Chapter 3: The Underbridge Cult: Difference between revisions

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{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Potions of Healing'''
|'''Potions of Healing'''
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5ft of you.
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5 ft of you.


Drinking a Potion of Healing restores 1d4+1 HP.
Drinking a Potion of Healing restores 1d4+1 HP.
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While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.
While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.
The cultists will make no effort to use their Summoning Circle feature.
The cultists will make no effort to use their Summoning Circle feature.
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5ft in a random direction once every 20 seconds. Putting out a 5ft area of fire requires dirt or a soaked cloth and takes 3 AP.
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5 ft in a random direction once every 20 seconds. Putting out a 5 ft area of fire requires dirt or a soaked cloth and takes 3 AP.
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.


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Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.


The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.
The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5 ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5 ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).


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