TEXT: Separation Anxiety
  Separation Anxiety
  VTT Encounters
  VTT Encounters
  
  Separation Anxiety
  2
  Credits
  Developer: Travis Legge 
  Authors: Ed Bourelle, Travis Legge
  Editor: Travis Legge
  Art Direction and Design: Mike Chaney
  Cover: Brian LeBlanc
  Interior Art: Brian LeBlanc, Nate Pride
  Cartography: Ed Bourelle
  Creative Director: Richard Thomas
  Sources
  This encounter and map originally appeared in Wilderness 
  & Wasteland 
  It has been adapted for 5th Edition and for use with VTT by 
  Travis Legge
  The original encounter was written by  Ed Bourelle
  VTT Encounters: Separation Anxiety is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in 
  no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated 
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  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Vigil Watch is done under Version 1.0a of the Open Gaming License, and the System Reference Document, by 
  permission from Wizards of the Coast, Inc.
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  COPYRIGHT NOTICE “VTT Encounters: Separation Anxiety” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
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  Table of Contents
  3
  Contents
  Credits 
   
   
   
   
  2
  Separation Anxiety 
   
   
  4
  Introduction 
   
   
   
  4
  Background 
   
   
   
  4
  Map of the Old Ant Colony 
   
  5
  1. Sand Trap Entry Point 
   
  5
  2. Bat Chambers 
   
   
  5
  3. Basilisk’s Lair  
   
   
  5
  4. Water Chamber 
   
   
  5
  5. Rock Formation 
   
   
  5
  Rewards 
   
   
   
   
  6
  Creatures  
   
   
   
  6
  Maps 
   
   
   
   
  8
  
  Separation Anxiety
  4
  separation anxiety
  separation anxiety
  A short encounter for 4 characters of levels 5-8
  introduCtion
  Separation Anxiety is a short encounter designed to 
  divide a party of adventurers and pit them against the 
  dangers of the desert in smaller groups. It is designed for 
  four 6th-level characters and focuses on a section of col-
  lapsing giant ant tunnels that are inhabited by a sandstone 
  basilisk, and the unstable dunes above. The encounter is 
  meant to serve as an interlude that can be dropped into a 
  larger desert-crossing adventure and works best if it takes 
  place during the daytime.
  BaCkground
  Many years ago, the area surrounding this part of the 
  desert was the home of a giant ant colony. The giant ants 
  have since been driven from their tunnels by a sandstone 
  basilisk that has taken up residence. The sand above the 
  tunnels is very unstable, with many sand traps and dune 
  slide hazards. Little material treasure is available in this 
  adventure, but the location of a previously unknown water 
  source can be a valuable commodity.
  sCaling the enCounter
  sCaling the enCounter
  For characters of 5th-level, replace the sandstone basilisk 
  with 2 standard basilisks and eliminate the dune slide 
  hazards. Remember to alter the descriptions of the petrified 
  ants if the sandstone basilisk is replaced to reflect being 
  made of regular stone. Another way to reduce the risk for an 
  adventurer trapped below ground with the sandstone basilisk 
  is to create more tunnel connections through which to flee.
  This encounter can be scaled up by adding 1 standard 
  basilisk, which will increase the difficulty to a hard encounter 
  for a level 7 party, and a medium encounter for a level 8 
  party. If adding any basilisks, it is recommended to place at 
  least one of the basilisks out in the dunes, patrolling its territory, 
  and make sure that the day is windy so the PCs cannot easily 
  track it back to the tunnel entrance.
  
  Encounter
  5
  Map of the old ant Colony
  This key describes the areas in the Basilisk Lair map 
  included with this encounter.
  1. sand trap entry point
  This sand trap is the recommended entry point for this 
  encounter. It gives an adventurer that is pulled through to 
  the tunnels plenty of time to make noise and attract the 
  sandstone basilisk from Area 3. If all the characters make 
  the Dexterity save to avoid the sand trap, many other sand 
  traps are in the area, and the party has a chance to find the 
  rock formation located in Area 5. It is left up to the GM to 
  get one or more party members into the tunnels.
  2. Bat ChaMBers
  These areas drop off a few feet in a gradual slope and are 
  wider than the tunnels. Adventurers with a light source or 
  darkvision immediately notice that the walls and ceiling are 
  covered with thousands of bats. Loud noises within 30 feet 
  of the bat chambers spook them and cause them to form 
  4 swarms of bats. The swarms form within 1d4 rounds of 
  the disturbance and move rapidly toward the exit in Area 
  5 as a group.
  Those on the surface that are within 100 feet of Area 
  5 automatically see the bats when they leave the tunnels. 
  Beyond 100 feet, adventurers must make a DC 12 Wisdom 
  (Perception) check to see the swarm. Once outside the 
  tunnels, the swarms circle Area 5 for ld6+ l rounds before 
  returning to their roost. If the encounter takes place at night, 
  the bats simply disperse into the darkness.
  3. Basilisk’s lair
  Fifty feet before entering the west side of this chamber, the 
  tunnel begins a gradual downward slope. The chamber itself 
  is 80 feet wide, with the same low ceilings as the tunnels. At 
  the entrance is a giant sandstone ant, perfectly preserved by 
  the sandstone basilisk’s gaze. From a distance of more than 
  30 feet, the ant looks real and requires a Wisdom (Percep-
  tion) or Wisdom (Nature) check at DC 12 to determine 
  otherwise. The floor is littered with smaller pieces of other 
  sandstone ants that have been mostly consumed by the 
  sandstone basilisk. If noise from the adventurers somehow 
  did not attract the sandstone basilisk, or if it retreats from 
  combat, it can be found in this area.
  Moisture is obvious in the air of the chamber, and a small 
  4-foot diameter tunnel branches off the north side, leading 
  to Area 4. A successful DC 15 Intelligence (Investigation) 
  check of the southeast corner reveals a rocky nest with 3 
  stone like sandstone basilisk eggs partially buried in the sand.
  4. Water ChaMBer
  The narrow tunnel leading into this area slopes downward 
  to a moist sandy floor. The chamber slopes down further 
  to the north into a 2-foot deep pool of water leeching up 
  through the sand. The water is fresh, cool, and potable.
  5. roCk forMation
  A large pile of sandstone juts from the sand, rising 30 feet 
  at its highest point. On the west side of the rock formation 
  stands the remains of a giant sandstone ant. A successful 
  DC 15 Intelligence (Investigation), Wisdom (Perception), 
  general features
  general features
  The following features apply to the entirety of the map unless otherwise noted in an area description. 
  Dunes. The crescent shaped transverse dunes are unstable on their lee sides (the side facing away from the prevailing 
  winds, shaded dark on the map). Climbing or traversing the lee side of these dunes will trigger a sand slide with a bury 
  zone ld4+1 x 10 feet wide and a slide zone of equal distance on all sides of it. Those caught in the bury zone must 
  make a successful DC 15 Strength or Dexterity saving throw (player’s choice) or become buried beneath heavy 
  sand. A character so buried begins suffocating immediately and must be dug out requiring 1 minute of work per 10 feet 
  of the bury zone. This time can be halved with appropriate equipment such as a shovel. Those caught in the slide zone 
  must make a successful DC 15 Strength or Dexterity saving throw (player’s choice) or be knocked prone. The 
  height of the dunes in the area is relatively uniform, peaking at 60 feet. The windward side of the dunes (everything not 
  shaded dark on the map) are merely considered difficult terrain. 
  Sand Traps. The sand traps located above the tunnels are very unstable, requiring a successful DC 18 Dexterity 
  saving throw to avoid being pulled through 12 feet of sand and deposited into the tunnel in one round. The traps 
  above the tunnels stabilize into standard sand traps (treat as quicksand in the standard 5e rules) after the first creature 
  has been pulled through. Sand traps not located above the tunnels are also standard.
  Tunnels. Within the giant ant tunnels there is no natural light source. The tunnels are 8-foot diameter cylinders, and 
  their ceilings are 12 feet below the surface of the dune valleys unless otherwise noted. Each 10-foot length of tunnel 
  is relatively fragile and will collapse if it takes more than 15 points of damage (AC 16, 27 hp, Damage Threshold 
  3). A tunnel that collapses below a dune will cause a slide zone above. Where the tunnels are closest to the surface, 
  communication is possible by shouting back and forth through the thick sand and succeeding at Wisdom (Perception) 
  checks (DC 15 to hear, and DC 20 to understand). A PC shouting in the tunnel causes ld4 points of damage to the 
  structure per round (do not forget to apply the damage threshold).
  
  Separation Anxiety
  6
  or Wisdom (Survival) check along the south side of the 
  formation reveals the entrance to the tunnels. The open-
  ing is beneath a short ledge and partially filled with blown 
  sand, making it only 3 feet high and 4 feet wide. The tunnel 
  gradually opens to full size at a distance of 50 feet from the 
  entrance.
  reWards
  The location of the hidden water supply can be a valuable 
  resource to characters that adventure frequently within 
  the desert. Caravan masters and traders may pay or trade 
  favors for this knowledge, although they may request it be 
  kept confidential.
  If this encounter takes place in the Ukrudan Desert or 
  if PCs are familiar with the necromancers of Hollowfaust, 
  they may realize the potential value of a sandstone basilisk 
  corpse. With the price of basilisk eyes and eyelashes at 300 
  gp and 25 gp respectively in the City of Necromancers’ 
  Bone Market, PCs with the means to transport the 300 lb. 
  creature could greatly benefit from its sale.
  With the right contacts, the sandstone basilisk eggs can 
  fetch a high price on the market as well. The eggs are quite 
  durable (AC 17, 15 hp Damage Threshold 3), and will hatch 
  in 3d6+6 days unless they are destroyed.
  Creatures
  The following creatures are used in this adventure
  Basilisk
  Medium monstrosity, unaligned
   
  Armor Class 15 (natural armor)
  Hit Points77 (8d8 + 16)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  15 (+2)
  2 (-4)
  8 (-1)
  7 (-2)
   
  Senses darkvision 60ft., passive Perception 9
  Languages —
  Challenge 3 (700 XP)
   
  Petrifying Gaze. If a creature starts its turn within 30 
  feet of the basilisk and the two of them can see each 
  other, the basilisk can force the creature to make a DC 12 
  Constitution saving throw if the basilisk isn’t incapacitated. 
  On a failed save, the creature magically begins to turn to 
  stone and is restrained. It must repeat the saving throw at 
  the end of its next turn. On a success, the effect ends. On 
  a failure, the creature is petrified until freed by the greater 
  restoration spell or other magic.
  A creature that isn’t surprised can avert its eyes to avoid 
  the saving throw at the start of its turn. If it does so, it can’t 
  see the basilisk until the start of its next turn, when it can 
  avert its eyes again.
  If it looks at the basilisk in the meantime, it must 
  immediately make the save. If the basilisk sees its reflection 
  within 30 feet of it in bright light, it mistakes itself for a rival 
  and targets itself with its gaze.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  
  Creatures
  7
  sandstone Basilisk
  Medium monstrosity, unaligned
   
  Armor Class 17 (natural armor)
  Hit Points77 (14d8 + 14)
  Speed 30 ft., burrow 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  17 (+3)
  13 (+1)
  6 (-2)
  15 (+2)
  6 (-2)
   
  Saving Throws Dex +6, Con +4
  Skills Perception +5, Stealth +6
  Damage Resistances cold, fire, piercing, slashing
  Damage Immunity necrotic, psychic
  Damage vulnerabilities bludgeoning, force
  Senses darkvision 60ft., passive Perception 15
  Languages —
  Challenge 7 (2,900 XP)
   
  Sandstone’s Gaze. If a creature starts its turn within 30 
  feet of the sandstone basilisk and the two of them can see 
  each other, the sandstone basilisk can force the creature to 
  make a DC 15 Constitution saving throw if the sandstone 
  basilisk isn’t incapacitated. On a failed save, the creature 
  magically begins to turn to sandstone and is restrained. 
  It must repeat the saving throw at the end of its next turn. 
  On a success, the effect ends. On a failure, the creature 
  is petrified until freed by the greater restoration spell or 
  other magic. While the creature is petrified in this fashion 
  it is considered to be made of sandstone. The sandstone 
  creature has AC 15, 17 hp, a Damage Threshold of 3 and 
  suffers vulnerability to bludgeoning and force damage, 
  but gains resistance to cold, fire, slashing, piercing, and 
  necrotic damage. A petrified character reduced to 0 hit 
  points in this form is killed. Body parts maimed or broken 
  off prior to the victim being restored to flesh remain so after 
  the casting of greater restoration, requiring magic that can 
  regrow limbs. 
  A creature that isn’t surprised can avert its eyes to avoid 
  the saving throw at the start of its turn. If it does so, it can’t 
  see the sandstone basilisk until the start of its next turn, 
  when it can avert its eyes again. If it looks at the sandstone 
  basilisk in the meantime, it must immediately make the 
  save. If the sandstone basilisk sees its reflection within 30 
  feet of itself in bright light, it mistakes itself for a rival and 
  targets itself with its gaze.
  Desert Camouflage. The sandstone basilisk has 
  advantage on Dexterity (Stealth) checks made to hide in 
  desert or sandy terrain.
  Actions
  Wounded Frenzy. If the sandstone basilisk has 30 or 
  fewer hit points it makes two bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) 
  poison damage.
  sWarM of Bats
  Medium swarm of Tiny beasts, unaligned
   
  Armor Class 12
  Hit Points22 (5d8)
  Speed 0 ft., fly 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  15 
  (+2)
  10 
  (+0)
  2 (-4)
  12 
  (+1)
  4 (-3)
   
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses Blindsight 60ft., passive Perception 11
  Languages —
  Challenge 1/4 (25 XP)
   
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  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 bat. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has 
  half of its hit points or fewer.
  
  Separation Anxiety
  8
  
  Maps
  9
  
  10
  10
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