topples over the edge of
the cliff, a look of horror cemented on their
face. Luckily, the fall is shorter than expected,
and they land with a crunch on a rocky
outcropping some distance below. Unluckily,
the ledge is teeming with living corpses very
interested in crushing the life out of you.
You’ll need to climb back up to avoid being
overwhelmed.

Special Rules :
From now on, if any non-flying figure is
forced to move into a wall hex 2 (including
the figure who triggered 2 ), place that
figure on an unoccupied hex adjacent to the
right wall of this room closest to the 2 hex
they moved into, and that figure suffers trap
damage. Characters may also intentionally
move into a 2 hex for the same effect.

There is no focus or line-of-sight between this 03


room and the rest of the map. If a character
is in a hex adjacent to the right wall of this
room, they may spend 4 movement points
(in a single turn) to move to an unoccupied
hex on the other side of the wall closest to
the hex they were in.

Treasure Tile 03: You see something glittering in a large pile of garbage and don’t think twice about
digging in. You pull out a perfectly preserved pair of Boots of Quickness (Item 43). On one of the soles,
you find the monogram “FS.” 2
Capital Intrigue 3: Slippery Slope

3 Special Rules :
Spawn 2 Hounds in the starting character
You have never been so happy in your life hexes. These are both normal for 2 characters,
to have solid footing beneath you. You find 1 is elite for 3 characters, and both are elite
renewed confidence to face the threats that for 4 characters. Additionally, at the start
still lie in front of you — shambling undead of each round, spawn a Hound in a starting
and more quivering oozes. character hex. The hound is normal for 2
characters, it alternates between normal and
What you feel less confident about, though, elite (starting with normal) for 3 characters,
is the increasing intensity of the sound of and is elite for 4 characters. These Hounds
hounds at your back. Your best guess is that are unaffected by difficult terrain.
your escape was discovered, and, because the
guards themselves did not want to enter the Boulder c has (3+L)xC hit points and
sewers, they sent in their dogs to hunt you cannot be moved. When it is destroyed, this
down. You will need to find some way to stop causes a landslide, which kills all figures on
their pursuit. the d hexes and all hexes above them on
the entire map. It also stops the Hounds from
spawning. The scenario is complete after the
landslide is triggered if all monsters are dead.
The scenario is lost if any character is killed
by the landslide or becomes exhausted in a
hex that would be affected by the landslide.

Oozes that die in this room do not create d


slippery hexes.
d

Conclusion :
The crushing cacophony of the landslide
destroying all in its path slowly fades as you
pause to catch your breath. The way back
is completely gone, broken and erased by Reward :
the rumbling tide. You will certainly not be
pursued now, but you still hold onto a kernel 20 experience each
of dread as you realize that your only way is 2 each
forward.

Whatever challenges you face ahead, you


must overcome them. There is no other
option.

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