Ascensão e Queda

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ASCENSÃO E QUEDA – Dinâmica da Cidadela Sem Sol em meio ao caos

DC Base de acordo com o momento:

1ª onda: 13 (-2 para cada integrante do grupo)

2ª onda: 16 (-1 para cada integrante do grupo)

3ª onda: 19 (-1 quando algum integrante usar a ação para ajudar outro)

Caso falhem:

Ambientes de combate fazem com que eles tomem dano (Dex SavThrow e dano de acordo
com a wave (2d8, 4d8 e 7d8)

Ambientes sociais ou situações que não são resolvidas em combate fazem com que eles
tornem os desafios mais difíceis (+1/+1/+2)

Falhas incorrem em mais infectados se espalhando pela fortaleza em situações que envolvem
para lidar com eles

- Caso passem por uma área grande o suficiente para conflitos como as áreas 40 e 39, 38 e 37,
19 e 29, 20 e 28, 25 e 15, 4 e 6, 7, 9 e por fim, 12, haverá alguma luta ocorrendo ali.

Porém, não necessariamente o desenvolvimento se tornará mecanicamente um combate. Eles


poderão simplesmente fazer um teste descrevendo o que querem fazer ali.

40 e 39: 2d4 goblins e 2d6 kobolds se encaram enquanto 3/5/8d6 infectados se espalham e
atacam as outras criaturas indiscriminadamente. 10% de chance de encontrar Yusdrayl e/ou
Grenl

38 e 37: 1d3 bugbears e 1d4 kobolds + 1 svaraskalos tentam tomar algum item de valor que
possa ser encontrado nas salas. Se não encontrada antes, 10% de encontrar Yusdrayl

“Itens de valor” podem ser interpretados diferentemente entre os dois grupos: goblins focam
em coisas práticas que podem ser usadas para sobrevivência, objetos brilhantes ou
quinquilharias que instiguem sua curiosidade; kobolds buscam itens relacionados a dragões ou
ao culto pelo menos, objetos de valor material para mineração ou exploração e metais

Na primeira onda: 2d3 infectados tentam entrar nos locais

Na segunda onda: 4d6 infectados tentam atacar os combatentes

Na terceira onda: Não há goblins ou kobolds. Quaisquer sobreviventes do embate entre si


sucumbiram perante os infectados e se juntaram a eles, formando 5d6+5 infectados

19 e 29 e 28: 6d4 – 5 kobolds e 4d8 – 9 (os números neste caso são válidos para cada local)
goblins estão em combate aberto. xd10 infectados tentam tombar os envolvidos no confronto

1ª onda: x = 1. Apenas twigs

2ª onda: x = 3. Twigs, needles e fire ivys


3ª onda: x = 7. Anteriores, Moss e Polen

20 e 28: o espaço apertado para combate faz com que hajam apenas combatentes corpo a
corpo. Isso não impede needle blights de aparecerem.

1ª onda: 4 Fire Ivys estão envoltos na confusão

2ª onda: criaturas que permanecerem duas ou mais rodadas a 5ft de um Polen Blight estarão
envenenadas (sem save). 50% de chance de encontrar Guthash

3ª onda: Anterior + cegas. 8d4 +3 Moss aparecem para tentar encurralar quaisquer grupos que
estiverem ali.

25 (ao leste) e 15:

Fire Ivy Blight


Small plant, neutral evil

Armor Class 13 (natural armor)


Hit Points 27 (6d6 + 6)
Speed 20 ft.

Abilities Str 12 (+1), Dex 10 (+0), Con 13 (+1), Int 4 (-3), Wis 10 (+0), Cha 3 (-4)

Skills Stealth +2
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can’t speak
Challenge 1 (200 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a


patch of ivy.

Actions
Constrict. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 2)
bludgeoning damage, plus 10 (3d6) poison damage, and a Medium or smaller target is
grappled (escape DC 11). Until this grapple ends, the target is restrained, and the blight
can’t restrict another target. In addition, at the start of each of the target’s turns, the target
takes 10 (3d6) poison damage.
Moss Blight
Large plant, neutral evil

Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 10 ft.

Abilities Str 17 (+3), Dex 8 (-1), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 3 (-4)

Condition Immunities blinded, deafened


Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can’t speak
Challenge 3 (700 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a


bed of moss.

Actions
Multiattack. The moss blight makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller
creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target
is restrained., blinded, and at risk of suffocating, and the moss blight can’t smother another
target. In addition, at the start of each of the target’s turns, the target takes 13 (2d6 + 3)
bludgeoning damage.

Pollen Blight
Small plant, neutral evil

Armor Class 14 (natural armor)


Hit Points 44 (8d6 + 16)
Speed 20 ft.

Abilities Str 3 (-4), Dex 14 (+2), Con 14 (+2), Int 5 (-3), Wis 10 (+0), Cha 3 (-4)

Condition Immunities blinded, deafened


Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understand Common but can’t speak
Challenge 2 (450 XP)
Halo of Pollen. Any creature that starts its turn within 5 feet of the blight must succeed
on a DC 12 Constitution saving throw or be blinded until the start of its next turn. On a
successful saving throw, the creature is immune to the blight’s Halo of Pollen for 24 hours.
Plants, undead, and constructs ignore this effect.

Actions
Concentrated Pollen. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit:
14 (4d6) poison damage. If the target is a creature, it must succeed on a DC 12
Constitution saving throw or be blinded for 1 hour. A lesser restoration or other spell
ends this effect. Plants, undead, and constructs ignore this effect.

Rot Blight
Large plant, neutral evil

Armor Class 14 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 20 ft.

Abilities Str 16 (+3), Dex 10 (+0), Con 18 (+4), Int 5 (-3), Wis 10 (+0), Cha 3 (-4)

Condition Immunities blinded, deafened


Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can’t speak
Challenge 4 (1,100 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a dead
tree.

Actions
Multiattack. The blight makes three attacks: two with its branches and one with its
grasping root.

Branch. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
Grasping Root. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature not
grappled by the blight. Hit: The target is grappled (escape DC 13). Until the grapple ends,
the target takes 5 (1d4 + 3) bludgeoning damage at the start of each of its turns. The root
has AC 14 and can be severed by dealing 3 slashing damage or more to it at once. Cutting
the root doesn’t hurt the blight but ends the grapple.
Rotten Fruit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5
(1d4 + 3) bludgeoning damage and the target is infested by 1d4 rot grubs. At the start of
each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it.
Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage
to the target and kills these rot grubs. After this time, these rot grubs are too far under the
skin to be burned. If the target infested by rot grubs ends its turn with 0 hit points, it dies as
the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs
infesting the target.
Summon Rot Grubs (Recharge 6). A swarm of rot grubs appears in a space within
5 feet of the blight even if that space is currently occupied and acts as an ally of the blight.

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