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This translation is being used as source strings within this component.
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470 54,565 390,687 |
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All strings | Browse Translate Zen |
470 54,565 390,687 |
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Read-only strings | Browse Translate Zen |
7 1,941 13,988 |
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Strings with any failing checks | Browse Translate Zen |
7 1,941 13,988 |
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Failing check: Ellipsis | Browse Translate Zen |
470 54,565 390,687 |
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Strings without a label | Browse Translate Zen |
Overview
Project website | weblate.ashfinder.com/settings/pf2 |
---|---|
Project maintainers | Kuroni losy |
Translation license | GNU General Public License v3.0 or later |
Translation process |
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Source code repository |
https://github.com/AlphaStarguide/pf2e_compendium_chn
|
Repository branch | main |
Last remote commit |
add LOIL to webalte
bd2b195
Kuroni authored 10 days ago |
Last commit in Weblate |
Translated using Weblate (Chinese (Simplified))
02b7dc3
Kuroni authored 5 months ago |
Weblate repository |
http://weblate.ashfinder.com/git/pf2/pf2e_compendium_chn/
|
File mask | */pf2e-beginner-box.adventures.json |
Monolingual base language file | en-US/pf2e-beginner-box.adventures.json |
Translation file |
Download
en-US/pf2e-beginner-box.adventures.json
|
Last change | Sept. 2, 2024, 3:15 a.m. |
Last author | None |
2 weeks ago
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
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Total | 470 | 54,565 | 390,687 | |||
Translated | 100% | 470 | 100% | 54,565 | 100% | 390,687 |
Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
Read-only | 100% | 470 | 100% | 54,565 | 100% | 390,687 |
Failing checks | 1% | 7 | 3% | 1,941 | 3% | 13,988 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Untranslated strings | 0% | 0 | 0% | 0 | 0% | 0 |
Quick numbers
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Contributors
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Resource updated |
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String updated in the repository |
<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/fight-in-the-hatchery.webp" width="650" /></figure><p>This cavern is the home of the juvenile horned dragon hatched by the kobold band. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">Towering yellow mushrooms cover the floor of this vast cave, some reaching over ten feet in height. They seem to emit a pale light, giving the entire chamber an eerie glow. Shattered remnants of barrels—torn open with their contents nowhere to be seen—lay scattered around the base of the mushrooms. Somewhere off on the far side of the chamber, something stirs, and a faint snarl comes from the shadows.</p><p>The towering mushrooms block the view of the far side of the room, but the heroes might try to climb the mushrooms to get a better look. Due to their slippery caps, climbing a mushroom is a tricky task, requiring a successful @Check[athletics|dc:20|showDC:all]{Athletics skill check}.</p><p>Give the heroes a chance to prepare themselves, but when one of them climbs atop a mushroom or reaches the center of the room, the dragon leaves their lair in the far corner to attack. Reveal the dragon's token on the map and read the following aloud.</p><p class="box-text narrative">A green horned dragon leaps into view, and although the beast isn't much larger than you, large leathery wings and snapping jaws make the hatchling look like an ancient wyrm. The creature gazes at you with cunning eyes and snorts a cloud of yellow vapor. With a fierce roar, the dragon charges forward to attack!</p><p>Ask the players to roll Perception for initiative (but heroes who were hiding roll Stealth instead) while you roll Perception to determine the dragon's initiative.</p><p>Dragons are one of the fiercest and most challenging types of opponents in the game, and while only a juvenile, this one is still a deadly threat. The dragon uses many abilities in the fight against the heroes and is fiercely territorial of the cave. However, the kobolds have trained the hatchling to stay in this area, so the heroes can retreat if they need to recover.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[WPsgrCUSFCqgDvJi]{Juvenile Horned Dragon}</p></header><article><h3>Poison Breath</h3><p>The dragon can spend 2 actions to breathe out a cloud of deadly gas that deals poison damage to everyone in a @Template[cone|distance:30|traits:evocation,poison,arcane]{30-foot cone} starting from the dragon's space.</p><p>This attack could spell doom for the party, but the juvenile dragon doesn’t have much experience using their poison breath effectively. The dragon doesn't try to catch all the heroes with this attack, but focuses on just the nearest opponent. Once the dragon uses the poison breath ability, they can’t use it again for [[/r 1d4]] rounds or until they get a critical hit on a Strike.</p><h3>Special Attacks</h3><p>The dragon's favorite tactic (and most reliable attack) is to <strong>Stride</strong> forward and then use <strong>Draconic Frenzy</strong>, an ability that allows the beast to spend 2 actions to make two claw Strikes and a tail Strike in any order. The second and third Strikes during the Draconic Frenzy take the multiple attack penalty: –5 on the second attack (or –4 if the second attack uses a claw Strike), and –10 on the third attack (or –8 if using a claw).</p><p>The dragon also has a special <strong>Twisting Tail</strong> reaction. When someone within 10 feet tries to move, the dragon can spend their reaction for that round to make a tail Strike against that foe. If the dragon hits, the target stops moving and loses the rest of that action (though the target can use another action to move again if they want).</p></article></section><h3>Experience Points</h3><p>Once the heroes manage to defeat the dragon, award each hero 120 XP.</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Treasure</h2><p>@Actor[mygajPl08HHktFRV]{Dragon's Lair}</p></header><article><p>The ledge in the northeast corner of the room holds the treasure the kobolds offered to the dragon. The heroes can catch a glimpse of this treasure even from the floor, but anyone who wants to climb up to the ledge must succeed at a @Check[athletics|dc:15|showDC:all]{Athletics skill check}.</p><p>Atop the ledge sits a small chest and a huge pile of coins, totalling 429 cp, 63 sp, and 18 gp. There's also a single giant emerald atop the heap that vaguely looks like the dragon's eye, which can be sold for 20 gp.</p></article></section><h2>Tunnel to the Surface</h2><p>The back of the mushroom grotto has a tunnel leading to a long, winding passageway. If the heroes explore this way, they find that it gently slopes upward, and they can feel a fresh breeze coming from this direction. After following this path for over an hour, they emerge from a small cave in a ravine outside the town of Otari. Remnants of a camp around the cave’s entrance indicate that the kobolds had stayed here for some time before heading under the town to work their mischief.</p><section class="character-creation"><article class="full"><h1>Wrapping Up</h1><p>With a lot of courage and a bit of luck, the adventurers hopefully survived their encounter with the kobolds and their “pet,” returning to the town as triumphant heroes! Tamily feels truly relieved to learn that the threat is gone, especially after learning just how dangerous it was.</p><p>Over the coming weeks, news of the heroes' exploits travel all across town, and soon they receive opportunities for more adventuring work. Such adventures are up to you, the GM, to determine, but you might find the resources in the @UUID[JournalEntry.sgxbTVNpwJ0jWBvw]{Otari Gazetteer} useful if your group would like to continue with the same heroes! In that case, you might be interested in the Troubles in Otari adventure or the Abomination Vaults adventure path, both of which continue the stories of Otari's many characters.</p></article></section>
<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/fight-in-the-hatchery.webp" width="650" /></figure><p>This cavern is the home of the juvenile horned dragon hatched by the kobold band. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">Towering yellow mushrooms cover the floor of this vast cave, some reaching over ten feet in height. They seem to emit a pale light, giving the entire chamber an eerie glow. Shattered remnants of barrels—torn open with their contents nowhere to be seen—lay scattered around the base of the mushrooms. Somewhere off on the far side of the chamber, something stirs, and a faint snarl comes from the shadows.</p><p>The towering mushrooms block the view of the far side of the room, but the heroes might try to climb the mushrooms to get a better look. Due to their slippery caps, climbing a mushroom is a tricky task, requiring a successful @Check[athletics|dc:20|showDC:all]{Athletics skill check}.</p><p>Give the heroes a chance to prepare themselves, but when one of them climbs atop a mushroom or reaches the center of the room, the dragon leaves their lair in the far corner to attack. Reveal the dragon's token on the map and read the following aloud.</p><p class="box-text narrative">A green horned dragon leaps into view, and although the beast isn't much larger than you, large leathery wings and snapping jaws make the hatchling look like an ancient wyrm. The creature gazes at you with cunning eyes and snorts a cloud of yellow vapor. With a fierce roar, the dragon charges forward to attack!</p><p>Ask the players to roll Perception for initiative (but heroes who were hiding roll Stealth instead) while you roll Perception to determine the dragon's initiative.</p><p>Dragons are one of the fiercest and most challenging types of opponents in the game, and while only a juvenile, this one is still a deadly threat. The dragon uses many abilities in the fight against the heroes and is fiercely territorial of the cave. However, the kobolds have trained the hatchling to stay in this area, so the heroes can retreat if they need to recover.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[WPsgrCUSFCqgDvJi]{Juvenile Horned Dragon}</p></header><article><h3>Poison Breath</h3><p>The dragon can spend 2 actions to breathe out a cloud of deadly gas that deals poison damage to everyone in a @
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Resource updated |
The “
en-US/pf2e-beginner-box.adventures.json ” file was changed.
3 months ago
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String updated in the repository |
<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/fight-in-the-hatchery.webp" width="650" /></figure><p>This cavern is the home of the juvenile horned dragon hatched by the kobold band. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">Towering yellow mushrooms cover the floor of this vast cave, some reaching over ten feet in height. They seem to emit a pale light, giving the entire chamber an eerie glow. Shattered remnants of barrels—torn open with their contents nowhere to be seen—lay scattered around the base of the mushrooms. Somewhere off on the far side of the chamber, something stirs, and a faint snarl comes from the shadows.</p><p>The towering mushrooms block the view of the far side of the room, but the heroes might try to climb the mushrooms to get a better look. Due to their slippery caps, climbing a mushroom is a tricky task, requiring a successful @Check[athletics|dc:20|showDC:all]{Athletics skill check}.</p><p>Give the heroes a chance to prepare themselves, but when one of them climbs atop a mushroom or reaches the center of the room, the dragon leaves their lair in the far corner to attack. Reveal the dragon's token on the map and read the following aloud.</p><p class="box-text narrative">A green horned dragon leaps into view, and although the beast isn't much larger than you, large leathery wings and snapping jaws make the hatchling look like an ancient wyrm. The creature gazes at you with cunning eyes and snorts a cloud of yellow vapor. With a fierce roar, the dragon charges forward to attack!</p><p>Ask the players to roll Perception for initiative (but heroes who were hiding roll Stealth instead) while you roll Perception to determine the dragon's initiative.</p><p>Dragons are one of the fiercest and most challenging types of opponents in the game, and while only a juvenile, this one is still a deadly threat. The dragon uses many abilities in the fight against the heroes and is fiercely territorial of the cave. However, the kobolds have trained the hatchling to stay in this area, so the heroes can retreat if they need to recover.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[WPsgrCUSFCqgDvJi]{Juvenile Horned Dragon}</p></header><article><h3>Poison Breath</h3><p>The dragon can spend 2 actions to breathe out a cloud of deadly gas that deals poison damage to everyone in a @template[cone|distance:30|traits:evocation,poison,arcane]{30-foot cone} starting from the dragon's space.</p><p>This attack could spell doom for the party, but the juvenile dragon doesn’t have much experience using their poison breath effectively. The dragon doesn't try to catch all the heroes with this attack, but focuses on just the nearest opponent. Once the dragon uses the poison breath ability, they can’t use it again for [[/r 1d4]] rounds or until they get a critical hit on a Strike.</p><h3>Special Attacks</h3><p>The dragon's favorite tactic (and most reliable attack) is to <strong>Stride</strong> forward and then use <strong>Draconic Frenzy</strong>, an ability that allows the beast to spend 2 actions to make two claw Strikes and a tail Strike in any order. The second and third Strikes during the Draconic Frenzy take the multiple attack penalty: –5 on the second attack (or –4 if the second attack uses a claw Strike), and –10 on the third attack (or –8 if using a claw).</p><p>The dragon also has a special <strong>Twisting Tail</strong> reaction. When someone within 10 feet tries to move, the dragon can spend their reaction for that round to make a tail Strike against that foe. If the dragon hits, the target stops moving and loses the rest of that action (though the target can use another action to move again if they want).</p></article></section><h3>Experience Points</h3><p>Once the heroes manage to defeat the dragon, award each hero 120 XP.</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Treasure</h2><p>@Actor[mygajPl08HHktFRV]{Dragon's Lair}</p></header><article><p>The ledge in the northeast corner of the room holds the treasure the kobolds offered to the dragon. The heroes can catch a glimpse of this treasure even from the floor, but anyone who wants to climb up to the ledge must succeed at a @Check[athletics|dc:15|showDC:all]{Athletics skill check}.</p><p>Atop the ledge sits a small chest and a huge pile of coins, totalling 429 cp, 63 sp, and 18 gp. There's also a single giant emerald atop the heap that vaguely looks like the dragon's eye, which can be sold for 20 gp.</p></article></section><h2>Tunnel to the Surface</h2><p>The back of the mushroom grotto has a tunnel leading to a long, winding passageway. If the heroes explore this way, they find that it gently slopes upward, and they can feel a fresh breeze coming from this direction. After following this path for over an hour, they emerge from a small cave in a ravine outside the town of Otari. Remnants of a camp around the cave’s entrance indicate that the kobolds had stayed here for some time before heading under the town to work their mischief.</p><section class="character-creation"><article class="full"><h1>Wrapping Up</h1><p>With a lot of courage and a bit of luck, the adventurers hopefully survived their encounter with the kobolds and their “pet,” returning to the town as triumphant heroes! Tamily feels truly relieved to learn that the threat is gone, especially after learning just how dangerous it was.</p><p>Over the coming weeks, news of the heroes' exploits travel all across town, and soon they receive opportunities for more adventuring work. Such adventures are up to you, the GM, to determine, but you might find the resources in the @UUID[JournalEntry.sgxbTVNpwJ0jWBvw]{Otari Gazetteer} useful if your group would like to continue with the same heroes! In that case, you might be interested in the Troubles in Otari adventure or the Abomination Vaults adventure path, both of which continue the stories of Otari's many characters.</p></article></section>
<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/fight-in-the-hatchery.webp" width="650" /></figure><p>This cavern is the home of the juvenile horned dragon hatched by the kobold band. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">Towering yellow mushrooms cover the floor of this vast cave, some reaching over ten feet in height. They seem to emit a pale light, giving the entire chamber an eerie glow. Shattered remnants of barrels—torn open with their contents nowhere to be seen—lay scattered around the base of the mushrooms. Somewhere off on the far side of the chamber, something stirs, and a faint snarl comes from the shadows.</p><p>The towering mushrooms block the view of the far side of the room, but the heroes might try to climb the mushrooms to get a better look. Due to their slippery caps, climbing a mushroom is a tricky task, requiring a successful @Check[
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<section class="character-creation"><article class="full"><h2>Level Up</h2><p>If the heroes overcame all of the challenges through Area 17, they should have enough XP to gain a level! Going up to 2nd level gives each hero the boost of power they'll need to face the final two encounters against the kobold boss and the dragon! You might also encourage the party to rest at this point.</p><p>You can help the players level up their heroes by sharing the journal entry with them. Open the @UUID[JournalEntry.KIpNnMtah73eyPC8.JournalEntryPage.DXbYBjutIcp4bmB7]{Leveling Up} handout, and click on "Show Players" in the header.</p><h3>A Hard Fight</h3><p>This might be a very tough fight for the heroes, especially if they haven't reached level 2 yet. If they're forced to retreat, Zolgran doesn't follow them, but she orders her guards to do so. If the heroes slay these guards but still retreat, Zolgran recruits two @Actor[r9w1n85mp9Ip4QiS]{Kobold Warriors} to serve as her new guards for the next time the heroes arrive. They aren't as powerful as kobold scouts, but they still help defend their boss.</p></article></section><p> </p><p>The kobolds' boss lives in this chamber, accompanied by two kobold scouts. Place the boss on the throne, and put the two scouts at the bottom of the stairs. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">A gaping pit opens in the floor in the center of this large, natural chamber. On the far side, a ledge overlooks the entry. Atop this ledge is an ornate stone throne that looks entirely out of place for this room. A regal kobold wearing an oversized crown made of fish bones sits atop the throne. “Kill the intruders!” she snarls at the two kobold guards at the foot of the stairs.</p><p>Things have been rough for the band over the past few years, but their fortune changed when they got the chance to steal a dragon’s egg! With the precious treasure spirited away to the kobold hideout, the boss, Zolgran, has devised grand plans for her band now that it has a dragon patron. After raising the dragon, she hopes to use the beast to subjugate the entire region and finally reclaim the town of Otari for her people. Fortunately for the citizens of Otari, the baby dragon isn't fully grown yet—but the new hatchling is always hungry. That's why the band moved into these caverns, and why they've been raiding the Otari Fishery. Without a steady supply of food, the young dragon might turn to having kobolds for a snack!</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[AleeS0IRqT4tUphB]{Zolgran, the Kobold Boss}, @Actor[rPaHIh0ICnTLnRO6]{2 Kobold Scouts}</p></header><article><h3>The Pit</h3><p>This pit in the center of this chamber is 20 feet deep. Heroes attempting to leap across the pit must spend 2 actions and attempt a @Check[athletics|dc:15|showDC:all]{Athletics skill check}. If they fail, they fall down into the pit, taking 10 damage. A hero in the pit has to climb out, which requires them to succeed at two @Check[athletics|dc:10|showDC:all]{Athletics skill check} in a row.</p><h3>Kobold Tactics</h3><p>The dragon isn't yet tame enough to do the boss's bidding, so the kobolds have kept the creature in a nearby cave (@UUID[.KMTBj18whqvjGZBz]{Area 19}), safely tucked away from rest of the band. Unfortunately for the heroes, the boss and her guards are more than dangerous enough on their own.</p><p>The two kobold scouts move to either side of the pit to block the heroes from getting to their boss, but they chase any hero who manages to get past them. Meanwhile, Zolgran assaults the groups using spells! The crafty kobold can cast spells just like a wizard. The spells she has prepared are listed in her stat block.</p><p>On her first turn, she spends all 3 actions to cast @UUID[Compendium.pf2e.spells-srd.Item.gKKqvLohtrSJj3BM]{force barrage}. This spell fires three shards of magical force, which she aims at the closest three heroes to deal 1d4+1 force damage each. If anyone gets past her guards, she casts @UUID[Compendium.pf2e.spells-srd.Item.aIHY2DArKFweIrpf]{command} on that hero, hoping to make them run away. If she runs out of 1st-rank spells to cast, she casts @UUID[Compendium.pf2e.spells-srd.Item.MPxbKoR54gkYkqLO]{gouging claw}. Zolgran attacks with her staff only if she runs out of other options.</p><h3>Experience Points</h3><p>If the heroes defeat Zolgran and her guards, award each hero 100 XP. If the heroes are still level 1 when they defeat this encounter, they each gain a bonus of 40 XP due to the additional challenge.</p></article></section><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Zolgran's Treasure</h2><p>@Actor[p84EOttaNannSP3y]{Zolgran's Treasure}</p></header><article><p>The ledge the throne sits on also serves as Zolgran's personal resting area. A straw pallet rests here, like those in @UUID[.0vJpmu4QJ7RgYLi2]{Area 17}. Heroes who examine the out-of-place throne can match its design to the decor of @UUID[.KWTky7M63NvVIVRz]{Area 11} on the floor above, which is where the kobolds took it from. Most importantly, there's an old, rusty iron chest. Atop this chest is a large, broken eggshell that's almost 2 feet tall. Ivory in color, the shell has green veins running through it, and it’s clear that the pieces of eggshell worn by the boss and many of the kobolds here came from this egg. Although it’s still not entirely clear what was inside, there are large claw marks, bigger than any kobold could make, down one side of the shell.</p><figure class="left"><img class="noborder" src="modules/pf2e-beginner-box/assets/artwork-items/smoking-sword.webp" height="280" /></figure><h3>Inside the Chest</h3><p>The chest is locked, but Zolgran has the key tied at her waist. If the heroes don’t find the key, a character with a thieves' toolkit can attempt a @Check[thievery|dc:25]{Thievery skill check}, and the lock opens on a success! If the players manage to open the chest, reveal the loot actor to them on the map.</p><p>Inside the chest are some of the more interesting treasure that the kobolds found during their exploration of these tunnels. The treasure includes a silver bracelet with a fish pattern worth 5 gp, a very old map that depicts some strange-looking dungeon, a <em>smoking sword</em> with a dwarven face carved into the hilt, a wand of <em>heal</em>, 2 <em>healing potions</em>, and a <em>masquerade scarf</em>.</p></article></section><h2>Are we Done?</h2><p>If the PCs defeat the kobolds and their boss, they might return to the Otari Fishery. If they decide not to explore any further, the adventure can easily end here. Tamily happily pays the heroes for completing the job, even if she does wonder what was in that mighty egg. She's also curious as to what happened to all the fish, as the kobolds couldn’t possibly have eaten it all, but such mysteries will have to wait for another day.</p><aside class="bb-float-block"><h3>Audio Cue</h3><p>If your players decide to press on, you can use the Dragon Soundboard effects "Wyrmling Growl Distant" to warn them of the imminent danger of continuing before they have prepared. </p></aside><p>In this case—or if the heroes don’t end up fleeing from the next encounter—the young dragon in the kobolds' care survives! Eventually the dragon leaves the cave and starts hunting in the countryside, becoming a menace for years to come. Fortunately, dragons grow in power very slowly. The heroes might find themselves chasing down this beast in the future! If they’ve gained a few more levels, they’ll have an edge in the fight.</p><p>More likely, though, the players might push on to explore the next cavern—@UUID[.KMTBj18whqvjGZBz]{Area 19}. That encounter is the most dangerous fight of the entire adventure, so feel free to encourage the heroes to rest if they’re out of limited resources, such as spells.</p>
<section class="character-creation"><article class="full"><h2>Level Up</h2><p>If the heroes overcame all of the challenges through Area 17, they should have enough XP to gain a level! Going up to 2nd level gives each hero the boost of power they'll need to face the final two encounters against the kobold boss and the dragon! You might also encourage the party to rest at this point.</p><p>You can help the players level up their heroes by sharing the journal entry with them. Open the @UUID[JournalEntry.KIpNnMtah73eyPC8.JournalEntryPage.DXbYBjutIcp4bmB7]{Leveling Up} handout, and click on "Show Players" in the header.</p><h3>A Hard Fight</h3><p>This might be a very tough fight for the heroes, especially if they haven't reached level 2 yet. If they're forced to retreat, Zolgran doesn't follow them, but she orders her guards to do so. If the heroes slay these guards but still retreat, Zolgran recruits two @Actor[r9w1n85mp9Ip4QiS]{Kobold Warriors} to serve as her new guards for the next time the heroes arrive. They aren't as powerful as kobold scouts, but they still help defend their boss.</p></article></section><p> </p><p>The kobolds' boss lives in this chamber, accompanied by two kobold scouts. Place the boss on the throne, and put the two scouts at the bottom of the stairs. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">A gaping pit opens in the floor in the center of this large, natural chamber. On the far side, a ledge overlooks the entry. Atop this ledge is an ornate stone throne that looks entirely out of place for this room. A regal kobold wearing an oversized crown made of fish bones sits atop the throne. “Kill the intruders!” she snarls at the two kobold guards at the foot of the stairs.</p><p>Things have been rough for the band over the past few years, but their fortune changed when they got the chance to steal a dragon’s egg! With the precious treasure spirited away to the kobold hideout, the boss, Zolgran, has devised grand plans for her band now that it has a dragon patron. After raising the dragon, she hopes to use the beast to subjugate the entire region and finally reclaim the town of Otari for her people. Fortunately for the citizens of Otari, the baby dragon isn't fully grown yet—but the new hatchling is always hungry. That's why the band moved into these caverns, and why they've been raiding the Otari Fishery. Without a steady supply of food, the young dragon might turn to having kobolds for a snack!</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[AleeS0IRqT4tUphB]{Zolgran, the Kobold Boss}, @Actor[rPaHIh0ICnTLnRO6]{2 Kobold Scouts}</p></header><article><h3>The Pit</h3><p>This pit in the center of this chamber is 20 feet deep. Heroes attempting to leap across the pit must spend 2 actions and attempt a @Check[
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<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/kobold-battle.webp" width="650" /></figure><p>This chamber houses the majority of the kobold band dwelling here. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">As the door opens, the smell of rotten fish and mold wafts out. On the west side of this vast room is a large table with benches on either side. Old food scraps, dirty knives, and broken plates cover the table. Off to the east side, burrows have been dug into the wall to make small sleeping chambers filled with straw mats. This must be the kobolds' warren!</p><h3>Kobold Placement</h3><p>The kobolds beneath Otari have claimed this chamber as their home. Six of them are here, but their exact location depends on the heroes’ actions in other areas. If the heroes made lots of noise breaking through the wall between this area and the @UUID[.CMjhAWaRWlbFVoF0]{Xulgath den} or by destroying the mechanisms for the mermaid fountain trap in @UUID[.MSU45JsvJjOJc1dg]{Area 16}, place all six of the kobolds in the center of the room, ready to attack. If the heroes were quiet, the kobolds are relaxing when the heroes enter. Place three of them at the table, and put the other three in the sleeping alcoves.</p><p>Wherever the kobolds are, they're not happy about having visitors. They spring to attack! Ask each player to roll initiative, and roll Perception once to determine when the kobolds get their turn.</p><p>The kobolds don’t focus on any one character. Pairs of kobolds might try to flank one hero to use their sneak attack, while others use the unconventional tactics described below.</p><p>While fighting the heroes, the kobolds boast of their mighty lineage and combined power, assuring the “soft-skin” heroes that they’ll surely come to regret trespassing into the kobolds’ domain. However, they remain just as cowardly as the kobolds the heroes have already defeated in these caverns.</p><p>Unlike all the foes the heroes have faced so far, the last remaining kobold tries to surrender.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[r9w1n85mp9Ip4QiS]{6 Kobold Warriors}</p></header><article><h3>Unconventional Tactics</h3><p>These kobolds use tactics in their fight, such as attempting to flank the heroes whenever possible. Since this is their home, they have a few other tricks they can use against the heroes. Use these throughout the fight to add variety and keep the players on their toes!</p><ul><li><strong>Bed Cover</strong>: A kobold in one of the sleeping chambers can spend 1 action to pull a sleeping mat off the floor and hide behind it. Doing so grants the kobold @UUID[Compendium.pf2e.other-effects.I9lfZUiCwMiGogVi]{Effect: Cover} until they move or the start of their next turn.</li><li><strong>Food Fight</strong>: A kobold adjacent to the table can spend 1 action to pick up a scrap of rotting meat and throw it at a hero within 20 feet. This is a ranged Strike with a +5 attack modifier. If the Strike hits, it doesn’t deal damage. Instead, the hero is @Compendium[pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened} until they spend an action to clean the gross food off (no check needed).</li><li><p><strong>Oil Attack</strong>: The chest between two of the sleeping alcoves contains, among other things, three jars of slippery oil. A kobold must spend an action to open the chest before they can use the oil stored inside. Once the chest is open, a kobold next to it can spend 1 action to pick up and throw one of these jars of oil. This is a ranged Strike with a +5 attack modifier. If it hits a hero, that hero and the square they’re in are coated in slippery oil. On a miss, the oil covers the ground but not the hero. The kobold can also throw the oil at an empty square to make just the square slippery.<br />For the rest of the fight, a hero covered in oil has trouble moving. Each time they Stride, they must attempt a @Check[acrobatics|dc:10]{Acrobatics Skill Check}. If they fail, they fall over and gain the prone condition instead of moving. The hero can Step, moving only 5 feet, without this check.<br />Anyone who moves through a square covered in oil must attempt a @Check[acrobatics|dc:10]{Acrobatics Skill Check}. If they fail, they stop moving and fall.</p></li></ul></article></section><h3>Experience Points</h3><p>For overcoming the kobolds in this room, award each hero 120 XP. Note that the heroes can earn additional XP depending on how they handle the last remaining kobold.</p><h2>Kobold Surrender</h2><p>When only one kobold remains, he immediately drops his weapons and surrenders to the heroes, begging and groveling for his life with a raspy, high-pitched voice. If the heroes spare the kobold, the creature promises to leave and never return, but he also quietly adds that he's willing to share secrets in exchange for gold.</p><p>The heroes have two options if they want to learn what the kobold knows. The first is to offer the kobold the gold he requests. If they give the kobold 10 gp, he shares what he knows about the boss, and if they give him 20 gp (total, not in addition), he also shares what he knows about the dragon.</p><p>But parting with their hard-earned wealth isn't the only solution. A hero can try to persuade the kobold to share what he knows by rolling a @Check[diplomacy|dc:10]{Diplomacy} skill check, or they can bully the kobold with an @Check[intimidation|dc:10]{Intimidation} skill check. If a hero's total is 10 or more, they learn about the boss, and if their total is 20 or more, they learn about the dragon, too.</p><p><strong>About the Boss</strong>: The kobold says the following about their warren's boss.</p><p class="box-text narrative">"Boss Zolgran is the big leader of the mighty kobolds, and she has powerful magics to roast you alive! She's very angry all the time and demands much from her servants. Especially now that we have a powerful new friend!"</p><p><strong>About the Dragon</strong>: The kobold says the following about the dragon.</p><p class="box-text narrative">"The friend is a dragon and a blessing from the gods, a sign that kobolds are destined to return to the surface and conquer the pathetic human town. As soon as the hatchling is all grown, we'll rise up to take what is ours!"</p><h3>Experience Points</h3><p>If the heroes get the surrendered kobold to tell them about the boss, award each hero an additional 10 XP. If they get him to tell them about the dragon, increase this bonus to 30 XP instead.</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Treasure</h2><p>@Actor[1S486XWdfcEWYv6T]{Kobold Loot}</p></header><article><p>Once the fight ends, the heroes can examine the rest of the warren. Each kobold here is wearing a copper-and-eggshell necklace like those found in @UUID[.2KRdW68qNXeJ6JpN]{Kobold Lookouts}.</p><p>In addition to the kobolds' gear, there's a chest filled with trinkets and collected valuables. It holds a bolt of fine silk cloth worth 5 gp, a painting of an adventurer on a horse worth 2 gp, a sack filled with 20 sp, a crystal decanter filled with old, sour wine (the decanter is worth 1 gp), 3 jars of oil (minus any the kobolds threw during the fight), a <em>marvelous miniature ladder</em>, and a <em>healing potion</em>.</p></article></section>
<figure class="head"><img src="modules/pf2e-beginner-box/assets/artwork-vignettes/kobold-battle.webp" width="650" /></figure><p>This chamber houses the majority of the kobold band dwelling here. When the heroes enter the room, read the following aloud.</p><p class="box-text narrative">As the door opens, the smell of rotten fish and mold wafts out. On the west side of this vast room is a large table with benches on either side. Old food scraps, dirty knives, and broken plates cover the table. Off to the east side, burrows have been dug into the wall to make small sleeping chambers filled with straw mats. This must be the kobolds' warren!</p><h3>Kobold Placement</h3><p>The kobolds beneath Otari have claimed this chamber as their home. Six of them are here, but their exact location depends on the heroes’ actions in other areas. If the heroes made lots of noise breaking through the wall between this area and the @UUID[.CMjhAWaRWlbFVoF0]{Xulgath den} or by destroying the mechanisms for the mermaid fountain trap in @UUID[.MSU45JsvJjOJc1dg]{Area 16}, place all six of the kobolds in the center of the room, ready to attack. If the heroes were quiet, the kobolds are relaxing when the heroes enter. Place three of them at the table, and put the other three in the sleeping alcoves.</p><p>Wherever the kobolds are, they're not happy about having visitors. They spring to attack! Ask each player to roll initiative, and roll Perception once to determine when the kobolds get their turn.</p><p>The kobolds don’t focus on any one character. Pairs of kobolds might try to flank one hero to use their sneak attack, while others use the unconventional tactics described below.</p><p>While fighting the heroes, the kobolds boast of their mighty lineage and combined power, assuring the “soft-skin” heroes that they’ll surely come to regret trespassing into the kobolds’ domain. However, they remain just as cowardly as the kobolds the heroes have already defeated in these caverns.</p><p>Unlike all the foes the heroes have faced so far, the last remaining kobold tries to surrender.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[r9w1n85mp9Ip4QiS]{6 Kobold Warriors}</p></header><article><h3>Unconventional Tactics</h3><p>These kobolds use tactics in their fight, such as attempting to flank the heroes whenever possible. Since this is their home, they have a few other tricks they can use against the heroes. Use these throughout the fight to add variety and keep the players on their toes!</p><ul><li><strong>Bed Cover</strong>: A kobold in one of the sleeping chambers can spend 1 action to pull a sleeping mat off the floor and hide behind it. Doing so grants the kobold @UUID[Compendium.pf2e.other-effects.I9lfZUiCwMiGogVi]{Effect: Cover} until they move or the start of their next turn.</li><li><strong>Food Fight</strong>: A kobold adjacent to the table can spend 1 action to pick up a scrap of rotting meat and throw it at a hero within 20 feet. This is a ranged Strike with a +5 attack modifier. If the Strike hits, it doesn’t deal damage. Instead, the hero is @Compendium[pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened} until they spend an action to clean the gross food off (no check needed).</li><li><p><strong>Oil Attack</strong>: The chest between two of the sleeping alcoves contains, among other things, three jars of slippery oil. A kobold must spend an action to open the chest before they can use the oil stored inside. Once the chest is open, a kobold next to it can spend 1 action to pick up and throw one of these jars of oil. This is a ranged Strike with a +5 attack modifier. If it hits a hero, that hero and the square they’re in are coated in slippery oil. On a miss, the oil covers the ground but not the hero. The kobold can also throw the oil at an empty square to make just the square slippery.<br />For the rest of the fight, a hero covered in oil has trouble moving. Each time they Stride, they must attempt a @Check[
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<p>This chamber contains a devious trap. When the heroes enter this area, read the following aloud.</p><p class="box-text narrative">While much of this rectangular chamber is in ruins, the center contains a fountain of pristine water with something glittering at the bottom. In the middle of the fountain is a marble statue of a mermaid, her lips pursed as if she were about to blow a kiss, or maybe whistle. Each corner of the pool has some sort of mechanism embedded in the stones, but the one in the southwest corner appears to be smashed.</p><p>The mermaid statue in the center of the room is the center of a devious trap. When the heroes enter the room, ask each player to roll a @Check[perception|dc:20]{Perception Check}. Take note of these results, because you'll also use them to determine the heroes' initiative.</p><p>If anyone's total is 20 or higher, they notice the trap before setting it off. If not, the heroes don't notice anything unusual. They can act normally- but if anyone steps on any of the tiles adjacent to the pool, the trap goes off!</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[v51J7K27abdDyLgJ]{Mermaid Fountain}</p></header><article><p>This trap is complex, which means it works like a monster. If the heroes trigger the trap, use the Perception results from before to determine their initiative. You can do this by activating the combat tracker and clicking on the crossed swords icon beside the roll in chat. The fountain rolls Stealth for its initiative.</p><p>On its turn, the statue in the middle of the fountain spins around, shooting a stream of high-pressure water from its mouth. The exact effects are different each round and target random parts of the room. The trap's Routine entry describes how this works.</p><h3>Overcoming the Trap</h3><p>The heroes can overcome this trap in a variety of ways. If someone notices it before it goes off and everyone avoids the squares adjacent to the fountain, they can safely bypass the trap.</p><p>Once the trap goes off, the heroes can try to disable the control mechanisms located at each corner of the pool. If any of these stones are still active, the trap continues to act on its turn, but fortunately for the heroes, the mechanism in the southwest corner has already been destroyed (leaving only those in the other three corners to deactivate). To deactivate a mechanism, a hero must stand in an adjacent square and spend 2 actions to attempt a @Check[thievery|dc:20]{Thievery Skill Check}. On a success, that mechanism is disabled.</p><p>The heroes can also physically destroy the three remaining mechanisms by attacking them individually (using the AC and Hit Points in the trap's stat block). The fountain, being made of stone, has Hardness. Each time a hero hits a mechanism, subtract this number from the damage roll before reducing the mechanism’s Hit Points.</p><p>Once there are no functioning mechanisms left, whether the heroes have disabled or destroyed them, the trap stops working, and the heroes can continue their exploration.</p></article></section><h3>Experience Points</h3><p>If they heroes bypass the fountain, disable it, or destroy it, award each hero 80 XP.</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Treasure</h2><p>@Actor[xhyzSiXfoAxud376]{Mermaid Fountain}</p></header><article><p>Once the trap is deactivated, a hero can easily climb into the fountain and get the coins. The water is only 1 foot deep, and while it's very cold, it's not dangerous. Inside the fountain are 28 cp, 8 sp, and 2 gp.</p><p>Often, when players find a stash of assorted coins, they'll want to split them equally. You can use the "distribute coins" button on the loot sheet to share the currency between your heroes without needing to do any calculations yourself!</p></article></section>
<p>This chamber contains a devious trap. When the heroes enter this area, read the following aloud.</p><p class="box-text narrative">While much of this rectangular chamber is in ruins, the center contains a fountain of pristine water with something glittering at the bottom. In the middle of the fountain is a marble statue of a mermaid, her lips pursed as if she were about to blow a kiss, or maybe whistle. Each corner of the pool has some sort of mechanism embedded in the stones, but the one in the southwest corner appears to be smashed.</p><p>The mermaid statue in the center of the room is the center of a devious trap. When the heroes enter the room, ask each player to roll a @Check[
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<p>This chamber is the den of a trio of xulgaths, which are smelly reptilian humanoids. Place the xulgath tokens as you'd like near the center of the cavern. Read the following aloud.</p><p class="box-text narrative">There is an overpowering stench in this chamber, like rotten fish mixed with oily sweat. The warm, humid air only adds to the foul atmosphere. Unlike the previous chambers, this one appears to be a natural cavern, dotted with limestone stalactites and stalagmites, making it hard to see where the room ends.</p><p>The horrid stench in this room comes from the xulgaths and can make other creatures sick. Have each player roll a @Check[fortitude|dc:19]{Fortitude save} as soon as they enter the room. Anyone who succeeds can ignore the smell. A hero who fails this saving throw is @Compendium[pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened}- they take a –1 status penalty to all their d20 rolls and DCs (including their Armor Class) until they spend an action to retch.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[RTzFvmdSCf5yhguy]{3 Xulgath Warriors}</p></header><article><p>The reptilian creatures in the center of the room are xulgaths, reptilian humanoids who dwell underground in large family groups called clutches, fighting others for territory and resources. They’re known for their aggressive nature and their horrid stench—which they’re immune to.</p><h3>Surprised Xulgaths</h3><p>These three xulgaths are bickering with each other over a piece of meat and haven’t noticed the heroes. Ask the players to roll for initiative while you roll Perception for the xulgaths’ initiative.</p><h3>Xulgath Tactics</h3><p>The xulgaths start off combat seated without their weapons drawn. Until they spend an action to @UUID[Compendium.pf2e.actionspf2e.Item.OdIUybJ3ddfL7wzj]{Stand}, they’re @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{off-guard} (taking a –2 circumstance penalty to their Armor Class). They also have to spend an action to draw their clubs before they can attack. Once they’ve stood and drawn their clubs, the xulgaths move forward to attack with whatever actions they have left. The xulgaths fight until slain.</p><h3>Experience Points</h3><p>If the heroes defeat the xulgaths in this room, award each hero 120 XP.</p></article></section><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Treasure</h2><p>@UUID[Actor.AkfRXhJ81gNlWhhR]{Small Bag}</p></header><article><p>After the fight, the heroes can check whether the xulgaths have any treasure. If they do, they find a small bag tied to the waist of one of the foul creatures. Inside the leather pouch is a handful of strange coins, minted in some faraway kingdom deep underground- the coins show a tower inside a cave on one side and a sinister-looking humanoid snake's head on the other. These coins amount to 38 sp and 4 gp.</p><p>To allow your players to loot them, simply reveal the "small bag" loot token which is placed next to the Xulgaths in the room.</p></article></section><h2>Passage into Darkness</h2><p>Two passages lead out of this room, other than the way the heroes came in. One leads off the map, heading steadily down, deep into the earth. This tunnel leads into the Darklands, a vast subterranean realm deep underground filled with all sorts of deadly creatures and sinister monsters. This is where the xulgaths came from, but it’s beyond the scope of this adventure.</p><p>If the heroes travel down this way, tell them that after an hour of travel, they see no sign of the creatures that broke into the fishery and should probably turn back before getting hopelessly lost. The Darklands are for more experienced adventurers, and the players should explore the surface more before delving into these lightless realms.</p><h2>Freshly Dug Tunnel</h2><p>The other passageway exiting this room looks like it was dug recently. This tunnel curves up and around before ending in a thin wall of loose stones and dirt. A tiny hole in the wall allows creatures to look into @UUID[.0vJpmu4QJ7RgYLi2]{Area 17} beyond. If a hero peeks through the wall, they can see the kobolds in that area going about their daily routines. If they spend time listening to the kobolds’ chatter, the heroes overhear a few phrases, including “when we stole the egg” and “more fish for the pet.” A hero who wants to break open this wall can attempt a @Check[athletics|dc:20]{Athletics skill check}. On a success, they break down the wall! As before, you can run the @Macro[NAxPG4cHu4dKrx6h]{Area 15 - Freshly Dug Tunnel} macro by clicking on it.</p><p>On a failure, the wall remains intact, and the kobolds in the Kobold Warren notice the sound and prepare for a fight.</p>
<p>This chamber is the den of a trio of xulgaths, which are smelly reptilian humanoids. Place the xulgath tokens as you'd like near the center of the cavern. Read the following aloud.</p><p class="box-text narrative">There is an overpowering stench in this chamber, like rotten fish mixed with oily sweat. The warm, humid air only adds to the foul atmosphere. Unlike the previous chambers, this one appears to be a natural cavern, dotted with limestone stalactites and stalagmites, making it hard to see where the room ends.</p><p>The horrid stench in this room comes from the xulgaths and can make other creatures sick. Have each player roll a @Check[
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<section class="character-creation"><article class="full"><h3>Floor Two</h3><p>The challenges in the second level of the dungeon are more dangerous than those in the first level. In their explorations of this level, the players will learn the truth behind the missing fish. A band of kobolds under the city has recently hatched a horned dragon wyrmling, and have been raiding the Otari Fishery to provide a steady diet for their growing charge. If the heroes don’t defeat this menace, the dragon might grow up to spell doom for the town of Otari!</p><p>The players will have to use all their skills and abilities if they hope to defeat the kobolds—and the dragon. As with the first level, unless noted otherwise, the chambers in this level aren’t lit. The kobolds all have darkvision and have little need for light.</p></article></section><p>If you haven't already done so, activate the second level of the map to bring your players' focus to it, and place down their heroes' tokens on the staircase in this area.</p><p>The kobolds prepared this room to defend against any intruders and stationed two of their more capable guards to defend this place. Because they're hiding, don't reveal their tokens just yet. When the heroes descend the spiral staircase, read the following aloud.</p><p class="box-text narrative">The stairs spiral down deep into the earth before ending in a chamber that looks like it’s been prepared specifically to defend against intruders. On one side of the room, a table has been turned on its side to provide cover, while on the other, crates and barrels have been piled up to create a second barrier.</p><h3>Hidden Kobolds</h3><p>The kobold scouts begin this encounter hidden. Ask each player to tell you their Perception DC: their Perception + 10. Then roll a d20 and add the kobolds' Stealth. If the total is equal to or higher than the highest Perception DC from the heroes, the heroes don't notice the kobolds before they attack- the room looks like it's empty! Don't reveal the tokens on the map until the kobolds attack or they move out from behind their barricades, or until a hero moves around the barricades enough to see a hiding kobold. But if any hero's Perception DC is higher than the total of the kobold's Stealth check, the kobolds are spotted! Reveal their tokens on the map.</p><p>Either way, ask the players to roll initiative (using Perception unless a hero was hiding). Use the total from the kobolds' Stealth check for their initiative. If any heroes have their turn before the kobolds but the kobolds successfully hid themselves, the heroes know there are foes nearby, but they don't know where- they'll have to @Compendium[pf2e.actionspf2e.BlAOM2X92SI6HMtJ]{Seek} to find their enemies.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[rPaHIh0ICnTLnRO6]{2 Kobold Scouts}</p></header><article><h3>Kobold Tactics</h3><p>If a kobold's turn starts while they're hidden, they fire their crossbow at a hero. That character has the @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{off-guard} condition against the attack, which gives them a -2 status penalty to AC and allows the kobold to deal extra damage from their sneak attack ability. After this ranged Strike, the kobold is no longer hidden (reveal their tokens if you haven't already), and the fight proceeds normally.</p><h3>Experience Points</h3><p>For overcoming the kobolds in this room, award each hero 80 XP.</p></article></section><h2>Smelly Barricade</h2><aside class="bb-float-block"><h3>Audio Cue</h3><p>After your players breach the barricade, you may wish to start the Floor 2 Soggy Crossroads playlist. This will provide your players with the sounds of running water and denote a change in atmosphere.</p></aside><p>There is a makeshift barricade in the back of this room. If the heroes examine this barricade, ask for a @Check[perception|dc:10]{Perception Check}. If the total is 10 or higher, they notice a foul stench coming from the passage behind the barricade—like rotten fish and sweat. If the total is 20 or higher, they also hear a faint sound of dripping water coming from somewhere in the distance.</p><p>If the heroes take this barricade apart, ask them if they tear it down or carefully disassemble it before you open the pathway-just like in @UUID[.Ccp3c9A1WH9tOCVO]{Area 04}. The creatures in the other rooms are too far away to hear any noise the heroes make, but the heroes have no way of knowing that!</p><p>Again, just like in Area 04, we've provided another macro you can use to automatically dismantle the barricade. To run it, just click @Macro[pb7k8V9m7cFioy6B]{Area 12 - Barricade}.</p>
<section class="character-creation"><article class="full"><h3>Floor Two</h3><p>The challenges in the second level of the dungeon are more dangerous than those in the first level. In their explorations of this level, the players will learn the truth behind the missing fish. A band of kobolds under the city has recently hatched a horned dragon wyrmling, and have been raiding the Otari Fishery to provide a steady diet for their growing charge. If the heroes don’t defeat this menace, the dragon might grow up to spell doom for the town of Otari!</p><p>The players will have to use all their skills and abilities if they hope to defeat the kobolds—and the dragon. As with the first level, unless noted otherwise, the chambers in this level aren’t lit. The kobolds all have darkvision and have little need for light.</p></article></section><p>If you haven't already done so, activate the second level of the map to bring your players' focus to it, and place down their heroes' tokens on the staircase in this area.</p><p>The kobolds prepared this room to defend against any intruders and stationed two of their more capable guards to defend this place. Because they're hiding, don't reveal their tokens just yet. When the heroes descend the spiral staircase, read the following aloud.</p><p class="box-text narrative">The stairs spiral down deep into the earth before ending in a chamber that looks like it’s been prepared specifically to defend against intruders. On one side of the room, a table has been turned on its side to provide cover, while on the other, crates and barrels have been piled up to create a second barrier.</p><h3>Hidden Kobolds</h3><p>The kobold scouts begin this encounter hidden. Ask each player to tell you their Perception DC: their Perception + 10. Then roll a d20 and add the kobolds' Stealth. If the total is equal to or higher than the highest Perception DC from the heroes, the heroes don't notice the kobolds before they attack- the room looks like it's empty! Don't reveal the tokens on the map until the kobolds attack or they move out from behind their barricades, or until a hero moves around the barricades enough to see a hiding kobold. But if any hero's Perception DC is higher than the total of the kobold's Stealth check, the kobolds are spotted! Reveal their tokens on the map.</p><p>Either way, ask the players to roll initiative (using Perception unless a hero was hiding). Use the total from the kobolds' Stealth check for their initiative. If any heroes have their turn before the kobolds but the kobolds successfully hid themselves, the heroes know there are foes nearby, but they don't know where- they'll have to @Compendium[pf2e.actionspf2e.BlAOM2X92SI6HMtJ]{Seek} to find their enemies.</p><section class="box-text encounter"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-monster.webp" width="100" /><h2>Encounter</h2><p>@Actor[rPaHIh0ICnTLnRO6]{2 Kobold Scouts}</p></header><article><h3>Kobold Tactics</h3><p>If a kobold's turn starts while they're hidden, they fire their crossbow at a hero. That character has the @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{off-guard} condition against the attack, which gives them a -2 status penalty to AC and allows the kobold to deal extra damage from their sneak attack ability. After this ranged Strike, the kobold is no longer hidden (reveal their tokens if you haven't already), and the fight proceeds normally.</p><h3>Experience Points</h3><p>For overcoming the kobolds in this room, award each hero 80 XP.</p></article></section><h2>Smelly Barricade</h2><aside class="bb-float-block"><h3>Audio Cue</h3><p>After your players breach the barricade, you may wish to start the Floor 2 Soggy Crossroads playlist. This will provide your players with the sounds of running water and denote a change in atmosphere.</p></aside><p>There is a makeshift barricade in the back of this room. If the heroes examine this barricade, ask for a @Check[
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<p>The door leading into this chamber is made from stone, making it impossible to break or force open. The only way to open this door is to solve the puzzle in @UUID[.bpVEaN8PUCgbuJvk]{Area 09}. If the players accomplished this feat, the door is open. In that case, read the following aloud.</p><p class="box-text narrative">This small chamber contains an old wooden chest emblazoned with the symbol of a key. Behind the chest is a massive contraption of gears and pulleys that looks like the inner workings of some unseen device.</p><p>This chamber holds the blessings of Abadar and the control mechanism for the traps in @UUID[.KWTky7M63NvVIVRz]{Area 11}.</p><p>Although the room is dark when the heroes first enter, they can see tiny shafts of light coming from the wall on the north side. Tiny holes in the wall allow them to peek into Area 11. On the far side of this area is a kobold, standing watch. If the heroes listen, they can hear fragments of a quiet conversation between a few other kobolds, out of sight, talking about "the boss's new pet" and plans for "the town above."</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Abadar's Blessings</h2><p>@Actor[8PgsPDw5TjD2dUTr]{Abadar's Vault}</p></header><article><figure class="right shadow"><img class="noborder" src="modules/pf2e-beginner-box/assets/artwork-items/scroll.webp" width="100" /></figure><p>The unlocked chest contains the blessing of Abadar. Inside is a pile of coins, a rolled-up piece of parchment, and a small glass box containing a single emerald. The coins consist of 214 cp, 22 sp, and 3 gp, plus any coins that the heroes lost to the puzzle in Area 9. The heroes can also sell the emerald for 20 gp.</p><p>The piece of parchment is a <em>scroll of force barrage</em>. An Arcane or Occult spellcaster (like the iconic wizard, Ezren) can use this scroll to cast the spell <em>force barrage</em> without expending a spell slot or even having it prepared. Once used, the scroll crumbles to dust.</p></article></section><h2>Control Mechanism</h2><p>If a hero examines the chest, they notice a lever protruding from the back of it. Have them roll a @Check[crafting|dc:15]{Crafting Skill Check} check. If the hero succeeds, they realize that this mechanism controls a trap hidden in Area 11, though from here they can’t tell precisely how the trap is triggered or what it does.</p><p>The lever is currently set to the “disarmed” position. If the heroes set it to the “active” position, the trap in Area 11 activates.</p><h2>Experience Points</h2><p>Sometimes the heroes might earn XP for taking actions to make things easier later on. If the heroes find the lever and set it to activate the trap, give them each 30 XP for their accomplishment.</p>
<p>The door leading into this chamber is made from stone, making it impossible to break or force open. The only way to open this door is to solve the puzzle in @UUID[.bpVEaN8PUCgbuJvk]{Area 09}. If the players accomplished this feat, the door is open. In that case, read the following aloud.</p><p class="box-text narrative">This small chamber contains an old wooden chest emblazoned with the symbol of a key. Behind the chest is a massive contraption of gears and pulleys that looks like the inner workings of some unseen device.</p><p>This chamber holds the blessings of Abadar and the control mechanism for the traps in @UUID[.KWTky7M63NvVIVRz]{Area 11}.</p><p>Although the room is dark when the heroes first enter, they can see tiny shafts of light coming from the wall on the north side. Tiny holes in the wall allow them to peek into Area 11. On the far side of this area is a kobold, standing watch. If the heroes listen, they can hear fragments of a quiet conversation between a few other kobolds, out of sight, talking about "the boss's new pet" and plans for "the town above."</p><section class="box-text treasure"><header><img src="modules/pf2e-beginner-box/assets/artwork-other/icon-treasure.webp" width="100" /><h2>Abadar's Blessings</h2><p>@Actor[8PgsPDw5TjD2dUTr]{Abadar's Vault}</p></header><article><figure class="right shadow"><img class="noborder" src="modules/pf2e-beginner-box/assets/artwork-items/scroll.webp" width="100" /></figure><p>The unlocked chest contains the blessing of Abadar. Inside is a pile of coins, a rolled-up piece of parchment, and a small glass box containing a single emerald. The coins consist of 214 cp, 22 sp, and 3 gp, plus any coins that the heroes lost to the puzzle in Area 9. The heroes can also sell the emerald for 20 gp.</p><p>The piece of parchment is a <em>scroll of force barrage</em>. An Arcane or Occult spellcaster (like the iconic wizard, Ezren) can use this scroll to cast the spell <em>force barrage</em> without expending a spell slot or even having it prepared. Once used, the scroll crumbles to dust.</p></article></section><h2>Control Mechanism</h2><p>If a hero examines the chest, they notice a lever protruding from the back of it. Have them roll a @Check[
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470 | All strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | JSON nested structure file | gettext PO | iOS strings | TBX | TMX | XLIFF 1.1 with gettext extensions | XLIFF 1.1 | XLSX |
en-US/pf2e-beginner-box.adventures.json
” file was changed. 3 months ago