Capitulo 6 - A ilha da Bruxa
A ilha tem clima sempre ameno e vendo constante, tempo perfeito para a navegação. Toda a fauna e flora e vida e em abundância. A água é cristalina e variedade de cores dos corais é inacreditável. Os passarinhos povoas toda a ilha e cantam quase que em ritmicamente. O colar é um amuleto contra a proteção que da bruxa fez no local para seus antigos companheiros.
A
bruxa protege, o local de repouso da sua mestra. Usando todo seu poder para
manter o local protegido de invasores indesejáveis.
Coincidentemente semanas antes dos aventureiros aparecerem uma
criatura pareceu no local para conquistar seu domínio, lideram uma
tropa de homem lagartos.Não deve muito impactado a primeira investida pois a Bruxa fez
rituais de proteção na ilha. Porem ela sentiu que alguns dos seus
rituais estão ficando mais fracos. Em
troca do contato com o Ceifador, a bruxa pede para os jogadores
refazerem o ritual e eliminarem os lideres do exército rival.
Morgana é mãe de Beatriz, ela era uma tripulante do ceifador, que
decidiu proteger o local de descanso de sua mestre e velha
amiga que está se recuperando. Está amiga é um Dragoneza Ancião
de Bronze, Kalectraza.
Rituais:
São necessários 3 sucessos dificuldade. 12-15-18
Arcana, Nature, Religion – Ao mesmo tempo.
3 Falha invoca Ninhos de Cobras no lugar das runas e termina o ritual.
Uma Jogada de 3 Sucessos na primeira rodada, concede um boom.
1D6 –
1 - Bênção do Heroísmo.
Por 1 hora, após bebe-la, você ganha 10 pontos de vida temporários por 1 hora. Pela mesma duração, você está sob efeito da magia benção (não requer concentração).
2 - Bênção do Sopro de dragão.
Quando bebe esta poção, você pode usar uma ação bônus para exalar elétrico em um alvo a até 9 metros de você. O alvo deve realizar um teste de resistência de Destreza CD 13, sofrendo 4d6 de dano de elétrico se falhar na resistência, ou metade desse dano caso obtenha sucesso. O efeito termina após você expelir elétrico três vezes, ou após 1 hora se passar.
3 - Bênção da vitalidade
Quando bebe esta poção, ela remove qualquer exaustão que você esteja sofrendo e cura qualquer doença ou veneno afetando você. Pelas próximas 24 horas, você recupera o valor máximo de pontos de vida para cada Dado de Vida que você gastar.
4 - Bênção do voo
Quando bebe esta poção, você ganha deslocamento de voo igual ao seu deslocamento de caminhada por 1 hora, e pode planar. Se você estiver no ar quando o efeito da poção acabar, você cairá, a não ser que tenha outros meios de permanecer no ar.
5 - Bênção da Longevidade
Quando bebe esta poção, sua idade física é reduzida em 1d6 + 6 anos, até o mínimo de 13 anos. Cada vez subsequente que você beber uma poção de longevidade, existe 10 por cento de chance, cumulativo, de você envelhecer 1d6 + 6 anos, invés.
6 - Bênção da Resistência
Quando bebe esta poção, você ganha resistência Elétrico a um tipo de dano por 1 hora. O Mestre escolhe o tipo ou o determina aleatoriamente das opções abaixo.
Os
inimigos,
Uma
tribo de Lizardman que veneram um Dragão Negro como seu Deus. A
pedido do seu mestre eles foram investigar a ilha pois acredita que
supostamente sua arquirrival está na ilha.
-
Laranja, Lar da Morgana
-
Força de Invasão
-
4 Arqueiros
-
10 Buchas
-
4 Dual
-
-
Efeito de Bênção
+ 1d4
Vinculo de
Proteção - +1 CA e Resist – 100 PV
Prece da Cura –
Pray of Healing
-
Hexagrama Roxas – Ritual da Morgana e Halikistraza.
-
Estrelas
-
Encontro Vermelho -
-
1 Shaman -
-
2 Arqueiros
-
3 Buchas
-
-
Encontro Amarelo
-
1 Shaman
-
3 Arqueiros
-
-
Encontro Branco
-
1 Shaman
-
3 Dual
-
-
Encontro Verde
-
1 Shaman
-
5 Buchas
-
-
Encontro Azul
-
1 QueenMochila de CargaSela do Cavaleiro
-
1 Crocodilo Gigante
-
-
-
Nichos de cobras
-
3 Swarm poison Snake
-
1- 10 – ¼ Cons Snake 8
11 – 20 – ¼ G Poison Snake 8
21– 25 – 1/8 Poison Snake 8
26 – 50 – Crocodilos 4
51- 75 – Giant Cons Snake
76 – 100 – Giant Posion Snake
LIZARDFOLK
Armor Class: 15 (natural armor, shield)
Hit Points: 22 (4d8 + 4)
Speed: 30ft., swim 30 ft.
STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 7 (- 2)
WIS 12 (+1)
CHA 7 (-2)
Skills: Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13
Languages: Draconic
Challenge: 1/2 (100 XP)
Hold Breath: The lizardfolk can hold its breath for 15 minutes.
ACTIONS
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
javelin.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/ 120
ft ., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
LIZARDFOLK DUAL SWORD
Armor Class: 14 (natural armor)
Hit Points: 26 (4d8 + 5)
Speed: 30ft., swim 30 ft.
STR 15 (+2)
DEX 12 (+0)
CON 14 (+2)
INT 7 (- 2)
WIS 12 (+1)
CHA 7 (-2)
Skills: Perception +3, Stealth +5, Survival +5
Senses: passive Perception 13
Languages: Draconic
Challenge: 1 (200 XP)
Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Parry.
The lizardfolk adds 2 to its AC against one melee attack that would hit
it. To do so, the lizardfolk must see the attacker and be wielding a
melee weapon.
Pack
Tactics. The lizardfolk has advantage on an attack roll against a
creature if at least one of the lizardfolk's allies is within 5 feet of
the creature and the ally isn't incapacitated.
Dual Weapon. The lizardfolk use a bonus action to attack with a light weapon.
ACTIONS
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.Shortsword. Shortsword. Melee Weapon Attack: +4 to
hit, reach 5 ft. , one target. Hit: 5 (1d6 + 2) piercing damage.
LIZARDFOLK SHAMAN
Armor Class: 13 (natural armor)
Hit Points 27 (Sd8 + 5)
Speed 30 ft., swim 30 ft.
STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 15 (+2)
CHA 8 (- 1)
Skills Perception +4, Stealth +4, Survival +6
Senses: passive Perception 14
Languages: Draconic
Challenge: 2 (450 XP)
Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Spellcasting
(Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC
12, +4 to hit with spell attacks).
The lizardfolk has the following druid spells prepared:
Cantrips (at will) : druidcraft, produce flame, thorn whip [ 30 ft, +4 - 1d6 push 10ft]
1st Level (4 slots): entangle ,[ 20 ft Square, TR STR vs 12] fog cloud
2nd Level (3 slots): heat metal [60 ft, 2d8 TR CON vs 12 - dvt next ], spike growth [20ft square, 2d4 for 5ft, cover]
3rd Level (2 slots): conjure animals (reptiles only) , plant growth
ACTIONS
Multiattack (Lizardfolk Form Only).
The lizardfolk makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
or
7 (ld10 + 2) piercing damage in crocodile form. If the lizardfolk is in
crocodile form and the target is a Large or smaller creature, the
target is
grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the
lizardfolk reverts to its true form, the grapple ends.
Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Change
Shape (Recharges after a Short or Long Rest). The lizardfolk magical ly
polymorphs into a crocodile, remaining in that form for up to 1 hour.
It can revert to its true form as a bonus action. Its statistics, other
than its size, are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
LIZARDFOLK ARCHER
Armor Class: 15 (Natural Armor, Dex)
Hit Points 27 (6d8)
Speed: 30 ft., swim 30 ft.
STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
Skills: Persuasion +5, Stealth +4, Survival +5
Senses passive Perception 14
Languages: Draconic
Challenge: 1 (200 XP)
Cunning Action: On each of its turns, the lizardfolk archer can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak
Attack: (1/Turn). The lizardfolk archer deals an extra 7 (2d6) damage
when it hit s a target with a weapon attack and has advantage on the
attack roll , or when the target is within 5 feet of an ally of the
lizardfolk archer that isn't incapacitated and the lizardfolk archer
doesn't have disadvantage on the attack roll.
ACTIONS
Multiattack. The lizardfolk archer makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 5 (1d6 + 2) piercing damage.
ShotBow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
LIZARDFOLK KING/QUEEN
Armor Class: 15 (natural armor)
Hit Points: 78 (l2d8 + 24)
Speed: 30ft., swim 30ft.
STR 17 (+3)
DEX 12 (+1)
CON 15 (+2)
INT 11 (+0)
WIS 11 (+0)
CHA 15 (+2)
Saving Throws: Con +4, Wis +2
Skills: Perception +4, Stealth +5, Survival +4
Condition: Immunities frightened
Senses: darkvision 60 ft ., passive Perception 14
Languages: Abyssal, Draconic
Challenge: 4 (1100 XP)
Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Skewer:
Once per turn , when the lizardfolk makes a melee attack with its
trident and hits, the target takes an extra 10 (3d6) damage, and the
lizardfolk gains temporary hit points equal to the extra damage dealt.
ACTIONS
Multiattack.
The lizardfolk makes two attacks: one with its bite and one with its
claws or trident or two melee attacks with its trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Trident.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
piercing damage if used with two hands to make a melee attack.
CROCODILE
Large beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 19 (3d10 + 3)
Speed: 20ft., swim 30ft.
STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 2 (-4)
WIS 10 (+0)
CHA 5 (-3)
Skills: Stealth +2
Senses: passive Perception 10
Languages: -
Challenge: 1/2 (100 XP)
Hold Breath: The crocodile can hold its breath for 15 minutes.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10
+ 2) piercing damage, and the target is grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the crocodile can't
bite another target.
GIANT. CROCODILE
Huge beast, unaligned
Armor Class: 14 (natural armor)
Hit Points: 85 (9d12 + 27)
Speed: 30ft., swim 50 ft.
DEX 9 (-1)
CON 17 (+3)
INT 2 (-4)
WIS 10 (+0)
CHA 7 (- 2)
Skills: Stealth +5
Senses: passive Perception 10
Languages: -
Challenge: 5 (1800 XP)
Hold Breath: The crocodile can hold its breath for 30 minutes.
ACTIONS
Multiattack. The crocodile makes two attacks: one with its bite
and one with its tail.
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 +
5) piercing damage, and the target is grappled (escape DC 16) . Until
this grapple ends, the target is restrained, and the crocodile can't
bite another target.
Tail.
Melee Weapon Attack: +8 to hit, reach 10ft., one target not grappled by
the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or be
knocked prone.
CONSTRICTOR SNAKE
Large beast, unaligned
Armor Class: 12
Hit Points: 13 (2d10 + 2)
Speed: 30ft., swim 30ft.
STR 15 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Senses: blindsight 10ft., passive Perception 10
Languages -
Challenge 1/4 (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Constrict: Melee Weapon Attack: +4 to hit 1 , reach 5 ft., one
creature.
hit: 6 (1d8 +2) bludgeoning damage, and the target is grappled (escape
DC 14) . Until this grapple ends, the creature is restrained, and the
snake can't constrict another target.
GIANT CONSTRICTOR SNAKE
Huge beast, unaligned
Armor Class: 12
Hit Points: 60 (8d12 + 8)
Speed: 30ft., swim 30ft.
STR 19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills: Perception +2
Senses: blindsight 10ft., passive Perception 12
Languages: -
Challenge 2 (450 XP)
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit: 11 (2d6 +4) piercing damage.
Constrict.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8
+ 4) bludgeoning damage, and the target is grappled (escape DC 16).
Until this grapple ends, the creature is restrained, and the snake can't
constrict another target.
GIANT POISONOUS SNAKE
Medium beast, unaligned
Armor Class: 14
Hit Points: 11 (2d8 + 2)
Speed: 30ft., swim 30ft.
STR 10 (+0)
DEX 18 (+4)
CON 13 (+1)
INT 2 (- 4)
WIS 10 (+0)
CHA 3 (-4)
Skills: Perception +2
Senses: blindsight 10ft., passive Perception 12
Languages: -
Challenge 1/4 (50 XP)
ACTIONS
Bite.
Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d4 +
4) piercing damage, and the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or half as much
damage on a successful one.
POISONOUS SNAKE
Tiny beast, unaligi;led
Armor Class: 13
Hit Points: 2 (1d4)
Speed: 30ft., swim 30ft.
STR 2 (-4)
DEX 16 (+3)
CON 11 (+0)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Senses blindsight 10ft., passive Perception 10
Languages-
Challenge 1/8 (25 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:
1 piercing damage, and the target must make a DC 10 Constitution saving
throw, taking 5 (2d4) poison damage on a failed save, or ha lf as much
damage on a successful one.
SWARM OF POISONOUS SNAKES
Medium swarm of Tiny beasts, unaligned
Armor Class: 14
Hit Points: 36 (8d8)
Speed: 30ft. , swim 30ft.
STR 8 (-1)
DEX 18 (+4)
CON 11 (+0)
INT 1 (- 5)
WIS 10 (+0)
CHA 3 (- 4)
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10ft., passive Perception 10
Languages: -
Challenge: 2 (450 XP)
Swarm:
The swarm can occupy another creature's space and vice versa, and the
swarm can move through any opening large enough for a Tiny snake. The
swarm can't regain hit points or gain temporary hit points.
ACTIONS
Bites.
Melee Weapon Attack: +6 to hit, reach 0 ft ., one creature in the
swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage
if the swarm has half of its hit points or fewer. The target must make a
DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a
failed save, or half as much damage on a successful one.
Os aventureiros conseguiram eliminar todos os invasores e destruíram todos os rituais. Morgana agradece eles e em troca ira preparar um portal para o ceifador. Os aventureiros descobrem que ela é a mão de Beatriz e a antiga maga no ceifador, na época que o pai de Oro era o capitão. Kalectraza também apresenta aos aventureiros em projeção astral na forma de uma bela mulher. Os invasores da ilha eram lacaio de Xarizard, um Dragão Negro Ancião, arqui inimigo de Kalectraza desdes a epoca tempos das perturbações.















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