update to v0.25.0
This commit is contained in:
@@ -6,9 +6,9 @@ export NVM_DIR="$HOME/.nvm"
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echo "Commencing with the site build..."
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echo "Commencing with the site build..."
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echo
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echo
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nvm use 18
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nvm use 22
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git pull origin beta-version
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git pull origin main
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npx weevr build
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yarn weevr build
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rm -rf old
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rm -rf old
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mv public old
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mv public old
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mv out public
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mv out public
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "planar-vagabond",
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"name": "planar-vagabond",
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"version": "0.24.3",
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"version": "0.25.0",
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"description": "",
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"description": "",
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"main": "index.js",
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"main": "index.js",
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"scripts": {
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"scripts": {
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@@ -0,0 +1,56 @@
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Due to Arduil's unique construction, it is prone to leaving mindless, aggressive fragments of itself in stone and metal walls (usually in the form of halos, either partially or fully intact).
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### Common Attributes
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- Can sometimes leap out of the wall to attack a nearby chaotic creature.
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- Immune to damage from non-magical weapons.
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- Inflicts magical holy flaming and slicing damage.
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- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
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- If they are equal in size, both are destroyed.
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### Arduil's Flaming Feather
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A razor-sharp, flaming, golden metal feather, sometimes left stuck in the walls after Arduil passes.
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<div class='headlessTableWrapper'>
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| --------------- | ----------------------- |
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| **Hit Dice** | 1\* (4hp) |
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| **Armor Class** | 12 (natural) |
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| **Attacks** | 1 (0) @ 1d4 (slice) |
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| **Movement** | 40' hovering |
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| **Save** | D12 W13 P14 B15 S16 (1) |
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| **Alignment** | Lawful |
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| **Morale** | 12 |
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| **Size** | Tiny (1-2' long) |
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</div>
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### Arduil's Flaming Halo
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A razor-sharp, flaming, golden metal halo, sometimes left stuck in the walls after Arduil passes.
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<div class='headlessTableWrapper'>
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| --------------- | ----------------------- |
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| **Hit Dice** | 2\* (9hp) |
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| **Armor Class** | 13 (natural) |
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| **Attacks** | 2 (+1) @ 1d4 (slice) |
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| **Movement** | 40' hovering |
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| **Save** | D12 W13 P14 B15 S16 (2) |
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| **Alignment** | Lawful |
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| **Morale** | 12 |
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| **Size** | Small (4' diameter) |
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</div>
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<!--
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1 @ 1d4 1*
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2 @ 1d4 2*
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2 @ 1d6 4*
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3 @ 1d4 8*
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3 @ 1d6 12*
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4 @ 1d6 16*
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-->
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@@ -0,0 +1,50 @@
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An angel (law elemental) in the form of a mass of twirling, razor-sharp halos of gold metal, in sizes ranging from 3'-8' diameter, each covered in eyes and wreathed in holy flame, and surrounded by a pair of large wings composed of razor-sharp golden metal feathers (which are also wreathed in holy flame). When moving or fighting, appears to most as a blur of gold, eyes, and flame.
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<div class='headlessTableWrapper'>
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| --------------- | --------------------------------- |
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| **Hit Dice** | 12\* (54hp) |
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| **Armor Class** | 19 (natural) |
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| **Attacks** | 3 (+9) @ 1d6 (flaming halo slice) |
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| **Movement** | 60' flying |
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| **Save** | D6 W7 P8 B8 S10 (12) |
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| **Alignment** | Lawful |
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| **Morale** | 12 |
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| **Size** | Large (12' diameter) |
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</div>
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- Immune to damage from _everything_ except demonic weapons.
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- Only takes 1/2 damage from demonic weapons.
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- Inflicts magical holy flaming and slicing damage.
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- Will not attack a "pure" being (one devoted to law and not tainted by chaos).
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- This includes children, those who confess (and who haven't committed any "deadly" sin since confession), priests, and others directly affiliated with the faith.
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- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
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- If they are equal in size, both are destroyed.
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- Occasionally leaves [mindless, aggressive fragments of itself](/bestiary/elementals/law-elementals/arduil/fragments.html) behind.
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- **Backlash**: 1d4 holy fire damage to the first creature that hits this angel with a melee attack each round.
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### Wall Shredder
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When moving through narrow hallways and passages, it damages the walls.
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- If the walls of one room are damaged in this way 3 times, the walls begin to breach into space.
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<!--
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<div class='headlessTableWrapper'>
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| --------------- | --------------------------------- |
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| **Hit Dice** | 8\* (36hp) |
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| **Armor Class** | 17 (natural) |
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| **Attacks** | 2 (+7) @ 1d6 (flaming halo slice) |
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| **Movement** | 120' flying |
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| **Save** | D8 W9 P10 B10 S12 (8) |
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| **Alignment** | Lawful |
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| **Morale** | 12 |
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| **Size** | Large (12' diameter) |
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</div>
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-->
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@@ -0,0 +1,20 @@
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A pale, lanky humanoid dressed in a white bodysuit, with empty eye sockets, an oversized mouth full of sharp, pointed teeth, and a ring-sized green gem set in the center of its forehead. Alternates being walking upright and on all-fours.
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<div class='headlessTableWrapper'>
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| --------------- | ------------------ |
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| **Hit Dice** | 1 (4hp) |
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| **Armor Class** | 14 (natural) |
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| **Movement** | 30' |
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| **Attacks** | 1 (+0) @ Zap (1d6) |
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| **Alignment** | Neutral |
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| **Save** | 12 (1) |
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| **Morale** | 10 |
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| **Size** | Medium |
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</div>
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- Immune to sleep spells.
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- **Zap**: Fires a beam of magical heat at at target within 30'.
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- **Alarm**: Make a a high-pitched screeching sound as they attack, potentially attracting more monitors.
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@@ -1,13 +0,0 @@
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!!!include(./vampires/base-info.md)!!!
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!!!include(./vampires/bestial-minions.md)!!!
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!!!include(./vampires/charming-gaze.md)!!!
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!!!include(./vampires/energy-drain.md)!!!
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!!!include(./vampires/shapeshift.md)!!!
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!!!include(./undead.md)!!!
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!!!include(./vampires/weaknesses.md)!!!
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@@ -1,5 +1,16 @@
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- Typically found in ruins, tombs, and deserted areas.
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- Typically found in ruins, tombs, and deserted areas.
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- Immune to damage from non-magical weapons.
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- Immune to damage from non-magical weapons.
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- Regenerates 3 hp at the start of each round until destroyed.
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- At 0 hp, changes into cloud of mist and flees to coffin.
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- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
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- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
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- At 0 hp, changes into cloud of mist and flees to coffin (mist dissipates after 12 turns).
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- Mist must return to coffin within 12 turns or be destroyed.
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- If also reduced to 0 HD, instead turns to cloud of dust and is destroyed immediately.
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### Regeneration
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- Regenerates 3 hit points at the start of each round until destroyed.
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- Cannot regenerate beyond current HD maximum.
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- Regenerates 1 HD (along with an equivalent number of hit points) for each long rest in a coffin.
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- Regeneration doesn't work when:
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- Heart is punctured by a stake or silver blade,
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- Head is missing, or
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- Body is completely submerged in water.
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@@ -0,0 +1,13 @@
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!!!include(./base-info.md)!!!
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!!!include(./bestial-minions.md)!!!
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!!!include(./charming-gaze.md)!!!
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!!!include(./energy-drain.md)!!!
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!!!include(./shapeshift.md)!!!
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!!!include(../undead.md)!!!
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!!!include(./weaknesses.md)!!!
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@@ -0,0 +1,56 @@
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Undead creature that survives by drinking the blood of others, and can cast spells with their blood.
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<div class='headlessTableWrapper'>
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| --------------- | ---------------------------------------------------- |
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| **Hit Dice** | 7\*\*\* (31 hp) |
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| **Armor Class** | 16 |
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| **Movement** | 40' any direction |
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| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
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| **Alignment** | Chaotic |
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| **Save** | 8 (7) |
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| **Morale** | 11 |
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</div>
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!!!include(./combined-abilities.md)!!!
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### Spellcasting
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- Can cast any known spell by shedding blood (1 hp / spell level).
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- Carries a spell book (or equivalent) with known spells in it.
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#### Known Spells
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- First level:
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- [Calm / Scare](/spells/calm.html)
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- [Read Languages](/spells/read-languages.html)
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- Second level:
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- [Invisibility](/spells/invisibility.html)
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- [Phantasmal Force](/spells/phantasmal-force.html)
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- Third level:
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- [Bolt of Lightning](/spells/bolt-of-lightning.html)
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- [Suggestion](/spells/suggestion.html)
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- Fourth level:
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- [Dimension Jump](/spells/dimension-jump.html)
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- Fifth level
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- [Animate Dead](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:animate_dead)
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- [Telekinesis](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:telekinesis)
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### At Higher Levels
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<div class="dividedTableWrapper">
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| HD | HP | AC | Atk Mod |
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| :-----: | :-: | :-: | :-----: |
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| 8\*\*\* | 36 | 16 | +7 |
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| 9\*\*\* | 40 | 17 | +8 |
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[Higher-Level Vampires]
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</div>
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@@ -0,0 +1,51 @@
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An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.
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<div class='headlessTableWrapper'>
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||||||
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||||||
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| | |
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| --------------- | ----------------------------------------------------- |
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| **Hit Dice** | 10d10\*\* (55 hp) |
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| **Armor Class** | 20 |
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| **Movement** | 40' any direction |
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| **Attacks** | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
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| **Alignment** | Chaotic |
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| **Save** | 6 (10) |
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| **Morale** | 12 |
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||||||
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</div>
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!!!include(./vampire.md)!!!
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||||||
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### Spellcasting
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- Can cast any known spell by shedding blood (1 hp / spell level).
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- Carries a spell book (or equivalent) with known spells in it.
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#### Known Spells
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- First level:
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- [Read Languages](/spells/read-languages.html)
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- [Hold Portal](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:hold_portal)
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||||||
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- [Sleep](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:sleep)
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- Second level:
|
||||||
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- [ESP](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:esp)
|
||||||
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- [Invisibility](/spells/invisibility.html)
|
||||||
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- [Mirror Image](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:mirror_image)
|
||||||
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|
||||||
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- Third level:
|
||||||
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- [Fireball](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:fire_ball)
|
||||||
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- [Hold Person](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:hold_person_1)
|
||||||
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- [Suggestion](/spells/suggestion.html)
|
||||||
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|
||||||
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- Fourth level:
|
||||||
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- [Improved Invisibility](/spells/improved-invisibility.html)
|
||||||
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- [Polymorph Others](/spells/polymorph-others.html)
|
||||||
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- [Polymorph Self](/spells/polymorph-self.html)
|
||||||
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|
||||||
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- Fifth level
|
||||||
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- [Animate Dead](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:animate_dead)
|
||||||
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- [Telekinesis](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:telekinesis)
|
||||||
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|
||||||
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- Sixth level
|
||||||
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- [Death Spell](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=magic_user_spells:death_spell)
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
Undead creature that survives by drinking the blood of others.
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| --------------- | ---------------------------------------------------- |
|
||||||
|
| **Hit Dice** | 7\*\* (31 hp) |
|
||||||
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| **Armor Class** | 17 |
|
||||||
|
| **Movement** | 40' any direction |
|
||||||
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| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
|
||||||
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| **Alignment** | Chaotic |
|
||||||
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| **Save** | 8 (7) |
|
||||||
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| **Morale** | 11 |
|
||||||
|
|
||||||
|
</div>
|
||||||
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|
||||||
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!!!include(./combined-abilities.md)!!!
|
||||||
|
|
||||||
|
### At Higher Levels
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
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| HD | HP | AC | Atk Mod | XP |
|
||||||
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| :---: | :-: | :-: | :-----: | :---: |
|
||||||
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| 8\*\* | 36 | 17 | +7 | 1,750 |
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||||||
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| 9\*\* | 40 | 17 | +8 | 2,300 |
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||||||
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|
||||||
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[Higher-Level Vampires]
|
||||||
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|
||||||
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</div>
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||||||
@@ -2,16 +2,30 @@
|
|||||||
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|
||||||
- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
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- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
|
||||||
- Cannot rest in a blessed coffin.
|
- Cannot rest in a blessed coffin.
|
||||||
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
|
- Repelled by odor of garlic, must **Save** each round to attack while nearby.
|
||||||
- Unable to come within 10' of a wielded holy symbol.
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- Unable to come within 10' of a wielded holy symbol.
|
||||||
- May attack wielder from another angle, if possible.
|
- May attack wielder from another angle, if possible.
|
||||||
- Unable to cross running water except via a bridge or while carried inside coffin.
|
- Unable to cross running water except via a bridge or while carried inside coffin.
|
||||||
- Unable to enter a private residence without being invited.
|
- Unable to enter a private residence without being invited.
|
||||||
- Does not cast a reflection or shadow.
|
- Does not cast a reflection or shadow.
|
||||||
- Tends to avoid mirrors.
|
- Tends to avoid mirrors.
|
||||||
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
|
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (disadvantage on attack).
|
||||||
- Burned by holy water (1d6+1 damage per vial).
|
- Burned by holy water (1d6+1 damage per vial).
|
||||||
- May be permanently killed by:
|
- Loses 1 hp per round and cannot regenerate while completely submerged in water.
|
||||||
- a stake in the heart,
|
- Destroyed if reduced to 0 hp while submerged.
|
||||||
- being immersed in water for 1 turn, or
|
- While exposed to direct sunlight, must **Save** at the beginning of each round or lose 2 HD (along with an equivalent number of hit points) and become [frightened](/rules/adventuring.html#frightened) of the sun.
|
||||||
- being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).
|
- If unable to move, no saving throw can be made, damage is automatic.
|
||||||
|
- Partly blinded while in sunlight (disadvantage on attack).
|
||||||
|
- If heart is punctured by a wooden stake, loses 8 HD (along with an equivalent number of hit points).
|
||||||
|
- If stake is removed, damage is recovered as above.
|
||||||
|
- If heart is punctured by a silver blade, loses 1 HD per round while blade remains (along with an equivalent number of hit points).
|
||||||
|
- If silver blade is removed, damage is recovered as above.
|
||||||
|
- If head is removed, loses 7 HD (along with an equivalent number of hit points).
|
||||||
|
- If decapitated head is replaced, reattaches during long rest in coffin.
|
||||||
|
- Once head is reattached, subsequent long rests in coffin can recover damage as above.
|
||||||
|
- If decapitated head is stuffed with garlic, loses additional 1 HD.
|
||||||
|
- Head cannot be re-attached while stuffed with garlic.
|
||||||
|
- If buried face-down at a crossroads, any HD and hit point loss is doubled.
|
||||||
|
- While head is missing and/or heart is punctured by a stake or silver blade:
|
||||||
|
- Cannot [regenerate](#regeneration), and
|
||||||
|
- Must **Save** at the beginning of each round or be [stunned](/rules/adventuring.html#stunned) until the end of the round.
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
### Energy Drain
|
### Energy Drain
|
||||||
|
|
||||||
On a successful hit, wielder may say command word to drain 1 level or HD from victim.
|
On a successful hit, wielder may say a command word to drain 1 level or HD from victim.
|
||||||
|
|
||||||
- This includes reduction of hit points and/or other bonuses.
|
|
||||||
- If target is drained of all levels, they die.
|
|
||||||
- May only be used up to 3 times per day.
|
- May only be used up to 3 times per day.
|
||||||
|
- Drain includes reduction of hit points and/or other bonuses.
|
||||||
|
- If target is drained of all levels, they die.
|
||||||
|
- Lost levels or HD may not be recovered via magical restoration of hit points (ex: Cure Wounds).
|
||||||
|
- A single lost level or HD may be recovered after each completed long rest.
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
### Moonlight
|
||||||
|
|
||||||
|
Conjured moonlight is bright enough to read and see, but not as bright as daylight.
|
||||||
|
|
||||||
|
- It cannot be seen by creatures that only perceive infrared (and doesn't prevent stealth / surprise).
|
||||||
|
- Were-creatures within the radius appear as their animal forms and feel a burning sensation where the moonlight touches them.
|
||||||
|
- May also be used to dispel [Darkness](/spells/light.html#Darkness).
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
At the start of the first round of combat (before anything is declared or initiative is determined), the GM rolls 1d4+2 and shows the resulting value on the board (ex: with a d6) as a "Combat Countdown Timer".
|
||||||
|
|
||||||
|
- At the start of each subsequent round, the combat countdown timer is decremented by one.
|
||||||
|
- If the combat has not finished by the time the countdown timer reaches 0, the GM determines the winning side based on how the battle has proceeded.
|
||||||
|
- If the PCs lose, overwhelming opposition reinforcements could arrive, or some environmental effect could occur that definitively ends the combat in the opposition's favor.
|
||||||
|
- If the PCs win, it's similar to a failed morale check (the opposition is routed), or some environmental effect could occur that definitively ends the combat in the PC's favor.
|
||||||
|
- In the (hopefully rare) case of a draw, dice can be rolled, or the combat could end with no clear winner (ex: with both sides cut-off from each other).
|
||||||
@@ -1,8 +1,8 @@
|
|||||||
- **Ammunition**: Requires ammunition of the indicated type.
|
- **Ammunition**: Requires ammunition of the indicated type.
|
||||||
- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
|
- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
|
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
|
||||||
- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
|
- **Entangling**: On successful hit, target must **Save** or become [entangled](/rules/adventuring.html#entangled).
|
||||||
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
|
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
|
||||||
- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
|
- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
|
||||||
<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
|
<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
|
||||||
|
|||||||
@@ -0,0 +1,4 @@
|
|||||||
|
### Bow Properties
|
||||||
|
|
||||||
|
- **Ammunition (Arrow)**: Requires ammunition of the indicated type.
|
||||||
|
- **Two-handed**: Requires two hands to use.
|
||||||
@@ -1,3 +1,3 @@
|
|||||||
### Mace Properties
|
### Mace Properties
|
||||||
|
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
### Warhammer Properties
|
### Warhammer Properties
|
||||||
|
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
- **Versatile**: At start of combat round, if offhand is free, may choose to have hammer deal 1d8 base damage for that round while gaining the following properties:
|
- **Versatile**: At start of combat round, if offhand is free, may choose to have hammer deal 1d8 base damage for that round while gaining the following properties:
|
||||||
- **Slow**: Always attacks last in a round.
|
- **Slow**: Always attacks last in a round.
|
||||||
- **Two-handed**: Requires two hands to use.
|
- **Two-handed**: Requires two hands to use.
|
||||||
|
|||||||
@@ -198,16 +198,13 @@ const shuffleContainer = (parentId) => {
|
|||||||
'<li>Locality</li>',
|
'<li>Locality</li>',
|
||||||
'<li>Exhaustion *</li>',
|
'<li>Exhaustion *</li>',
|
||||||
'<li>Light Source *</li>',
|
'<li>Light Source *</li>',
|
||||||
'<li>No Complications</li>',
|
'<li>Discovery</li>',
|
||||||
].join('\n')
|
].join('\n')
|
||||||
);
|
);
|
||||||
});
|
});
|
||||||
|
|
||||||
setWildernessButton?.addEventListener('click', (e) => {
|
setWildernessButton?.addEventListener('click', (e) => {
|
||||||
e.preventDefault();
|
e.preventDefault();
|
||||||
(distanceText = `<strong>${
|
|
||||||
distanceTotal * 10
|
|
||||||
} yards</strong><br /><em>[${distanceRolls}]</em>`),
|
|
||||||
setContainerContents(
|
setContainerContents(
|
||||||
'js-complicationList',
|
'js-complicationList',
|
||||||
[
|
[
|
||||||
|
|||||||
+125
-75
@@ -28,13 +28,13 @@ html {
|
|||||||
body {
|
body {
|
||||||
background: #2c0f2a;
|
background: #2c0f2a;
|
||||||
/* Old browsers */
|
/* Old browsers */
|
||||||
background: url("/images/site-bg.jpg") top fixed;
|
background: url('/images/site-bg.jpg') top fixed;
|
||||||
background-size: cover;
|
background-size: cover;
|
||||||
color: #fadbb0;
|
color: #fadbb0;
|
||||||
font-family: sans-serif;
|
font-family: sans-serif;
|
||||||
font-size: 100%;
|
font-size: 100%;
|
||||||
line-height: 1.5em;
|
line-height: 1.5em;
|
||||||
font-family: "raleway", "Optima", arial, helvetica, sans-serif;
|
font-family: 'raleway', 'Optima', arial, helvetica, sans-serif;
|
||||||
}
|
}
|
||||||
|
|
||||||
a {
|
a {
|
||||||
@@ -44,14 +44,20 @@ a {
|
|||||||
font-weight: bold;
|
font-weight: bold;
|
||||||
padding: 0 0.2rem;
|
padding: 0 0.2rem;
|
||||||
text-decoration: none;
|
text-decoration: none;
|
||||||
-webkit-transition: 0.3s background-color, 0.3s color, 0.3s border-radius,
|
-webkit-transition:
|
||||||
|
0.3s background-color,
|
||||||
|
0.3s color,
|
||||||
|
0.3s border-radius,
|
||||||
0.3s font-weight;
|
0.3s font-weight;
|
||||||
transition: 0.3s background-color, 0.3s color, 0.3s border-radius,
|
transition:
|
||||||
|
0.3s background-color,
|
||||||
|
0.3s color,
|
||||||
|
0.3s border-radius,
|
||||||
0.3s font-weight;
|
0.3s font-weight;
|
||||||
}
|
}
|
||||||
|
|
||||||
a[target="_blank"]::after {
|
a[target='_blank']::after {
|
||||||
content: " \29C9";
|
content: ' \29C9';
|
||||||
font-weight: normal;
|
font-weight: normal;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -105,7 +111,7 @@ details[open] {
|
|||||||
max-height: 100rem;
|
max-height: 100rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
details>summary {
|
details > summary {
|
||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
display: block;
|
display: block;
|
||||||
font-weight: bold;
|
font-weight: bold;
|
||||||
@@ -115,7 +121,7 @@ details>summary {
|
|||||||
user-select: none;
|
user-select: none;
|
||||||
}
|
}
|
||||||
|
|
||||||
details[open]>summary::before {
|
details[open] > summary::before {
|
||||||
transform: rotate(90deg);
|
transform: rotate(90deg);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -124,7 +130,7 @@ details summary::-webkit-details-marker {
|
|||||||
}
|
}
|
||||||
|
|
||||||
details summary:before {
|
details summary:before {
|
||||||
content: "";
|
content: '';
|
||||||
border-width: 0.4rem;
|
border-width: 0.4rem;
|
||||||
border-style: solid;
|
border-style: solid;
|
||||||
border-color: transparent transparent transparent #44fcfc;
|
border-color: transparent transparent transparent #44fcfc;
|
||||||
@@ -147,11 +153,11 @@ figure {
|
|||||||
text-align: center;
|
text-align: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
figure[data-type="image"]>a {
|
figure[data-type='image'] > a {
|
||||||
position: relative;
|
position: relative;
|
||||||
}
|
}
|
||||||
|
|
||||||
figure[data-type="image"]>a[target="_blank"]::after {
|
figure[data-type='image'] > a[target='_blank']::after {
|
||||||
position: absolute;
|
position: absolute;
|
||||||
bottom: 1rem;
|
bottom: 1rem;
|
||||||
right: 1rem;
|
right: 1rem;
|
||||||
@@ -218,7 +224,7 @@ h5,
|
|||||||
h5 a,
|
h5 a,
|
||||||
h6,
|
h6,
|
||||||
h6 a {
|
h6 a {
|
||||||
font-family: "unbounded", "Luminari", impact, arial, helvetica, sans-serif;
|
font-family: 'unbounded', 'Luminari', impact, arial, helvetica, sans-serif;
|
||||||
font-weight: 500;
|
font-weight: 500;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -267,7 +273,8 @@ samp {
|
|||||||
|
|
||||||
table {
|
table {
|
||||||
border: 1px solid #f6bc43;
|
border: 1px solid #f6bc43;
|
||||||
border-collapse: collapse;
|
border-radius: 0.5rem;
|
||||||
|
border-spacing: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
table caption {
|
table caption {
|
||||||
@@ -288,14 +295,14 @@ table th {
|
|||||||
/* Classes */
|
/* Classes */
|
||||||
|
|
||||||
.alphaLink {
|
.alphaLink {
|
||||||
border: 1px dashed #F6BC43;
|
border: 1px dashed #f6bc43;
|
||||||
margin: 1rem auto;
|
margin: 1rem auto;
|
||||||
padding: .5rem;
|
padding: 0.5rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.calendarWrapper {
|
.calendarWrapper {
|
||||||
border: 1px dashed #fadbb0;
|
border: 1px dashed #fadbb0;
|
||||||
border-radius: .5rem;
|
border-radius: 0.5rem;
|
||||||
font: 100% system-ui;
|
font: 100% system-ui;
|
||||||
grid-auto-rows: 1fr;
|
grid-auto-rows: 1fr;
|
||||||
max-width: 28rem;
|
max-width: 28rem;
|
||||||
@@ -306,7 +313,7 @@ table th {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.calendarWrapper li {
|
.calendarWrapper li {
|
||||||
padding: .5rem;
|
padding: 0.5rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.calendarWrapper li:not(.dayName) {
|
.calendarWrapper li:not(.dayName) {
|
||||||
@@ -334,7 +341,6 @@ table th {
|
|||||||
.calendarWrapper .currDay {
|
.calendarWrapper .currDay {
|
||||||
border: 1px solid #fadbb0;
|
border: 1px solid #fadbb0;
|
||||||
border-radius: 50%;
|
border-radius: 50%;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
.calendarWrapper .firstDay {
|
.calendarWrapper .firstDay {
|
||||||
@@ -353,6 +359,26 @@ table th {
|
|||||||
clear: both;
|
clear: both;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.commandDetails {
|
||||||
|
border: 1px dashed;
|
||||||
|
border-radius: 0.5rem;
|
||||||
|
max-width: 30rem;
|
||||||
|
width: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
.commandDetails summary::before {
|
||||||
|
left: 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.commandDetails summary {
|
||||||
|
padding: 1rem 1rem 1rem 1.25rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.commandDetails pre {
|
||||||
|
border-radius: 0 0 0.5rem 0.5rem;
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
.contentWarning {
|
.contentWarning {
|
||||||
font-style: italic;
|
font-style: italic;
|
||||||
}
|
}
|
||||||
@@ -364,30 +390,53 @@ table th {
|
|||||||
max-height: 5000px;
|
max-height: 5000px;
|
||||||
max-width: 100%;
|
max-width: 100%;
|
||||||
overflow-x: auto;
|
overflow-x: auto;
|
||||||
transition: box-shadow 0.3s ease-out, max-height 0.3s ease-out;
|
transition:
|
||||||
|
box-shadow 0.3s ease-out,
|
||||||
|
max-height 0.3s ease-out;
|
||||||
}
|
}
|
||||||
|
|
||||||
.dividedTableWrapper h4 {
|
.dividedTableWrapper h4 {
|
||||||
text-align: center;
|
text-align: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
.dividedTableWrapper table caption {
|
.dividedTableWrapper table caption {
|
||||||
padding: .5rem 1.5rem;
|
padding: 0.5rem 1.5rem;
|
||||||
position: relative;
|
position: relative;
|
||||||
}
|
}
|
||||||
|
|
||||||
.dividedTableWrapper table td {
|
.dividedTableWrapper table td {
|
||||||
border: 1px dashed #f6bc43;
|
border: 1px solid #f6bc43;
|
||||||
|
text-align: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
.dividedTableWrapper table th {
|
.dividedTableWrapper table th {
|
||||||
border: 1px dashed #f6bc43;
|
border: 1px solid #f6bc43;
|
||||||
border-bottom-style: solid;
|
border-bottom-style: solid;
|
||||||
border-collapse: collapse;
|
border-collapse: collapse;
|
||||||
padding: 0.5rem;
|
padding: 0.5rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.dividedTableWrapper table tr:first-child th:first-child {
|
||||||
|
border-radius: 0.5rem 0 0 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dividedTableWrapper table tr:first-child th:last-child {
|
||||||
|
border-radius: 0 0.5rem 0 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dividedTableWrapper table tr:last-child td:first-child {
|
||||||
|
border-radius: 0 0 0 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dividedTableWrapper table tr:last-child td:last-child {
|
||||||
|
border-radius: 0 0 0.5rem 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dividedTableWrapperBlock {
|
||||||
|
display: block;
|
||||||
|
margin-bottom: 1rem;
|
||||||
|
}
|
||||||
|
|
||||||
.encounterResultTable {
|
.encounterResultTable {
|
||||||
margin-bottom: 1rem;
|
margin-bottom: 1rem;
|
||||||
margin-top: 1rem;
|
margin-top: 1rem;
|
||||||
@@ -415,12 +464,11 @@ table th {
|
|||||||
|
|
||||||
.encounterButtonsWrapper > * {
|
.encounterButtonsWrapper > * {
|
||||||
border: 1px solid #e94e5c;
|
border: 1px solid #e94e5c;
|
||||||
border-radius: .3rem;
|
border-radius: 0.3rem;
|
||||||
padding: .25rem .5rem .5rem;
|
padding: 0.25rem 0.5rem 0.5rem;
|
||||||
text-align: center;
|
text-align: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
.feature hr {
|
.feature hr {
|
||||||
border: 1px 0 0 0;
|
border: 1px 0 0 0;
|
||||||
border-color: #885c68;
|
border-color: #885c68;
|
||||||
@@ -430,7 +478,7 @@ table th {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.footnotes {
|
.footnotes {
|
||||||
font-size: .75em;
|
font-size: 0.75em;
|
||||||
line-height: 1.2em;
|
line-height: 1.2em;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -477,7 +525,7 @@ a.hiddenLink:hover {
|
|||||||
.imgWrapper.fullWidth,
|
.imgWrapper.fullWidth,
|
||||||
.imgWrapper.halfWidth {
|
.imgWrapper.halfWidth {
|
||||||
float: none;
|
float: none;
|
||||||
margin: .5rem;
|
margin: 0.5rem;
|
||||||
max-width: 100%;
|
max-width: 100%;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -487,11 +535,10 @@ a.hiddenLink:hover {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.imgWrapper.fullWidth figure,
|
.imgWrapper.fullWidth figure,
|
||||||
.imgWrapper.halfWidth figure{
|
.imgWrapper.halfWidth figure {
|
||||||
max-width: 100%;
|
max-width: 100%;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
.imgWrapper figure > a {
|
.imgWrapper figure > a {
|
||||||
border-color: transparent;
|
border-color: transparent;
|
||||||
display: inline-block;
|
display: inline-block;
|
||||||
@@ -537,7 +584,6 @@ a.licenseLink:hover {
|
|||||||
|
|
||||||
.magicItemConcept-output {
|
.magicItemConcept-output {
|
||||||
padding-left: 0;
|
padding-left: 0;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
.menu-icon {
|
.menu-icon {
|
||||||
@@ -552,9 +598,9 @@ a.licenseLink:hover {
|
|||||||
z-index: 9;
|
z-index: 9;
|
||||||
}
|
}
|
||||||
|
|
||||||
.menu-icon>span,
|
.menu-icon > span,
|
||||||
.menu-icon>span::before,
|
.menu-icon > span::before,
|
||||||
.menu-icon>span::after {
|
.menu-icon > span::after {
|
||||||
display: block;
|
display: block;
|
||||||
position: absolute;
|
position: absolute;
|
||||||
width: 100%;
|
width: 100%;
|
||||||
@@ -563,13 +609,13 @@ a.licenseLink:hover {
|
|||||||
transition-duration: 0.25s;
|
transition-duration: 0.25s;
|
||||||
}
|
}
|
||||||
|
|
||||||
.menu-icon>span::before {
|
.menu-icon > span::before {
|
||||||
content: "";
|
content: '';
|
||||||
top: -8px;
|
top: -8px;
|
||||||
}
|
}
|
||||||
|
|
||||||
.menu-icon>span::after {
|
.menu-icon > span::after {
|
||||||
content: "";
|
content: '';
|
||||||
top: 8px;
|
top: 8px;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -610,36 +656,36 @@ a.licenseLink:hover {
|
|||||||
margin-top: -1rem;
|
margin-top: -1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label {
|
#menu-toggle:checked + .menu-label {
|
||||||
position: fixed;
|
position: fixed;
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label .menu-icon>span {
|
#menu-toggle:checked + .menu-label .menu-icon > span {
|
||||||
transform: rotate(45deg);
|
transform: rotate(45deg);
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label .menu-icon>span::before {
|
#menu-toggle:checked + .menu-label .menu-icon > span::before {
|
||||||
top: 0;
|
top: 0;
|
||||||
transform: rotate(0deg);
|
transform: rotate(0deg);
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label .menu-icon>span::after {
|
#menu-toggle:checked + .menu-label .menu-icon > span::after {
|
||||||
top: 0;
|
top: 0;
|
||||||
transform: rotate(90deg);
|
transform: rotate(90deg);
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked~.navMenu {
|
#menu-toggle:checked ~ .navMenu {
|
||||||
left: 0;
|
left: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label .menu-text {
|
#menu-toggle:checked + .menu-label .menu-text {
|
||||||
transform: rotate(90deg);
|
transform: rotate(90deg);
|
||||||
left: -1rem;
|
left: -1rem;
|
||||||
top: 4rem;
|
top: 4rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Prevents close toggle from scrolling offscreen */
|
/* Prevents close toggle from scrolling offscreen */
|
||||||
#menu-toggle:checked+.menu__btn {
|
#menu-toggle:checked + .menu__btn {
|
||||||
position: fixed;
|
position: fixed;
|
||||||
top: 1rem;
|
top: 1rem;
|
||||||
}
|
}
|
||||||
@@ -720,7 +766,7 @@ a.licenseLink:hover {
|
|||||||
white-space: nowrap;
|
white-space: nowrap;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu>ul>li.hasSubMenu:hover>a {
|
.navMenu > ul > li.hasSubMenu:hover > a {
|
||||||
border: 1px solid #e94e5c;
|
border: 1px solid #e94e5c;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -746,16 +792,16 @@ a.licenseLink:hover {
|
|||||||
padding-left: 0;
|
padding-left: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu>ul {
|
.navMenu > ul {
|
||||||
padding: 1rem 2rem 1rem 4rem;
|
padding: 1rem 2rem 1rem 4rem;
|
||||||
overflow-y: auto;
|
overflow-y: auto;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu>ul>li {
|
.navMenu > ul > li {
|
||||||
margin-top: 1rem;
|
margin-top: 1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu>ul>li:first-child {
|
.navMenu > ul > li:first-child {
|
||||||
margin-top: 0;
|
margin-top: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -786,7 +832,7 @@ a.licenseLink:hover {
|
|||||||
padding-left: 2rem;
|
padding-left: 2rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu ul li.hasSubMenu>a {
|
.navMenu ul li.hasSubMenu > a {
|
||||||
padding-left: 1rem;
|
padding-left: 1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -800,8 +846,8 @@ a.licenseLink:hover {
|
|||||||
padding-left: 1rem;
|
padding-left: 1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu ul li.hasSubMenu>a::before {
|
.navMenu ul li.hasSubMenu > a::before {
|
||||||
content: ">";
|
content: '>';
|
||||||
margin-left: -1rem;
|
margin-left: -1rem;
|
||||||
padding-right: 0.5rem;
|
padding-right: 0.5rem;
|
||||||
}
|
}
|
||||||
@@ -906,7 +952,6 @@ a.licenseLink:hover {
|
|||||||
margin-top: 0;
|
margin-top: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
a.pageTitle-link,
|
a.pageTitle-link,
|
||||||
a.pageTitle-link:visited {
|
a.pageTitle-link:visited {
|
||||||
color: #e94e5c;
|
color: #e94e5c;
|
||||||
@@ -937,7 +982,7 @@ a.pageTitle-sublink {
|
|||||||
|
|
||||||
.refereeScreen .toolDetails > ol,
|
.refereeScreen .toolDetails > ol,
|
||||||
.refereeScreen .toolDetails > ul {
|
.refereeScreen .toolDetails > ul {
|
||||||
margin-left: .25rem;
|
margin-left: 0.25rem;
|
||||||
padding-left: 0;
|
padding-left: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -955,7 +1000,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.refereeScreen .toolDetails > p {
|
.refereeScreen .toolDetails > p {
|
||||||
margin: -.5rem 0 -.5rem -1rem;
|
margin: -0.5rem 0 -0.5rem -1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.refereeScreen .toolDetails > summary > h3 {
|
.refereeScreen .toolDetails > summary > h3 {
|
||||||
@@ -964,7 +1009,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.refereeScreen .toolDetails > summary + * {
|
.refereeScreen .toolDetails > summary + * {
|
||||||
margin-top: -.25rem;
|
margin-top: -0.25rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.refereeTools {
|
.refereeTools {
|
||||||
@@ -980,7 +1025,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.refereeTools .toolDetails > summary + * {
|
.refereeTools .toolDetails > summary + * {
|
||||||
margin-top: .25rem;
|
margin-top: 0.25rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.refereeScreen .toolDetails summary,
|
.refereeScreen .toolDetails summary,
|
||||||
@@ -990,23 +1035,23 @@ a.pageTitle-sublink {
|
|||||||
top: 0;
|
top: 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
.rollerForm input[type=reset] {
|
.rollerForm input[type='reset'] {
|
||||||
font-size: small;
|
font-size: small;
|
||||||
margin-left: -1.5rem;
|
margin-left: -1.5rem;
|
||||||
margin-right: .5rem;
|
margin-right: 0.5rem;
|
||||||
vertical-align: text-top;
|
vertical-align: text-top;
|
||||||
}
|
}
|
||||||
|
|
||||||
.rollerForm input[type=text] {
|
.rollerForm input[type='text'] {
|
||||||
padding-right: 1.5rem;
|
padding-right: 1.5rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.rollerLink {
|
.rollerLink {
|
||||||
margin: .5rem 0 .75rem;
|
margin: 0.5rem 0 0.75rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.rollerOutput {
|
.rollerOutput {
|
||||||
margin: .5rem 0;
|
margin: 0.5rem 0;
|
||||||
max-height: 9rem;
|
max-height: 9rem;
|
||||||
overflow-y: auto;
|
overflow-y: auto;
|
||||||
}
|
}
|
||||||
@@ -1123,8 +1168,12 @@ a.pageTitle-sublink {
|
|||||||
max-width: 10rem;
|
max-width: 10rem;
|
||||||
fill: #e94e5c;
|
fill: #e94e5c;
|
||||||
fill-opacity: 0.5;
|
fill-opacity: 0.5;
|
||||||
-webkit-transition: 0.3s fill, 0.3s fill-opacity;
|
-webkit-transition:
|
||||||
transition: 0.3s fill, 0.3s fill-opacity;
|
0.3s fill,
|
||||||
|
0.3s fill-opacity;
|
||||||
|
transition:
|
||||||
|
0.3s fill,
|
||||||
|
0.3s fill-opacity;
|
||||||
}
|
}
|
||||||
|
|
||||||
.siteTitle-link:hover .siteTitle-shipIcon {
|
.siteTitle-link:hover .siteTitle-shipIcon {
|
||||||
@@ -1190,7 +1239,6 @@ a.pageTitle-sublink {
|
|||||||
font-weight: bold;
|
font-weight: bold;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
.toolDetails {
|
.toolDetails {
|
||||||
border: 1px dashed;
|
border: 1px dashed;
|
||||||
display: none;
|
display: none;
|
||||||
@@ -1206,7 +1254,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.toolDetails li {
|
.toolDetails li {
|
||||||
margin-bottom: .3rem;
|
margin-bottom: 0.3rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.toolDetails p {
|
.toolDetails p {
|
||||||
@@ -1245,7 +1293,6 @@ a.pageTitle-sublink {
|
|||||||
display: none;
|
display: none;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
* JS Overrides
|
* JS Overrides
|
||||||
****************************************************************************/
|
****************************************************************************/
|
||||||
@@ -1254,16 +1301,19 @@ a.pageTitle-sublink {
|
|||||||
display: inline-block;
|
display: inline-block;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.js .dividedTableWrapper.dividedTableWrapperBlock.js-toggleable {
|
||||||
|
display: block;
|
||||||
|
}
|
||||||
|
|
||||||
.js .dividedTableWrapper.js-hideContent {
|
.js .dividedTableWrapper.js-hideContent {
|
||||||
box-shadow: rgba(0, 0, 0, 0.35) 0px -50px 36px -28px inset;
|
box-shadow: rgba(0, 0, 0, 0.35) 0px -50px 36px -28px inset;
|
||||||
max-height: 6rem;
|
max-height: 6rem;
|
||||||
overflow: hidden;
|
overflow: hidden;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
.js .dividedTableWrapper.js-toggleable table caption::before {
|
.js .dividedTableWrapper.js-toggleable table caption::before {
|
||||||
content: "\25BC";
|
content: '\25BC';
|
||||||
left: .5rem;
|
left: 0.5rem;
|
||||||
position: absolute;
|
position: absolute;
|
||||||
transform: rotate(0deg);
|
transform: rotate(0deg);
|
||||||
transition: transform 0.5s ease-out;
|
transition: transform 0.5s ease-out;
|
||||||
@@ -1302,7 +1352,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.imgWrapper.halfWidth {
|
.imgWrapper.halfWidth {
|
||||||
margin: .5rem auto;
|
margin: 0.5rem auto;
|
||||||
max-width: 480px;
|
max-width: 480px;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1375,11 +1425,11 @@ a.pageTitle-sublink {
|
|||||||
font-size: 1em;
|
font-size: 1em;
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label {
|
#menu-toggle:checked + .menu-label {
|
||||||
position: absolute;
|
position: absolute;
|
||||||
}
|
}
|
||||||
|
|
||||||
#menu-toggle:checked+.menu-label .menu-text {
|
#menu-toggle:checked + .menu-label .menu-text {
|
||||||
transform: none;
|
transform: none;
|
||||||
left: 2.25rem;
|
left: 2.25rem;
|
||||||
top: 0.75rem;
|
top: 0.75rem;
|
||||||
@@ -1389,7 +1439,7 @@ a.pageTitle-sublink {
|
|||||||
display: block;
|
display: block;
|
||||||
}
|
}
|
||||||
|
|
||||||
.navMenu>ul {
|
.navMenu > ul {
|
||||||
padding: 4rem 2rem 1rem 2rem;
|
padding: 4rem 2rem 1rem 2rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1424,7 +1474,7 @@ a.pageTitle-sublink {
|
|||||||
}
|
}
|
||||||
|
|
||||||
@media all and (min-width: 1200px) {
|
@media all and (min-width: 1200px) {
|
||||||
#menu-toggle:checked+.menu-label .menu-text {
|
#menu-toggle:checked + .menu-label .menu-text {
|
||||||
background: rgba(37, 40, 55, 0.9);
|
background: rgba(37, 40, 55, 0.9);
|
||||||
border-radius: 0.3rem;
|
border-radius: 0.3rem;
|
||||||
padding: 0.5rem;
|
padding: 0.5rem;
|
||||||
|
|||||||
@@ -36,7 +36,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
|
|||||||
<div class="rulesMenu">
|
<div class="rulesMenu">
|
||||||
<div class="rulesVersion">
|
<div class="rulesVersion">
|
||||||
|
|
||||||
Version Beta-0.24.0 / 2026-10-05
|
Version Beta-0.25.0 / 2026-10-16
|
||||||
<!--
|
<!--
|
||||||
<%=site.version ?? '0.0.0' %>
|
<%=site.version ?? '0.0.0' %>
|
||||||
<%=site.lastUpdated ?? '0.0.0' %>
|
<%=site.lastUpdated ?? '0.0.0' %>
|
||||||
|
|||||||
@@ -58,4 +58,4 @@ Can assume the form of nearly any creature of the same size or smaller, includin
|
|||||||
|
|
||||||
!!!include(bestiary/dragons/planar-roar.md)!!!
|
!!!include(bestiary/dragons/planar-roar.md)!!!
|
||||||
|
|
||||||
- All non-dragons within 30' must save vs spells or be [stunned](/rules/adventuring.html#stunned) for 1d4 rounds.
|
- All non-dragons within 30' must **Save vs Spells** or be [stunned](/rules/adventuring.html#stunned) for 1d4 rounds.
|
||||||
|
|||||||
@@ -0,0 +1,95 @@
|
|||||||
|
---
|
||||||
|
title: Fire Mephit
|
||||||
|
description:
|
||||||
|
date_pub: 2026-10-11T00:50:00-04:00
|
||||||
|
section: bestiary
|
||||||
|
content_type: feature
|
||||||
|
short_code: bfme
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
Demons composed of corrupted magical flame. Often hide in torches, lamps, and campfires.
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| --------------- | -------------------------------- |
|
||||||
|
| **Hit Dice** | 2\* (9hp) |
|
||||||
|
| **Armor Class** | 13 (natural) |
|
||||||
|
| **Attacks** | 2 (+1) @ 1d4 (claw) + 1d4 (burn) |
|
||||||
|
| **Movement** | 40' |
|
||||||
|
| **Save** | D12 W13 P14 B15 S16 (1) |
|
||||||
|
| **Alignment** | Chaotic |
|
||||||
|
| **Morale** | 10 |
|
||||||
|
| **Size** | Small (up to 3' tall) |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
- Immune to damage from non-magical weapons and poisons.
|
||||||
|
- Immune to subdual damage.
|
||||||
|
- Inflicts magical corrupted fire damage.
|
||||||
|
- Deals double damage against cold and flammable creatures.
|
||||||
|
- Inflicts extra die of damage to lawful creatures.
|
||||||
|
- Can understand any intelligent creature, 50% chance can speak as well.
|
||||||
|
- Fluent in Demonic and Pyrean.
|
||||||
|
- Casts light in a 30' radius.
|
||||||
|
- Can set things alight, as a torch.
|
||||||
|
- May inhabit and control any free-burning flame of up to twice own size.
|
||||||
|
- May melt soft metals (gold, raw iron, copper, or lead).
|
||||||
|
- If attack hits an air, law, or water elemental of the same size or smaller, the victim is destroyed.
|
||||||
|
- If both are equal in size, both are destroyed.
|
||||||
|
|
||||||
|
### Weaknesses
|
||||||
|
|
||||||
|
- Double damage from cold.
|
||||||
|
- Repelled by holy relics and artifacts of law.
|
||||||
|
- Unable to move across a channel of water wider than own width.
|
||||||
|
|
||||||
|
### Death
|
||||||
|
|
||||||
|
If killed outside of the Abyss, will typically reform in the Abyss within a year, and will not be able to leave the Abyss of own accord for at least century (100 years).
|
||||||
|
|
||||||
|
- If summoned before being reformed, reforms instantly.
|
||||||
|
- If killed while in the Abyss, will typically cease to exist.
|
||||||
|
|
||||||
|
### Death Burst
|
||||||
|
|
||||||
|
Explodes in a burst of flame at death.
|
||||||
|
|
||||||
|
- Creatures within HD / 2 x 5' must **Save** or take 1dX fire damage, were X is HD / 2.
|
||||||
|
|
||||||
|
### Ethereal Shift
|
||||||
|
|
||||||
|
Able to use a combat action to shift onto the ethereal plane.
|
||||||
|
|
||||||
|
- While on the ethereal plane, always knows the direction to the abyss.
|
||||||
|
- Can only shift back to the material plane if summoned there or still bound to an objet on that plane.
|
||||||
|
|
||||||
|
### Heat Metal
|
||||||
|
|
||||||
|
May cast [Heat Metal](/spells/heat-metal.html) once per day, no roll required.
|
||||||
|
|
||||||
|
- Maximum number of targets equals HD / 2.
|
||||||
|
- Can maintain concentration while attacking, but it may be broken if damage is taken (skill check: 1d20 + HD - damage amount).
|
||||||
|
|
||||||
|
### Merge
|
||||||
|
|
||||||
|
Multiple fire mephits can temporarily join together to grow in size and power.
|
||||||
|
|
||||||
|
- Merged mephit has HD equal to total HD of all mephits that merged to create it.
|
||||||
|
- Some mephits stay merged (often for pragamatic reasons).
|
||||||
|
|
||||||
|
### At Higher Levels
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| HD | HP | AC | Atk Mod | Damage | Morale | Size |
|
||||||
|
| :--: | :-: | :-: | :-----: | :-----------------------: | :----: | :-------------------------: |
|
||||||
|
| 4\* | 18 | 14 | +3 | 1d6 (claw) + 1d6 (burn) | 10 | Medium (up to 6' tall) |
|
||||||
|
| 8\* | 36 | 16 | +7 | 1d8 (claw) + 1d8 (burn) | 11 | Large (up to 12' tall) |
|
||||||
|
| 12\* | 54 | 18 | +9 | 1d10 (claw) + 1d10 (burn) | 11 | Huge (up to 24’ tall) |
|
||||||
|
| 16\* | 72 | 20 | +11 | 2d6 (claw) + 2d6 (burn) | 11 | Gargantuan (up to 48’ tall) |
|
||||||
|
|
||||||
|
[Higher-Level Mephits]
|
||||||
|
|
||||||
|
</div>
|
||||||
@@ -19,6 +19,7 @@ Beings formed of pure, elemental matter (air, earth, fire, water, law, or chaos)
|
|||||||
- Intermediate (HD 12\*), or
|
- Intermediate (HD 12\*), or
|
||||||
- Greater (HD 16\*).
|
- Greater (HD 16\*).
|
||||||
|
|
||||||
|
<!--
|
||||||
Come in 6 different power levels:
|
Come in 6 different power levels:
|
||||||
|
|
||||||
Nether: HD 1*, AC 12, Atk 1 (0) @ 1d2 (blow), SV D12 W13 P14 B15 S16 (1)
|
Nether: HD 1*, AC 12, Atk 1 (0) @ 1d2 (blow), SV D12 W13 P14 B15 S16 (1)
|
||||||
@@ -27,3 +28,4 @@ Minor: HD 4*, AC 14, Atk 1 (+3) @ 1d6 (blow), SV D10 W11 P12 B13 S14 (4)
|
|||||||
Lesser: HD 8*, AC 17, Atk 1 (+7) @ 1d8 (blow), SV D8 W9 P10 B10 S12 (8).
|
Lesser: HD 8*, AC 17, Atk 1 (+7) @ 1d8 (blow), SV D8 W9 P10 B10 S12 (8).
|
||||||
Intermediate: HD 12*, AC 19, Atk 1 (+9) @ 2d8 (blow), SV D6 W7 P8 B8 S10 (12).
|
Intermediate: HD 12*, AC 19, Atk 1 (+9) @ 2d8 (blow), SV D6 W7 P8 B8 S10 (12).
|
||||||
Greater: HD 16*, AC 21, Atk 1 (+11) @ 3d8 (blow), SV D2 W3 P4 B3 S6 (16).
|
Greater: HD 16*, AC 21, Atk 1 (+11) @ 3d8 (blow), SV D2 W3 P4 B3 S6 (16).
|
||||||
|
-->
|
||||||
|
|||||||
@@ -1,79 +0,0 @@
|
|||||||
---
|
|
||||||
title: Law Elemental (Angel)
|
|
||||||
description: The law elemental (angel) creature for OSR gaming.
|
|
||||||
date_pub: 2023-05-04T18:10:00-04:00
|
|
||||||
section: bestiary
|
|
||||||
content_type: feature
|
|
||||||
short_code: be1
|
|
||||||
status: draft
|
|
||||||
---
|
|
||||||
|
|
||||||
An [elemental](./index.html) from [Ange, the plane of Law](/planes/elemental/index.html), also known as a angel, typically created by a god of law to perform a specific function, and whose form and powers are determined by that function.
|
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | ----------------------- |
|
|
||||||
| **Hit Dice** | 1 (4hp) |
|
|
||||||
| **Armor Class** | 14 (natural) |
|
|
||||||
| **Attacks** | 1 (0) @ 1d2 (blow) |
|
|
||||||
| **Movement** | 120' flying |
|
|
||||||
| **Save** | D12 W13 P14 B15 S16 (1) |
|
|
||||||
| **Alignment** | Lawful |
|
|
||||||
| **Morale** | 10 |
|
|
||||||
| **Size** | Tiny (up to 3' tall) |
|
|
||||||
| **XP** | 13 |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
- If attack hits a chaos elemental of the same size or smaller, victim is destroyed.
|
|
||||||
- If both are equal in size, both are destroyed.
|
|
||||||
- When dealing damage, may choose whether the wound inflicts pain.
|
|
||||||
|
|
||||||
1. Cherub - can also be "recruits", like souls acting as psychopomp.
|
|
||||||
2. Choir (Preacher) - or maybe this is the celestial chorus? And their songs count as prayers, preachings, and things which cause "faith" damage.
|
|
||||||
- Seldom used, because they can do weird things to _other_ angels.
|
|
||||||
- If an angel serving a different god happens across a choir, the Faith damage can cause them to doubt and lose their connection to their god.
|
|
||||||
- This state of opposing lawful forces causes confusion and, ultimately, a (tiny) crack of chaos, corrupting the purity of the angel.
|
|
||||||
- fallen angels lose their immaculate protection.
|
|
||||||
3. Ophan - Throne
|
|
||||||
4. Seraphs - Serpent - do like righteous dragons (or maybe wyrms)
|
|
||||||
5. Hassar - Prince
|
|
||||||
6. Metatron
|
|
||||||
|
|
||||||
### Sight of Judgement
|
|
||||||
|
|
||||||
When meeting a creature's gaze, can learn all of that creature's sins and good deeds.
|
|
||||||
|
|
||||||
- Creature may **Save vs Spells** to prevent.
|
|
||||||
- "Sins" are defined as actions that violate the laws of the god that created the angel.
|
|
||||||
- "Good deeds" are defined as actions that further the laws of the god that created the angel.
|
|
||||||
- Information is learned over 1 turn.
|
|
||||||
- Doesn't reveal a creature's intentions or thoughts, just specific previous actions.
|
|
||||||
|
|
||||||
### At Higher Levels
|
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
|
||||||
|
|
||||||
| HD | HP | AC | Atk Mod | Damage | Morale | Size |
|
|
||||||
| :--: | :-: | :-: | :-----: | :----: | :----: | :------------: |
|
|
||||||
| 2\* | 9 | 14 | +1 | 1d4 | 10 | Up to 6' tall |
|
|
||||||
| 4\* | 18 | 16 | +3 | 1d6 | 10 | Up to 12' tall |
|
|
||||||
| 8\* | 36 | 17 | +7 | 1d8 | 11 | Up to 24’ tall |
|
|
||||||
| 12\* | 54 | 19 | +9 | 2d8 | 11 | Up to 48’ tall |
|
|
||||||
| 16\* | 72 | 21 | +11 | 3d8 | 12 | Up to 96’ tall |
|
|
||||||
|
|
||||||
[Higher-Level Law Elementals]
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
#### Short Stat Blocks
|
|
||||||
|
|
||||||
```
|
|
||||||
> HD 1* (4 hp), AC 14; MV 120' flying; Atk 3 (0) @ 1d1 (blow); AL N; ML 8
|
|
||||||
> HD 2* (9 hp), AC 15; MV 120' flying; Atk 3 (+1) @ 1d2 (blow); AL N; ML 9
|
|
||||||
> HD 4* (18 hp), AC 16; MV 120' flying; Atk 3 (+3) @ 1d3 (blow); AL N; ML 9
|
|
||||||
> HD 8* (36 hp), AC 17; MV 120' flying; Atk 3 (+7) @ 1d4 (blow); AL N; ML 10
|
|
||||||
> HD 12* (54 hp), AC 19; MV 120' flying; Atk 3 (+9) @ 1d6 (blow); AL N; ML 10
|
|
||||||
> HD 16* (72 hp), AC 21; MV 120' flying; Atk 3 (+11) @ 1d8 (blow); AL N; ML 10
|
|
||||||
```
|
|
||||||
@@ -8,58 +8,4 @@ short_code: be1af
|
|||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
Due to Arduil's unique construction, it is prone to leaving mindless, aggressive fragments of itself in stone and metal walls (usually in the form of halos, either partially or fully intact).
|
!!!include(bestiary/e-l/elementals/law/arduil/fragments.md)!!!
|
||||||
|
|
||||||
### Common Attributes
|
|
||||||
|
|
||||||
- Immune to damage from non-magical weapons.
|
|
||||||
- Inflicts magical holy flaming and slicing damage.
|
|
||||||
- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
|
|
||||||
- If they are equal in size, both are destroyed.
|
|
||||||
|
|
||||||
### Arduil's Flaming Halo Fragment
|
|
||||||
|
|
||||||
A fragment of a razor-sharp, flaming, golden metal halo, sometimes left stuck in the walls after Arduil passes.
|
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | --------------------------- |
|
|
||||||
| **Hit Dice** | 1\* (4hp) |
|
|
||||||
| **Armor Class** | 12 (natural) |
|
|
||||||
| **Attacks** | 1 (0) @ 1d4 (slice) |
|
|
||||||
| **Movement** | 40' hovering |
|
|
||||||
| **Save** | D12 W13 P14 B15 S16 (1) |
|
|
||||||
| **Alignment** | Lawful |
|
|
||||||
| **Morale** | 12 |
|
|
||||||
| **Size** | Tiny (2' tall, 6" diameter) |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
### Arduil's Flaming Halo
|
|
||||||
|
|
||||||
A razor-sharp, flaming, golden metal halo, sometimes left stuck in the walls after Arduil passes.
|
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | ----------------------- |
|
|
||||||
| **Hit Dice** | 2\* (9hp) |
|
|
||||||
| **Armor Class** | 13 (natural) |
|
|
||||||
| **Attacks** | 2 (+1) @ 1d4 (slice) |
|
|
||||||
| **Movement** | 40' hovering |
|
|
||||||
| **Save** | D12 W13 P14 B15 S16 (2) |
|
|
||||||
| **Alignment** | Lawful |
|
|
||||||
| **Morale** | 12 |
|
|
||||||
| **Size** | Small (4' diameter) |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<!--
|
|
||||||
1 @ 1d4 1*
|
|
||||||
2 @ 1d4 2*
|
|
||||||
2 @ 1d6 4*
|
|
||||||
3 @ 1d4 8*
|
|
||||||
3 @ 1d6 12*
|
|
||||||
4 @ 1d6 16*
|
|
||||||
-->
|
|
||||||
|
|||||||
@@ -8,53 +8,4 @@ short_code: be1a
|
|||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
An angel (law elemental) in the form of a mass of twirling, razor-sharp halos of gold metal, in sizes ranging from 3'-8' diameter, each covered in eyes and wreathed in holy flame. When moving or fighting, appears to most as a blur of gold, eyes, and flame.
|
!!!include(bestiary/e-l/elementals/law/arduil/main.md)!!!
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | --------------------------------- |
|
|
||||||
| **Hit Dice** | 12\* (54hp) |
|
|
||||||
| **Armor Class** | 19 (natural) |
|
|
||||||
| **Attacks** | 3 (+9) @ 1d6 (flaming halo slice) |
|
|
||||||
| **Movement** | 60' flying |
|
|
||||||
| **Save** | D6 W7 P8 B8 S10 (12) |
|
|
||||||
| **Alignment** | Lawful |
|
|
||||||
| **Morale** | 12 |
|
|
||||||
| **Size** | Large (12' diameter) |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
- Immune to damage from _everything_ except demonic weapons.
|
|
||||||
- Only takes 1/2 damage from demonic weapons.
|
|
||||||
- Inflicts magical holy flaming and slicing damage.
|
|
||||||
- Will not attack a "pure" being (one devoted to law and not tainted by chaos).
|
|
||||||
- This includes children, those who confess (and who haven't committed any "deadly" sin since confession), priests, and others directly affiliated with the faith.
|
|
||||||
- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
|
|
||||||
- If they are equal in size, both are destroyed.
|
|
||||||
- Occasionally leaves [mindless, aggressive fragments of itself](./fragments.html) behind.
|
|
||||||
|
|
||||||
- **Backlash**: 1d4 holy fire damage to the first creature that hits this angel with a melee attack each round.
|
|
||||||
|
|
||||||
### Wall Shredder
|
|
||||||
|
|
||||||
When moving through narrow hallways and passages, it damages the walls.
|
|
||||||
|
|
||||||
- If the walls of one room are damaged in this way 3 times, the walls begin to breach into space.
|
|
||||||
|
|
||||||
<!--
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | --------------------------------- |
|
|
||||||
| **Hit Dice** | 8\* (36hp) |
|
|
||||||
| **Armor Class** | 17 (natural) |
|
|
||||||
| **Attacks** | 2 (+7) @ 1d6 (flaming halo slice) |
|
|
||||||
| **Movement** | 120' flying |
|
|
||||||
| **Save** | D8 W9 P10 B10 S12 (8) |
|
|
||||||
| **Alignment** | Lawful |
|
|
||||||
| **Morale** | 12 |
|
|
||||||
| **Size** | Large (12' diameter) |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
-->
|
|
||||||
|
|||||||
@@ -0,0 +1,77 @@
|
|||||||
|
---
|
||||||
|
title: Law Elemental (Angel)
|
||||||
|
description: The law elemental (angel) creature for OSR gaming.
|
||||||
|
date_pub: 2023-05-04T18:10:00-04:00
|
||||||
|
section: bestiary
|
||||||
|
content_type: feature
|
||||||
|
short_code: be1
|
||||||
|
status: draft
|
||||||
|
---
|
||||||
|
|
||||||
|
An [elemental](./index.html) from [Ange, the plane of Law](/planes/elemental/index.html), also known as a angel, typically created by a god of law to perform a specific function, and whose form and powers are determined by that function.
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| --------------- | ----------------------- |
|
||||||
|
| **Hit Dice** | 1 (4hp) |
|
||||||
|
| **Armor Class** | 14 (natural) |
|
||||||
|
| **Attacks** | 1 (0) @ 1d2 (blow) |
|
||||||
|
| **Movement** | 120' flying |
|
||||||
|
| **Save** | D12 W13 P14 B15 S16 (1) |
|
||||||
|
| **Alignment** | Lawful |
|
||||||
|
| **Morale** | 10 |
|
||||||
|
| **Size** | Tiny (up to 3' tall) |
|
||||||
|
| **XP** | 13 |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
- If attack hits a chaos elemental of the same size or smaller, victim is destroyed.
|
||||||
|
- If both are equal in size, both are destroyed.
|
||||||
|
- When dealing damage, may choose whether the wound inflicts pain.
|
||||||
|
|
||||||
|
By HD
|
||||||
|
|
||||||
|
1: Cherub - can also be "recruits", like souls acting as psychopomp.
|
||||||
|
2: Choir (Preacher) - or maybe this is the celestial chorus? And their songs count as prayers, preachings, and things which cause "faith" damage. - Seldom used, because they can do weird things to _other_ angels. - If an angel serving a different god happens across a choir, the Faith damage can cause them to doubt and lose their connection to their god. - This state of opposing lawful forces causes confusion and, ultimately, a (tiny) crack of chaos, corrupting the purity of the angel. - fallen angels lose their immaculate protection.
|
||||||
|
4: Ophan (Wheel) - Throne
|
||||||
|
8: Seraphs - Serpent - do like righteous dragons (or maybe wyrms)
|
||||||
|
12: Hassar - Prince
|
||||||
|
16: Metatron
|
||||||
|
|
||||||
|
### Sight of Judgement
|
||||||
|
|
||||||
|
When meeting a creature's gaze, can learn all of that creature's sins and good deeds.
|
||||||
|
|
||||||
|
- Creature may **Save vs Spells** to prevent.
|
||||||
|
- "Sins" are defined as actions that violate the laws of the god that created the angel.
|
||||||
|
- "Good deeds" are defined as actions that further the laws of the god that created the angel.
|
||||||
|
- Information is learned over 1 turn.
|
||||||
|
- Doesn't reveal a creature's intentions or thoughts, just specific previous actions.
|
||||||
|
|
||||||
|
### At Higher Levels
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| HD | HP | AC | Atk Mod | Damage | Morale | Size |
|
||||||
|
| :--: | :-: | :-: | :-----: | :----: | :----: | :------------: |
|
||||||
|
| 2\* | 9 | 14 | +1 | 1d4 | 10 | Up to 6' tall |
|
||||||
|
| 4\* | 18 | 16 | +3 | 1d6 | 10 | Up to 12' tall |
|
||||||
|
| 8\* | 36 | 17 | +7 | 1d8 | 11 | Up to 24’ tall |
|
||||||
|
| 12\* | 54 | 19 | +9 | 2d8 | 11 | Up to 48’ tall |
|
||||||
|
| 16\* | 72 | 21 | +11 | 3d8 | 12 | Up to 96’ tall |
|
||||||
|
|
||||||
|
[Higher-Level Law Elementals]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
### Short Stat Blocks
|
||||||
|
|
||||||
|
```
|
||||||
|
> HD 1* (4 hp), AC 14; MV 120' flying; Atk 3 (0) @ 1d1 (blow); AL N; ML 8
|
||||||
|
> HD 2* (9 hp), AC 15; MV 120' flying; Atk 3 (+1) @ 1d2 (blow); AL N; ML 9
|
||||||
|
> HD 4* (18 hp), AC 16; MV 120' flying; Atk 3 (+3) @ 1d3 (blow); AL N; ML 9
|
||||||
|
> HD 8* (36 hp), AC 17; MV 120' flying; Atk 3 (+7) @ 1d4 (blow); AL N; ML 10
|
||||||
|
> HD 12* (54 hp), AC 19; MV 120' flying; Atk 3 (+9) @ 1d6 (blow); AL N; ML 10
|
||||||
|
> HD 16* (72 hp), AC 21; MV 120' flying; Atk 3 (+11) @ 1d8 (blow); AL N; ML 10
|
||||||
|
```
|
||||||
|
|||||||
@@ -88,6 +88,7 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
|
|||||||
- [Shade](./shade.html): A dark, incorporeal, intelligent, malevolent living creature that looks (and moves) like a shadow.
|
- [Shade](./shade.html): A dark, incorporeal, intelligent, malevolent living creature that looks (and moves) like a shadow.
|
||||||
- [Shark](./sharks/): A fierce, unpredictable sea predator prone to frenzying.
|
- [Shark](./sharks/): A fierce, unpredictable sea predator prone to frenzying.
|
||||||
- [Shrulk](./shrulk.html): An intelligent, carnivorous, plantlike creature, often mistaken for a dead shrub, which grows up to 6' tall and has the ability to twist its branches to form a humanoid body.
|
- [Shrulk](./shrulk.html): An intelligent, carnivorous, plantlike creature, often mistaken for a dead shrub, which grows up to 6' tall and has the ability to twist its branches to form a humanoid body.
|
||||||
|
- [Skeleton](./skeletons/): The undead, animated, skeletal remains of a creature.
|
||||||
- [Thief](./thief.html): Someone skilled at stealing things.
|
- [Thief](./thief.html): Someone skilled at stealing things.
|
||||||
- [Treant](./treant.html): An intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area.
|
- [Treant](./treant.html): An intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area.
|
||||||
- [Treulk](./treulk.html): An intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap.
|
- [Treulk](./treulk.html): An intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap.
|
||||||
|
|||||||
@@ -0,0 +1,11 @@
|
|||||||
|
---
|
||||||
|
title: Monitor
|
||||||
|
description: A pale, lanky humanoid with empty eye sockets, an oversized mouth full of sharp, pointed teeth, and a ring-sized green gem set in the center of its forehead.
|
||||||
|
date_pub: 2026-10-06T23:41:39-04:00
|
||||||
|
section: bestiary
|
||||||
|
content_type: feature
|
||||||
|
hd: 1
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
!!!include(bestiary/m-r/monitor.md)!!!
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
---
|
||||||
|
title: Outsiders
|
||||||
|
description: Outsider creatures for OSR gaming.
|
||||||
|
date_pub: 2026-10-10T16:13:55-04:00
|
||||||
|
section: bestiary
|
||||||
|
subsection: outsiders
|
||||||
|
content_type: feature
|
||||||
|
short_code: b00
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
Outsiders are beings from the "far" planes, beyond the edges of the multiverse.
|
||||||
|
|
||||||
|
- [Nggyb'ra](./nggyb-ra.html): A medium-sized, worm-like creature, lumpy and misshapen, with a deep red color and a mass of tentacles at one end surrounding a gaping, toothy maw, but which moves like an oozing slime.
|
||||||
@@ -1,17 +1,18 @@
|
|||||||
---
|
---
|
||||||
title: Nggyb'ra
|
title: Nggyb'ra
|
||||||
description: Nggyb'ra for OSR gaming.
|
description: The outsider Nggyb'ra for OSR gaming.
|
||||||
date_pub: 2026-09-12T01:54:01-04:00
|
date_pub: 2026-09-12T01:54:01-04:00
|
||||||
section: bestiary
|
section: bestiary
|
||||||
subsection: outsiders
|
subsection: outsiders
|
||||||
content_type: feature
|
content_type: feature
|
||||||
short_code: bmng
|
short_code: b0ng
|
||||||
hd: 6
|
hd: 6
|
||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
A medium-sized, strange, worm-like creature, lumpy and misshapen, with a deep red color and a mass of tentacles at one end surrounding a gaping, toothy maw, but which moves like an oozing slime. Nggyb'ra is a relatively young outsider (barely 1000 years old), and seeks only to return to its universe of origin, beyond the edges of our multiverse.
|
A medium-sized, strange, worm-like creature, lumpy and misshapen, with a deep red color and a mass of tentacles at one end surrounding a gaping, toothy maw, but which moves like an oozing slime.
|
||||||
|
|
||||||
|
- A relatively young outsider (barely 1000 years old) which seeks only to return to its universe of origin, beyond the edges of our multiverse.
|
||||||
- Always speaks in the royal "we" ("We are Nggyb'ra").
|
- Always speaks in the royal "we" ("We are Nggyb'ra").
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
<div class='headlessTableWrapper'>
|
||||||
@@ -28,12 +29,14 @@ A medium-sized, strange, worm-like creature, lumpy and misshapen, with a deep re
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
- Does not need to breathe, can survive in a vacuum.
|
||||||
|
|
||||||
### Tentacle Stun
|
### Tentacle Stun
|
||||||
|
|
||||||
On a hit, the tentacle wraps around the victim.
|
On a hit, the tentacle wraps around the victim.
|
||||||
|
|
||||||
- Target must **Save vs Paralyze** or become entangled until the end of the next round.
|
- Target must **Save vs Paralyze** or become entangled until the end of the next round.
|
||||||
- In target is entangled, they may attempt another **Save vs Paralyze** at the start of their initiative.
|
- In target is entangled, they may attempt another **Save vs Paralyze** when they have initiative.
|
||||||
|
|
||||||
### Swallow Whole
|
### Swallow Whole
|
||||||
|
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ short_code: b5kn
|
|||||||
hd: 1
|
hd: 1
|
||||||
---
|
---
|
||||||
|
|
||||||
The armed, animated, skeletal remains of a medium-sized humanoid, typically encountered in graveyards, crypts, and other places of death.
|
The undead, armed, animated, skeletal remains of a medium-sized humanoid, typically encountered in graveyards, crypts, and other places of death.
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
@@ -24,5 +24,6 @@ The armed, animated, skeletal remains of a medium-sized humanoid, typically enco
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
!!!include(bestiary/skeletons/base-info.md)!!!
|
||||||
|
|
||||||
!!!include(bestiary/undead.md)!!!
|
!!!include(bestiary/undead.md)!!!
|
||||||
|
|||||||
@@ -9,13 +9,12 @@ short_code: bvm
|
|||||||
|
|
||||||
Undead creatures which survive by drinking the blood of others.
|
Undead creatures which survive by drinking the blood of others.
|
||||||
|
|
||||||
!!!include(bestiary/vampire.md)!!!
|
!!!include(bestiary/vampires/combined-abilities.md)!!!
|
||||||
|
|
||||||
- May be damaged (or even killed) by exposure to sunlight.
|
|
||||||
|
|
||||||
### Subtypes
|
### Subtypes
|
||||||
|
|
||||||
- [Vampire (Standard)](./vampire.html): Standard vampire creature.
|
- [Vampire (Standard)](./vampire.html): Standard vampire creature.
|
||||||
- [Master Vampire](./master-vampire.html): Ancient variety, capable of casting spells with their blood.
|
- [Vampire Bloodmage](./vampire-bloodmage.html): Capable of casting spells with their blood.
|
||||||
- [Master Vampire Neurovore](./master-vampire-neurovore.html): Ancient variety, capable of casting spells with their blood and rapidly turning into a [neurovore](../neurovores/).
|
|
||||||
- [Vampire Spawn](./vampire-spawn.html): Neonate, recently turned into a vampire.
|
- [Vampire Spawn](./vampire-spawn.html): Neonate, recently turned into a vampire.
|
||||||
|
- [Vampire, Master](./master-vampire.html): Ancient variety, capable of casting spells with their blood.
|
||||||
|
- [Vampire, Master (Neurovore)](./master-vampire-neurovore.html): Ancient variety, capable of casting spells with their blood and rapidly turning into a [neurovore](../neurovores/).
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ An ancient, undead creature that survives by drinking the blood of others, can c
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
!!!include(bestiary/vampire.md)!!!
|
!!!include(bestiary/vampires/combined-abilities.md)!!!
|
||||||
|
|
||||||
- Must **Save** at the beginning of each round in direct sunlight or lose 2 HD.
|
- Must **Save** at the beginning of each round in direct sunlight or lose 2 HD.
|
||||||
- Partly blinded while in sunlight (disadvantage on attack).
|
- Partly blinded while in sunlight (disadvantage on attack).
|
||||||
@@ -38,25 +38,21 @@ An ancient, undead creature that survives by drinking the blood of others, can c
|
|||||||
#### Known Spells
|
#### Known Spells
|
||||||
|
|
||||||
- First level:
|
- First level:
|
||||||
|
|
||||||
- [Read Languages](/spells/read-languages.html)
|
- [Read Languages](/spells/read-languages.html)
|
||||||
- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
|
- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
|
||||||
- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
|
- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
|
||||||
|
|
||||||
- Second level:
|
- Second level:
|
||||||
|
|
||||||
- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
|
- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
|
||||||
- [Invisibility](/spells/invisibility.html)
|
- [Invisibility](/spells/invisibility.html)
|
||||||
- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
|
- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
|
||||||
|
|
||||||
- Third level:
|
- Third level:
|
||||||
|
|
||||||
- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
|
- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
|
||||||
- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
|
- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
|
||||||
- [Suggestion](/spells/suggestion.html)
|
- [Suggestion](/spells/suggestion.html)
|
||||||
|
|
||||||
- Fourth level:
|
- Fourth level:
|
||||||
|
|
||||||
- [Improved Invisibility](/spells/improved-invisibility.html)
|
- [Improved Invisibility](/spells/improved-invisibility.html)
|
||||||
- [Polymorph Others](/spells/polymorph-others.html)
|
- [Polymorph Others](/spells/polymorph-others.html)
|
||||||
- [Polymorph Self](/spells/polymorph-self.html)
|
- [Polymorph Self](/spells/polymorph-self.html)
|
||||||
@@ -69,11 +65,11 @@ An ancient, undead creature that survives by drinking the blood of others, can c
|
|||||||
|
|
||||||
The master vampire is transforming into a neurovore over the course of 3 "planar hours" (realtime gameplay hours, less time away from the table), gaining a new power at the end of each hour.
|
The master vampire is transforming into a neurovore over the course of 3 "planar hours" (realtime gameplay hours, less time away from the table), gaining a new power at the end of each hour.
|
||||||
|
|
||||||
- At the end of hour 1, they gain telepathy out to 120 feet, the ability to levitate vertically at will 20' / round, and the following psionic power (which can be used 3x per day):
|
- At the end of hour 1, gains telepathy out to 120 feet, the ability to levitate vertically at will 20' / round, and the following psionic power (which can be used 3x per day):
|
||||||
- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save** or be paralyzed for 1d12 minutes.
|
- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save** or be paralyzed for 1d12 minutes.
|
||||||
- At the end of hour 2, they gain advantage on all saves vs magic and all saves vs psionic / mental powers, along with the following psionic power (which can be used 3x per day):
|
- At the end of hour 2, gains advantage on all saves vs magic and all saves vs psionic / mental powers, along with the following psionic power (which can be used 3x per day):
|
||||||
- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.
|
- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.
|
||||||
- At the end of hour 3, they gain the ability to make an attack with each tentacle for 1d2 damage (plus the chance to perform a [Brain Grab](#brain-grab)), and the following psionic power (which can be used 3x per day):
|
- At the end of hour 3, gains the ability to make an attack with each tentacle for 1d2 damage (plus the chance to perform a [Brain Grab](#brain-grab)), and the following psionic power (which can be used 3x per day):
|
||||||
- **Control**: Target within 30' must **Save** or come under the mental control of the master vampire neurovore for 1d6 rounds.
|
- **Control**: Target within 30' must **Save** or come under the mental control of the master vampire neurovore for 1d6 rounds.
|
||||||
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
|
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
|
||||||
|
|
||||||
|
|||||||
@@ -9,58 +9,4 @@ short_code: bvmm
|
|||||||
hd: 10
|
hd: 10
|
||||||
---
|
---
|
||||||
|
|
||||||
An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.
|
!!!include(bestiary/vampires/vampire-master.md)!!!
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | ----------------------------------------------------- |
|
|
||||||
| **Hit Dice** | 10d10\*\* (55 hp) |
|
|
||||||
| **Armor Class** | 20 |
|
|
||||||
| **Movement** | 40' any direction |
|
|
||||||
| **Attacks** | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
|
|
||||||
| **Alignment** | Chaotic |
|
|
||||||
| **Save** | 6 (10) |
|
|
||||||
| **Morale** | 12 |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
!!!include(bestiary/vampire.md)!!!
|
|
||||||
|
|
||||||
- Must **Save** at the beginning of each round in direct sunlight or lose 2 HD.
|
|
||||||
- Partly blinded while in sunlight (disadvantage on attack).
|
|
||||||
|
|
||||||
### Spellcasting
|
|
||||||
|
|
||||||
- Can cast any known spell by shedding blood (1 hp / spell level).
|
|
||||||
- Carries a spell book (or equivalent) with known spells in it.
|
|
||||||
|
|
||||||
#### Known Spells
|
|
||||||
|
|
||||||
- First level:
|
|
||||||
|
|
||||||
- [Read Languages](/spells/read-languages.html)
|
|
||||||
- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
|
|
||||||
- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
|
|
||||||
|
|
||||||
- Second level:
|
|
||||||
|
|
||||||
- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
|
|
||||||
- [Invisibility](/spells/invisibility.html)
|
|
||||||
- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
|
|
||||||
|
|
||||||
- Third level:
|
|
||||||
|
|
||||||
- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
|
|
||||||
- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
|
|
||||||
- [Suggestion](/spells/suggestion.html)
|
|
||||||
|
|
||||||
- Fourth level:
|
|
||||||
|
|
||||||
- [Improved Invisibility](/spells/improved-invisibility.html)
|
|
||||||
- [Polymorph Others](/spells/polymorph-others.html)
|
|
||||||
- [Polymorph Self](/spells/polymorph-self.html)
|
|
||||||
|
|
||||||
- Fifth level
|
|
||||||
- [Animate Dead](https://oldschoolessentials.necroticgnome.com/srd/index.php/Animate_Dead)
|
|
||||||
- [Telekinesis](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis)
|
|
||||||
|
|||||||
@@ -0,0 +1,12 @@
|
|||||||
|
---
|
||||||
|
title: Vampire Bloodmage
|
||||||
|
description: The vampire bloodmage creature for OSR gaming.
|
||||||
|
date_pub: 2026-10-10T02:16:44-04:00
|
||||||
|
section: bestiary
|
||||||
|
subsection: vampires
|
||||||
|
content_type: feature
|
||||||
|
short_code: bvmb
|
||||||
|
hd: 7 8 9
|
||||||
|
---
|
||||||
|
|
||||||
|
!!!include(bestiary/vampires/vampire-bloodmage.md)!!!
|
||||||
@@ -9,37 +9,4 @@ short_code: bvmr
|
|||||||
hd: 7 8 9
|
hd: 7 8 9
|
||||||
---
|
---
|
||||||
|
|
||||||
Undead creature that survives by drinking the blood of others.
|
!!!include(bestiary/vampires/vampire.md)!!!
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
|
||||||
|
|
||||||
| | |
|
|
||||||
| --------------- | ---------------------------------------------------- |
|
|
||||||
| **Hit Dice** | 7\*\* (31 hp) |
|
|
||||||
| **Armor Class** | 17 |
|
|
||||||
| **Movement** | 40' any direction |
|
|
||||||
| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
|
|
||||||
| **Alignment** | Chaotic |
|
|
||||||
| **Save** | 8 (7) |
|
|
||||||
| **Morale** | 11 |
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
!!!include(bestiary/vampire.md)!!!
|
|
||||||
|
|
||||||
- Must **Save vs Death** at the beginning of each round in direct sunlight or be disintegrated.
|
|
||||||
|
|
||||||
- Partly blinded while in sunlight (-4 to attack).
|
|
||||||
|
|
||||||
### At Higher Levels
|
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
|
||||||
|
|
||||||
| HD | HP | AC | Atk Mod | XP |
|
|
||||||
| :---: | :-: | :-: | :-----: | :---: |
|
|
||||||
| 8\*\* | 36 | 17 | +7 | 1,750 |
|
|
||||||
| 9\*\* | 40 | 17 | +8 | 2,300 |
|
|
||||||
|
|
||||||
[Higher-Level Vampires]
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|||||||
@@ -24,4 +24,183 @@ This will be a 4-5 hour one-shot for a party of 3-5 level 4 adventurers, with (w
|
|||||||
|
|
||||||
So, do you have what it takes to face the challenge of the unknown and... **Escape the O.V.T.**?
|
So, do you have what it takes to face the challenge of the unknown and... **Escape the O.V.T.**?
|
||||||
|
|
||||||
Stay tuned for more!
|
---
|
||||||
|
|
||||||
|
Most of the rules will be the same as the past few times we've played, but I would like to introduce one new rule during this one-shot, the [Combat Countdown Timer](#combat-countdown-timer), inspired by [this article](https://pretendo.games/2026/06/06/three-round-combat/) (found via [Questing Beast](https://www.youtube.com/watch?v=EnoQnbd831g)).
|
||||||
|
|
||||||
|
### Combat Countdown Timer
|
||||||
|
|
||||||
|
!!!include(rules/combat-countdown.md)!!!
|
||||||
|
|
||||||
|
### Magic Item Tables
|
||||||
|
|
||||||
|
1. Pick 2 of the first 3 tables below (or the same table twice).
|
||||||
|
2. For each table, roll the indicated die, look under the result, and either pick from or roll on the linked table (further below).
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock">
|
||||||
|
|
||||||
|
| 1d10 | Result |
|
||||||
|
| :--: | :-------------------------------------------------------------------------------: |
|
||||||
|
| 1-3 | +1 weapon (pick from [here](/rules/equipment/fantasy.html#weapons), give it a +1) |
|
||||||
|
| 4-7 | [+1 weapon with extra feature](#plus-1-weapon-with-extra-feature) |
|
||||||
|
| 8-9 | +2 weapon (pick from [here](/rules/equipment/fantasy.html#weapons), give it a +2) |
|
||||||
|
| 10 | [+2 weapon with extra feature](#plus-2-weapon-with-extra-feature) |
|
||||||
|
|
||||||
|
[Weapons (1d10)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock">
|
||||||
|
|
||||||
|
| 1d8 | Result |
|
||||||
|
| :-: | :--------------------------------------------: |
|
||||||
|
| 1-3 | [miscellaneous item](#miscellaneous-item) |
|
||||||
|
| 4-5 | [ring](#ring) |
|
||||||
|
| 6 | [wand](#wand) (reroll if you can't use a wand) |
|
||||||
|
| 7-8 | [worn item](#worn-item) |
|
||||||
|
|
||||||
|
[Items (1d8)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock">
|
||||||
|
|
||||||
|
| 1d12 | Result |
|
||||||
|
| :--: | :----------------------------------------------------------------------------: |
|
||||||
|
| 1-3 | +1 armor (pick from [here](/rules/equipment/fantasy.html#armor), give it a +1) |
|
||||||
|
| 4-6 | [+1 armor with extra feature](#plus-1-armor-with-extra-feature) |
|
||||||
|
| 7 | +2 armor (pick from [here](/rules/equipment/fantasy.html#armor), give it a +2) |
|
||||||
|
| 8-10 | +1 shield |
|
||||||
|
| 11 | [+1 shield with extra feature](#plus-1-shield-with-extra-feature) |
|
||||||
|
| 12 | [Helm of Immaculate Conservation](/magic-items/helm-of-halos.html) |
|
||||||
|
|
||||||
|
[Armor / Shields (1d12)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
#### Linked Tables
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='plus-1-weapon-with-extra-feature'>
|
||||||
|
|
||||||
|
| 1d12 | Result |
|
||||||
|
| :--: | :---------------------------------------------------------------------------------------------------------------------: |
|
||||||
|
| 1-2 | [Bow of Alarming (+1)](/magic-items/weapons/bow-of-alarming.html) |
|
||||||
|
| 3 | [Flame Lance (+1)](/magic-items/flame-lance.html) |
|
||||||
|
| 4 | [Flaming Sword (+1)](/magic-items/flaming-sword.html) |
|
||||||
|
| 5 | [Greatclub of Energy Draining (+1)](./weapons/greatclub-of-energy-draining.html) |
|
||||||
|
| 6 | [Hand Crossbow of Distance (+1)](/magic-items/crossbow-of-distance-hand.html) |
|
||||||
|
| 7 | [Limbcleaver, Greatsword of Sharpness (+1)](/magic-items/limbcleaver-greatsword-of-sharpness.html) |
|
||||||
|
| 8 | [Mace of Moonlight (+1)](/magic-items/weapons/mace-of-moonlight.html) |
|
||||||
|
| 9 | [Parguk, Trident of Submission (+1)](/magic-items/trident-of-submission-parguk.html) |
|
||||||
|
| 10 | [Rod of Parrying (+1)](/magic-items/weapons/rod-of-parrying.html) |
|
||||||
|
| 11 | [Vah'ki, Flametongue of Dulara (+1, Sentient)](/magic-items/flaming-sword-vahki.html) |
|
||||||
|
| 12 | [Vozath, the Wizard's Wail (+1 / +2 vs Arcane Spellcasters, Sentient)](/magic-items/sword-vozath-the-wizards-wail.html) |
|
||||||
|
|
||||||
|
[+1 Weapons with Extra Feature (1d10)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='plus-2-weapon-with-extra-feature'>
|
||||||
|
|
||||||
|
| 1d10 | Result |
|
||||||
|
| :--: | :------------------------------------------------------------------------------------------: |
|
||||||
|
| 1 | [Aylath, Saber of Light (+2)](/magic-items/weapons/saber-of-light.html) |
|
||||||
|
| 2 | [Buroko, Hand Axe of Quickness (+2)](/magic-items/weapons/hand-axe-of-quickness-buroko.html) |
|
||||||
|
| 3 | [Nemesys, the Enforcer (+2)](/magic-items/sword-nemesys-the-enforcer.html) |
|
||||||
|
| 4 | [Nightwatch, Mace of Moonlight (+2)](/magic-items/weapons/nightwatch-mace-of-moonlight.html) |
|
||||||
|
| 5-6 | [Sai'ju, Blade of Quickness (+2)](/magic-items/sword-of-quickness-saiju.html) |
|
||||||
|
| 7 | [Sayka, Sword of Charming (+2)](/magic-items/sword-of-charming-sayka.html) |
|
||||||
|
| 8 | [Staff of Adani (+2)](/magic-items/staff-of-adani.html) |
|
||||||
|
| 9 | [Stormsong, Bow of Alarming (+2)](/magic-items/weapons/stormsong-bow-of-alarming.html) |
|
||||||
|
| 10 | [Thune, Rod of Parrying (+2)](/magic-items/thune-rod-of-parrying.html) |
|
||||||
|
|
||||||
|
[+2 Weapons with Extra Feature (1d8)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='miscellaneous-item'>
|
||||||
|
|
||||||
|
| 1d8 | Result |
|
||||||
|
| :-: | :-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: |
|
||||||
|
| 1-2 | Choice: [Bag of Holding](/magic-items/sack-of-storing.html#bag-of-holding), [Sack of Storing](/magic-items/sack-of-storing.html), [Haversack of Handiness](/magic-items/sack-of-storing.html#haversack-of-handiness), or [Pouch of Stashing](/magic-items/sack-of-storing.html#pouch-of-stashing) |
|
||||||
|
| 3 | [Bottled Lightning](/magic-items/bottled-lightning.html) |
|
||||||
|
| 4 | 1d4 Healing Potions |
|
||||||
|
| 5 | [Immovable Rod](/magic-items/immovable-rod.html) |
|
||||||
|
| 6 | [Lantern of Revealing](/magic-items/lantern-of-revealing.html) |
|
||||||
|
| 7 | [Pet Rock](/magic-items/pet-rock.html) |
|
||||||
|
| 8 | [Whispering Stones](/magic-items/whispering-stones.html) |
|
||||||
|
|
||||||
|
[Miscellaneous Items (1d8)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='ring'>
|
||||||
|
|
||||||
|
| 1d4 | Result |
|
||||||
|
| :-: | :----------------------------------------------------------------------: |
|
||||||
|
| 1 | [Ring of Fabled Destiny](/magic-items/rings/ring-of-fabled-destiny.html) |
|
||||||
|
| 2 | [Ring of Invisibility](/magic-items/ring-of-invisibility.html) |
|
||||||
|
| 3 | [Ring of Protection (+1)](/magic-items/ring-of-protection.html) |
|
||||||
|
| 4 | [Ring of Shielding (+1)](/magic-items/ring-of-shielding.html) |
|
||||||
|
|
||||||
|
[Rings (1d4)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='wand'>
|
||||||
|
|
||||||
|
| 1d4 | Result |
|
||||||
|
| :-: | :----------------------------------------------------------------------: |
|
||||||
|
| 1 | [Wand of Cold](/magic-items/wand-of-cold.html) |
|
||||||
|
| 2 | [Wand of Druidcraft](/magic-items/wand-of-druidcraft.html) |
|
||||||
|
| 3 | [Wand of Illusions](/magic-items/wand-of-illusions.html) |
|
||||||
|
| 4 | [Wand of Magic Missiles](/magic-items/wands/wand-of-magic-missiles.html) |
|
||||||
|
|
||||||
|
[Wands (1d4)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='worn-item'>
|
||||||
|
|
||||||
|
| 1d20 | Result |
|
||||||
|
| :---: | :-------------------------------------------------------------------------------------------: |
|
||||||
|
| 1 | [Amulet of Reading Thoughts](/magic-items/amulet-of-reading-thoughts.html) |
|
||||||
|
| 2-3 | [Boots of Leaping and Bounding](/magic-items/boots-of-leaping-and-bounding.html) |
|
||||||
|
| 4 | [Boots of Sky Walking](/magic-items/boots-of-sky-walking.html) |
|
||||||
|
| 5-6 | [Bracers of Bulwark](/magic-items/bracers-of-bulwark.html) |
|
||||||
|
| 7-8 | [Bracers of Redoubt (+1)](/magic-items/bracers-of-redoubt.html) |
|
||||||
|
| 9 | [Cape of Muun'teh'bahn'k](/magic-items/cape-of-muuntehbahnk.html) |
|
||||||
|
| 10-11 | [Cloak of Displacement (+1)](/magic-items/cloak-of-displacement.html) |
|
||||||
|
| 12-13 | [Cloak of Good Fortune (+1)](/magic-items/cloak-of-good-fortune.html) |
|
||||||
|
| 14 | [Cloak of Invisibility](/magic-items/cloak-of-invisibility.html) |
|
||||||
|
| 15 | [Elven Boots](/magic-items/elven-boots.html) and [Elven Cloak](/magic-items/elven-cloak.html) |
|
||||||
|
| 16 | [Gloves of Ha'duu'kyn](/magic-items/worn/gloves-of-ha-duu-kyn.html) |
|
||||||
|
| 17-18 | [Robe of Protection (+1)](/magic-items/robe-of-protection.html) |
|
||||||
|
| 19-20 | [Shirt of Elven Chainmail (+1)](/magic-items/worn/shirt-of-elven-chainmail.html) |
|
||||||
|
|
||||||
|
[Worn Items (1d20)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='plus-1-armor-with-extra-feature'>
|
||||||
|
|
||||||
|
| 1d6 | Result |
|
||||||
|
| :-: | :--------------------------------------------------------------------------------: |
|
||||||
|
| 1-2 | [Armor of Glamour (+1)](/magic-items/worn/armor-of-glamour.html) |
|
||||||
|
| 3-4 | [Armor of Protection Against Magic (+1)](/magic-items/armor-protection-magic.html) |
|
||||||
|
| 5-6 | [Armor of Stashing (+1)](/magic-items/armor-stashing.html) |
|
||||||
|
|
||||||
|
[+1 Armor with Extra Feature (1d6)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper dividedTableWrapperBlock" id='plus-1-shield-with-extra-feature'>
|
||||||
|
|
||||||
|
| 1d4 | Result |
|
||||||
|
| :-: | :----------------------------------------------------------------------------: |
|
||||||
|
| 1-2 | [Shield of Dancing (+1)](/magic-items/shield-dancing.html) |
|
||||||
|
| 3-4 | [Shield of Missile Ensnaring (+1)](/magic-items/shield-missile-ensnaring.html) |
|
||||||
|
|
||||||
|
[+1 Shields with Extra Feature (1d4)]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -7,3 +7,161 @@ subsection: one-shots
|
|||||||
content_type: feature
|
content_type: feature
|
||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
### Arduil, the Soul Reaver
|
||||||
|
|
||||||
|
[Statistics](/bestiary/elementals/law-elementals/arduil/)
|
||||||
|
|
||||||
|
<details class='commandDetails'>
|
||||||
|
<summary>Roll20 Commands</summary>
|
||||||
|
<pre>
|
||||||
|
|
||||||
|
&{template:default} {{name=Flaming Halo Slice}} {{attack=[[1d20+9]]}} {{damage=[[1d6]]}}
|
||||||
|
/r 1d20+9 Flaming Halo Slice at Victim
|
||||||
|
/r [[1d20+9]] [[1d20+9]] [[1d20+9]] Flaming Halo Slices
|
||||||
|
/r 1d6 Flaming Halo Slice Damage</pre1>
|
||||||
|
|
||||||
|
</details>
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Arduil itself should remain hidden until the "big" reveal (when it kills Kreech)
|
||||||
|
- Fragments can show-up via normal wandering monster process
|
||||||
|
- After it first appears, it will be drawn to any fight that goes on too long (and is the ultimate countdown result)
|
||||||
|
- If the fight is with a chaotic creature, it will attack the losers outright.
|
||||||
|
- Makes the clicking sound wwhich speeds up as the angel approaches (from the metal hitting the walls).
|
||||||
|
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
|
||||||
|
|
||||||
|
### Arduil Fragments
|
||||||
|
|
||||||
|
[Statistics](/bestiary/elementals/law-elementals/arduil/fragments.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Can be found in any wall that shows some angel damage (which is most floors).
|
||||||
|
- Makes the same clicking sound as Arduil, but slower (only one piece)
|
||||||
|
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
|
||||||
|
- Seldom talk, but is capable of speech: voice sounds like an auto-tuned, mechanical choir.
|
||||||
|
|
||||||
|
### Doctor Elmid
|
||||||
|
|
||||||
|
[Statistics](/bestiary/skeletons/skeleton.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Found in C-6.
|
||||||
|
- Animated skeleton wearing a lab coat and a monocle.
|
||||||
|
- Has seen the angel but thinks it best not to mention it.
|
||||||
|
- Trying to save Jazylla, but not having much luck.
|
||||||
|
|
||||||
|
### Fire Mephit
|
||||||
|
|
||||||
|
[Statistics](/bestiary/elementals/chaos-elementals/mephits/fire-mephit.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Hide in the torches.
|
||||||
|
- Appear as demonic faces in the flame.
|
||||||
|
- Bound to serve Lord Orkog, but only get involved if rolled as a random encounter
|
||||||
|
- They will be _utterly annhilated_ if they fight the angel, so they stay out of the way.
|
||||||
|
- Maximum number appearing (total) = # of PCs x 2
|
||||||
|
|
||||||
|
### Jazylla, the Doomed Maid
|
||||||
|
|
||||||
|
[Statistics](/bestiary/commoner.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Found in C-6.
|
||||||
|
- Short, dark, curly hair, olive-colored skin, plain ork clothes
|
||||||
|
- Already wounded by angel, dying, being tended to by
|
||||||
|
|
||||||
|
### Kreech, the Werewolf Servant
|
||||||
|
|
||||||
|
[Statistics](/bestiary/werebeasts/werewolf.html) (just in case)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Initially freed the angel, then fled from it while it caused havoc.
|
||||||
|
- Recently made Lord Orkog aware of angel's escape, has been lurking in the shadows since trying to avoid it.
|
||||||
|
|
||||||
|
### Monitor
|
||||||
|
|
||||||
|
[Statistics](/bestiary/monitor.html)
|
||||||
|
|
||||||
|
<details class='commandDetails'>
|
||||||
|
<summary>Roll20 Commands</summary>
|
||||||
|
<pre>
|
||||||
|
&{template:default} {{name=Zap!}} {{attack=[[1d20]]}} {{damage=[[1d6]]}}
|
||||||
|
/r 1d20 Zap! at Victim
|
||||||
|
/r 1d6 Zap Damage</pre1>
|
||||||
|
</details>
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Makes a clicking sound when they walk (as a type of sonar)
|
||||||
|
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
|
||||||
|
- Maximum number appearing (total) = # of PCs x 2
|
||||||
|
|
||||||
|
### Nggyb'ra, the Outsider
|
||||||
|
|
||||||
|
[Statistics](/bestiary/outsiders/nggyb-ra.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Speaks via telepathy (which feels _wrong_ to those that they communicate with)
|
||||||
|
- Glows slightly when he "speaks".
|
||||||
|
- Voice: Aragog (big spider) from HP and the Chamber of Secrets
|
||||||
|
- Makes a low clicking sound when moving.
|
||||||
|
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
|
||||||
|
- Seeks only to return to its universe of origin, beyond the edges of our multiverse, and so is looking for a way out.
|
||||||
|
- Has split into smaller pieces in hopes to try and find a doorway to the vacuum of space.
|
||||||
|
|
||||||
|
### Ravona Tang
|
||||||
|
|
||||||
|
[Statistics](/bestiary/vampires/vampire-bloodmage.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Voice: L'Armica (Lee's daughter in "Vampire Hunter D")
|
||||||
|
- Shrill, vaguely eastern-european accent
|
||||||
|
- Hates mortals, thinks of them as disposable test subjects.
|
||||||
|
- Bloodmage - uses dagger to cut self to bleed, throws blood on targets.
|
||||||
|
|
||||||
|
### Lord Orkog Vysk, Master Vampire
|
||||||
|
|
||||||
|
[Statistics](/bestiary/vampires/master-vampire.html)
|
||||||
|
|
||||||
|
#### GM Notes
|
||||||
|
|
||||||
|
- Voice: Count Magnus Lee in "Vampire Hunter D" or The Fantome from "League of Extraordinary Gentlemen"
|
||||||
|
- Vaguely eastern-european accent, short phrases.
|
||||||
|
- Wants the angel problem dealt with ASAP.
|
||||||
|
- Demands respect from PCs - if they mouth off too much, he'll turn one of them into a mouse (or worse).
|
||||||
|
- Bloodmage - uses nails to cut self to bleed, throws blood on targets.
|
||||||
|
|
||||||
|
### Vampire Cleaners
|
||||||
|
|
||||||
|
#### Pyre
|
||||||
|
|
||||||
|
[Statistics](/bestiary/vampires/vampire-spawn.html)
|
||||||
|
|
||||||
|
- Dark skin with burn marks, bald, dressed all in black leather.
|
||||||
|
- Wields [Flaming Sword +1](/magic-items/flaming-sword.html)
|
||||||
|
|
||||||
|
#### Nekro
|
||||||
|
|
||||||
|
[Statistics](/bestiary/vampires/vampire-spawn.html)
|
||||||
|
|
||||||
|
- Pale skin, long, black unkempt hair, dressed all in black leather.
|
||||||
|
- Wields [Orb of Oblivion](/magic-items/miscellaneous/orb-of-oblivion.html)
|
||||||
|
- If searched after, has a slip of paper with 2 words written (poorly) on it: "Nekrofy" and "Nullify" (the 2 command words for the orb).
|
||||||
|
|
||||||
|
#### Rypper
|
||||||
|
|
||||||
|
[Statistics](/bestiary/vampires/vampire-spawn.html)
|
||||||
|
|
||||||
|
- Tanned skin, bald except for a line of literal spikes coming out of his head (6" long, straight down the middle), dressed all in black leather.
|
||||||
|
- Wields 2x [Claws of Ripping and Tearing](/magic-items/weapons/claw-ripping-tearing.html)
|
||||||
|
|||||||
@@ -7,3 +7,71 @@ subsection: one-shots
|
|||||||
content_type: feature
|
content_type: feature
|
||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
|
Roll on the Exploration Complications table every time the party changes levels or a turn passes.
|
||||||
|
|
||||||
|
1. Encounter
|
||||||
|
2. Signs / Portents
|
||||||
|
3. Locality
|
||||||
|
4. Light Source
|
||||||
|
5. Exhaustion (only if 3+ turns since start or last rest)
|
||||||
|
6. No Complications
|
||||||
|
|
||||||
|
Then, roll for the location:
|
||||||
|
|
||||||
|
1. The center stairwell.
|
||||||
|
2. The first room listed in the floor's description
|
||||||
|
3. The second room listed in the floor's description
|
||||||
|
4. The third room listed in the floor's description
|
||||||
|
5. The fourth room listed in the floor's description
|
||||||
|
6. The fifth room listed in the floor's description
|
||||||
|
|
||||||
|
<!--
|
||||||
|
### Encounters
|
||||||
|
|
||||||
|
1. A crack in the wall sprays a
|
||||||
|
blinding jet of flames as a
|
||||||
|
trapped angel wing lashes out
|
||||||
|
from the bulkhead!
|
||||||
|
2. You hear a fast metallic clicking
|
||||||
|
as three hall monitors attack!
|
||||||
|
3. A blast of steam erupts from a
|
||||||
|
nearby pipe as a whirling angel
|
||||||
|
fragment shoots out at you!
|
||||||
|
-->
|
||||||
|
|
||||||
|
### 3d4 Encounter Table
|
||||||
|
|
||||||
|
3. Mortal escapee
|
||||||
|
4. Piece of Nggyb'ra
|
||||||
|
5. Golden Metal Feather
|
||||||
|
6. Golden Metal Halo
|
||||||
|
7. 1d4 Monitors
|
||||||
|
8. Kreech's demise
|
||||||
|
9.
|
||||||
|
10. 1d4 Mephits (2HD)
|
||||||
|
11. 1d2 Mephits (4HD)
|
||||||
|
12. 1 Mephit (8HD)
|
||||||
|
|
||||||
|
### Light Source
|
||||||
|
|
||||||
|
1. A draft blows through the room and all of the wall torches blow out at once, darkening the area.
|
||||||
|
2. A draft blows through the room and all of the wall torches blow out, and then all relight at once.
|
||||||
|
3. All of the torches in the room flare for a moment, then return to normal.
|
||||||
|
- Roll 1dX (x = # of players) => that PC in marching order thinks they see demonic creatures in the flames.
|
||||||
|
|
||||||
|
### Locality
|
||||||
|
|
||||||
|
1. A crack in the wall sprays a scorching jet of flames, **Save** or take 1d6 damage from burning.
|
||||||
|
2. A blast of blinding steam erupts from a nearby pipe, **Save** or be blinded for 1d3 turns.
|
||||||
|
|
||||||
|
### Signs / Portents
|
||||||
|
|
||||||
|
1. Roll for an encounter.
|
||||||
|
2. Roll 1d4 to determine where the sound is coming from:
|
||||||
|
1. Level above
|
||||||
|
2. Level below
|
||||||
|
3. Same level
|
||||||
|
4. Can't tell, but with a successful INT or WIS check, roll again with 1d3.
|
||||||
|
3. Roll 1d6 to determine which room on that level the sound is coming from.
|
||||||
|
- Be aware of door states when determining this, some are sealed shut.
|
||||||
|
|||||||
@@ -56,7 +56,7 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
|
|||||||
- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
|
- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
|
||||||
- Carries a spell book (or equivalent) with known spells in it.
|
- Carries a spell book (or equivalent) with known spells in it.
|
||||||
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
|
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
|
||||||
- Can cast any spell in book.
|
- Can cast any spell in book with level less than or equal to bloodmage level.
|
||||||
- Can cast a number of spells per day equal to bloodmage level.
|
- Can cast a number of spells per day equal to bloodmage level.
|
||||||
- Can conduct magical research.
|
- Can conduct magical research.
|
||||||
- Gains a new spell every level, in addition to any found and added to spell book.
|
- Gains a new spell every level, in addition to any found and added to spell book.
|
||||||
|
|||||||
@@ -16,4 +16,5 @@ A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-
|
|||||||
</div>
|
</div>
|
||||||
|
|
||||||
- Grants wearer AC of 11 + 1d4 when worn without armor.
|
- Grants wearer AC of 11 + 1d4 when worn without armor.
|
||||||
|
- AC value is determined at start of each day at dawn.
|
||||||
- Grants no bonus when worn with armor.
|
- Grants no bonus when worn with armor.
|
||||||
|
|||||||
@@ -9,4 +9,8 @@ short_code: m1b0r
|
|||||||
|
|
||||||
A pair of ornate, finely-crafted metal wrist-guards, etched with arcane runes of defense.
|
A pair of ornate, finely-crafted metal wrist-guards, etched with arcane runes of defense.
|
||||||
|
|
||||||
|
- Grants +1 AC to wearer
|
||||||
|
|
||||||
|
### Bracers of Redoubt +2
|
||||||
|
|
||||||
- Grants +2 AC to wearer
|
- Grants +2 AC to wearer
|
||||||
|
|||||||
@@ -15,9 +15,11 @@ A well-made, wooden broom, craved with arcane symbols that make it capable of fl
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
### Activation
|
||||||
|
|
||||||
- When wielder speaks command word (_Ready_), broom begins to hover, whereupon it may be mounted and flown.
|
- When wielder speaks command word (_Ready_), broom begins to hover, whereupon it may be mounted and flown.
|
||||||
- Capable of flying at 80' / round (8' per second or 5 MPH) while carrying a passenger.
|
- Capable of flying at 80' / round (8' per second or 5 MPH) while carrying a passenger.
|
||||||
- Can carry an additional passenger (up to 200 lbs), but speed is reduced to 60' / round (6' per second or 4 MPH).
|
- Can carry an additional passenger (up to 200 lbs), but speed is reduced to 60' / round (6' per second or 4 MPH).
|
||||||
- After landing, broom stops hovering.
|
|
||||||
- When wielder speaks command word (_Go_) along with the name of a location within 1 mile that wielder is familiar with, broom will fly to that location.
|
- When wielder speaks command word (_Go_) along with the name of a location within 1 mile that wielder is familiar with, broom will fly to that location.
|
||||||
- Command word (_Return_) may be spoken to summon broom to return, provided it's still within 1 mile.
|
- Command word (_Return_) may be spoken to summon broom to return, provided it's still within 1 mile.
|
||||||
|
- After landing, broom stops hovering.
|
||||||
|
|||||||
@@ -4,11 +4,18 @@ description: An enchanted cloak that bends light, making wearer difficult to hit
|
|||||||
date_pub: 2025-04-20T18:16:14.000-04:00
|
date_pub: 2025-04-20T18:16:14.000-04:00
|
||||||
section: magic items
|
section: magic items
|
||||||
content_type: feature
|
content_type: feature
|
||||||
short_code: mcd
|
short_code: m1cd
|
||||||
---
|
---
|
||||||
|
|
||||||
An enchanted cloak that bends light, making wearer difficult to hit.
|
An enchanted cloak that bends light, making wearer difficult to hit.
|
||||||
|
|
||||||
- Wearer gains +2 bonus to AC and saves vs petrification, spells, and wielded items.
|
- Wearer gains +1 bonus to AC and saves vs petrification, spells, and wielded items.
|
||||||
- When wearer takes damage, bonus ends until next round.
|
- When wearer takes damage, bonus ends until next round.
|
||||||
- Bonus is deactivated when wearer is [restrained](/rules/adventuring.html#restrained), [unconscious](/rules/adventuring.html#unconscious), or otherwise unable to move.
|
- Bonus is deactivated when wearer is [restrained](/rules/adventuring.html#restrained), [unconscious](/rules/adventuring.html#unconscious), or otherwise unable to move.
|
||||||
|
|
||||||
|
### Cloak of Displacement +2
|
||||||
|
|
||||||
|
Same as above except as noted below.
|
||||||
|
|
||||||
|
- Wearer gains +2 bonus to AC and saves vs petrification, spells, and wielded items.
|
||||||
|
- Other restrictions still apply.
|
||||||
|
|||||||
@@ -20,5 +20,4 @@ The conjured whip:
|
|||||||
- +6 to attack
|
- +6 to attack
|
||||||
- Counts as a magical weapon.
|
- Counts as a magical weapon.
|
||||||
- Inflicts 1d6+1 damage on a hit.
|
- Inflicts 1d6+1 damage on a hit.
|
||||||
- Victim must **Save vs Spells** or become entangled for 1d6+1 rounds.
|
- Victim must **Save vs Spells** or become [entangled](/rules/adventuring.html#entangled) for 1d6+1 rounds.
|
||||||
- Entangled victims can't move or attack.
|
|
||||||
|
|||||||
@@ -21,19 +21,20 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
1. [Beyza, The Bandit's Heart (+2)](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
|
1. [Aylath, Saber of Light (+2)](./weapons/saber-of-light.html): An ancient, ornate, blackened metal sword hilt that can manifest a 3' long blade of pure light.
|
||||||
2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
2. [Beyza, The Bandit's Heart (+2)](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
|
||||||
3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
3. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
||||||
4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
|
4. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
||||||
5. [The Mangler (+5)](./shortsword-mangler.html): A legendary black-and-silver short sword forged from an unknown metal and covered in strange runes.
|
5. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
|
||||||
6. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
6. [The Mangler (+5)](./shortsword-mangler.html): A legendary black-and-silver short sword forged from an unknown metal and covered in strange runes.
|
||||||
7. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
7. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
||||||
8. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
8. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
||||||
9. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
9. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
||||||
10. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
|
10. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
||||||
11. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
11. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
|
||||||
12. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
12. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
||||||
13. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
13. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
||||||
|
14. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
@@ -49,23 +50,29 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
1. [Buroko, Hand Axe of Quickness](./weapons/hand-axe-of-quickness-buroko.html): An impeccably-balanced, blackened hand axe etched with runes of speed.
|
1. [Bow of Alarming (+1)](./weapons/bow-of-alarming.html): An enchanted bow made of bleached wood that prevents its wielder and their companions from being surprised.
|
||||||
2. [Crossbow of Distance, Hand (+1)](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
|
2. [Buroko, Hand Axe of Quickness (+2)](./weapons/hand-axe-of-quickness-buroko.html): An impeccably-balanced, blackened hand axe etched with runes of speed.
|
||||||
3. [Darklurker (+2)](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
|
3. [Crossbow of Distance, Hand (+1)](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
|
||||||
4. [Emyul, Holy Avenger (+3)](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
|
4. [Darklurker (+2)](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
|
||||||
5. [Flame Lance (+1)](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
|
5. [Emyul, Holy Avenger (+3)](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
|
||||||
6. [Judgement (+3)](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
|
6. [Flame Lance (+1)](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
|
||||||
7. [Kaaji-jukai, Nunchaku of Defense (+4)](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which are capable of improving their wielder's AC.
|
7. [Greatclub of Energy Draining (+1)](./weapons/greatclub-of-energy-draining.html): A massive, white stone club which can drain levels or HD on a successful strike.
|
||||||
8. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
|
8. [Judgement (+3)](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
|
||||||
9. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
9. [Kaaji-jukai, Nunchaku of Defense (+4)](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which are capable of improving their wielder's AC.
|
||||||
10. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
10. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
|
||||||
11. [Rockcrusher (+4)](./warhammer-rockcrusher.html): A legendary magical war hammer of exceptional quality, trimmed in gold and silver.
|
11. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
||||||
12. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
12. [Mace of Moonlight (+1)](./weapons/mace-of-moonlight.html): A mace of blue and gold metal which can shed moonlight in a 15' radius.
|
||||||
13. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
13. [Nightwatch, Mace of Moonlight (+2)](./weapons/nightwatch-mace-of-moonlight.html): An exceptionally crafted silver mace which can shed moonlight in a 15' radius.
|
||||||
14. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
14. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
||||||
15. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
15. [Rockcrusher (+4)](./warhammer-rockcrusher.html): A legendary magical war hammer of exceptional quality, trimmed in gold and silver.
|
||||||
16. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A 10' long wooden pole, carved with glowing arcane runes, and tipped with a large spiked spearhead.
|
16. [Rod of Parrying (+1)](./weapons/rod-of-parrying.html): A 5' long, 2" diameter, blackened metal rod inscribed with arcane runes which may be used to parry incoming attacks.
|
||||||
17. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
17. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
||||||
|
18. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
||||||
|
19. [Stormsong, Bow of Alarming (+2)](./weapons/stormsong-bow-of-alarm.html): An enchanted bow of blackened wood and silver engravings that prevents its wielder and their companions from being surprised.
|
||||||
|
20. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
||||||
|
21. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
||||||
|
22. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A 10' long wooden pole, carved with glowing arcane runes, and tipped with a large spiked spearhead.
|
||||||
|
23. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
@@ -101,7 +108,8 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
2. [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
|
2. [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
|
||||||
3. [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
|
3. [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
|
||||||
4. [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
|
4. [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
|
||||||
5. [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
|
5. [Wand of Magic Missiles](./wands/wand-of-magic-missiles.html): A wand for arcane spellcasters that fires yellow arrows of arcane energy at targets, hitting them unerringly.
|
||||||
|
6. [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
|
|||||||
@@ -49,6 +49,4 @@ Wielder can read the thoughts of a living creature within 60'.
|
|||||||
- Wielder may then attempt to initiate bidirectional telepathic communication with the target (who is not compelled to reply), which can continue while concentration is held.
|
- Wielder may then attempt to initiate bidirectional telepathic communication with the target (who is not compelled to reply), which can continue while concentration is held.
|
||||||
- Blocked by lead.
|
- Blocked by lead.
|
||||||
|
|
||||||
### Mace Properties
|
!!!include(weapons/mace-properties.md)!!!
|
||||||
|
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
|
||||||
|
|||||||
@@ -0,0 +1,34 @@
|
|||||||
|
---
|
||||||
|
title: Gem of Brightness
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-13T23:19:06-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1g0b
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
A 2" tall equilateral-triangular prism that glow faintly with an ever-changing rainbow of colors when held.
|
||||||
|
|
||||||
|
### Activation
|
||||||
|
|
||||||
|
- When a command word is spoken (_???_) while wielded, sheds bright light in a 30' radius and dim light for an additional 30'.
|
||||||
|
- This effect doesn't trigger a roll of the Usage Die.
|
||||||
|
- Light ends another command word is spoken.
|
||||||
|
|
||||||
|
- When another command word is spoken (_???_) while wielded, a brilliant beam of light fires from the gem at target within 60'.
|
||||||
|
- Target must **Save** or become [blinded](/rules/adventuring.html#blinded) for the next minute.
|
||||||
|
- A creature blinded by this effect may attempt to **Save** again at the start of each combat round to end the effect.
|
||||||
|
|
||||||
|
- When a final command word is spoken (_??_) while wielded, the gem flares, casting intense light in a 30' cone.
|
||||||
|
- Each creature in the cone must **Save** or become [blinded](/rules/adventuring.html#blinded) for the next minute.
|
||||||
|
- A creature blinded by this effect may attempt to **Save** again at the start of each combat round to end the effect.
|
||||||
|
- When used in this way, the next Usage Die roll gets -1.
|
||||||
|
|
||||||
|
### Usage Die
|
||||||
|
|
||||||
|
- Starts at d10.
|
||||||
|
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
|
||||||
|
- When no more charges are left, it becomes an inert, nonmagical jewel.
|
||||||
|
|
||||||
|
!!!include(license/wotc-cc-by.md)!!!
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
---
|
||||||
|
title: Orb of Oblivion
|
||||||
|
description: A crystal orb that generates and controls entropic energy.
|
||||||
|
date_pub: 2026-10-10T19:08:03-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m100
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
A 10"-diameter crystal orb that appears jet black in the center.
|
||||||
|
|
||||||
|
- When activated, the blackness begins to "swirl".
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
### Entropic Blast
|
||||||
|
|
||||||
|
When a command word ("Necrofy") is spoken, a 2" diameter beam of black energy springs from it, striking target creature or object.
|
||||||
|
|
||||||
|
- Deals 2d6 entropic damage to target (**Save vs Wielded** for half damage).
|
||||||
|
|
||||||
|
### Sphere of Spirits
|
||||||
|
|
||||||
|
When a command word ("Nullify") is spoken, a sphere of swirling sprits surround the wielder, reducing all damage they take by half until end of round.
|
||||||
|
|
||||||
|
### Usage Die
|
||||||
|
|
||||||
|
- Starts at d10.
|
||||||
|
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the blackness in the orb fades slightly.
|
||||||
|
- When no more charges are left, it becomes an inert, clear crystal orb.
|
||||||
@@ -7,7 +7,7 @@ content_type: feature
|
|||||||
short_code: m1kj
|
short_code: m1kj
|
||||||
---
|
---
|
||||||
|
|
||||||
A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain and inlaid with golden arcane symbols.
|
A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a short chain and inlaid with golden arcane symbols.
|
||||||
|
|
||||||
[[toc]]
|
[[toc]]
|
||||||
|
|
||||||
@@ -27,7 +27,7 @@ At the start of each combat round, wielder may choose to convert some or all of
|
|||||||
|
|
||||||
### Nunchaku Properties
|
### Nunchaku Properties
|
||||||
|
|
||||||
- **Blunt**: Can be wielded by cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
|
|
||||||
> Kaaji-jukai comes from the ancient plane of Zynoshi, where it was used for a dozen generations by the clerical monks who patrolled the Lashto foothills of the vile Volo Peaks, defending the populace from the demonic spirits that would occasionally escape their dread imprisonment.
|
> Kaaji-jukai comes from the ancient plane of Zynoshi, where it was used for a dozen generations by the clerical monks who patrolled the Lashto foothills of the vile Volo Peaks, defending the populace from the demonic spirits that would occasionally escape their dread imprisonment.
|
||||||
>
|
>
|
||||||
|
|||||||
@@ -15,6 +15,12 @@ A small silver band etched with arcane glyphs of protection and defense.
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
- Once during the wearer's combat turn, they may say a command word as a free action.
|
- Once during the wearer's combat turn, they may say a command word as a free action to activate one of the following effects:
|
||||||
- If they say the command word (_Shield_), the ring grows into a small, lightweight, enchanted metal shield (strapped to arm that wore the ring), granting +2 AC.
|
- If wearer says a command word (_Shield_), the ring grows into a small, lightweight, enchanted metal shield (strapped to arm that wore the ring), granting +1 AC.
|
||||||
- If they say the command word (_Ring_), the shield reverts into ring form.
|
- If wearer says the command word (_Ring_), the shield reverts into ring form.
|
||||||
|
|
||||||
|
### Ring of Shielding +2
|
||||||
|
|
||||||
|
Same as above except as noted below.
|
||||||
|
|
||||||
|
- Shield form grants +2 AC.
|
||||||
|
|||||||
@@ -11,7 +11,7 @@ A large, gaudy ring, sculpted with the image of a toothy piece of luggage, which
|
|||||||
|
|
||||||
<div class="imgWrapper">
|
<div class="imgWrapper">
|
||||||
|
|
||||||
 license.](/images/magic-items/ring-of-fabled-destiny.jpg 'Ring of Fabled Destiny')
|
 license.](/images/magic-items/ring-of-destiny.jpg 'Ring of Fabled Destiny')
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@@ -9,4 +9,8 @@ short_code: mr0p
|
|||||||
|
|
||||||
An enchanted robe that protects its wearer.
|
An enchanted robe that protects its wearer.
|
||||||
|
|
||||||
- Wearer gains +1 bonus to AC and saves.
|
- Grants wearer a +1 bonus to AC and all saving throws.
|
||||||
|
|
||||||
|
### Robe of Protection +2
|
||||||
|
|
||||||
|
- Grants wearer a +2 bonus to AC and all saving throws.
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ A lightweight, platinum quarterstaff, about 6' long, etched with arcane symbols
|
|||||||
|
|
||||||
### Staff Properties
|
### Staff Properties
|
||||||
|
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
- **Reach**: Grants a extra 5-15' reach for determining melee range.
|
- **Reach**: Grants a extra 5-15' reach for determining melee range.
|
||||||
- **Versatile**: At start of combat round, if offhand is free, may choose to have staff deal 1d6 base damage for that round while gaining the following properties:
|
- **Versatile**: At start of combat round, if offhand is free, may choose to have staff deal 1d6 base damage for that round while gaining the following properties:
|
||||||
- **Slow**: Always attacks last in a round.
|
- **Slow**: Always attacks last in a round.
|
||||||
|
|||||||
@@ -18,7 +18,9 @@ A finely-crafted silver longsword, acid-etched with lunar iconography and the na
|
|||||||
### Abilities
|
### Abilities
|
||||||
|
|
||||||
- +2 to attack and damage rolls (1d8+2 / 1d10+2), +3 vs werewolves (1d8+3 / 1d10+3).
|
- +2 to attack and damage rolls (1d8+2 / 1d10+2), +3 vs werewolves (1d8+3 / 1d10+3).
|
||||||
- When unsheathed in darkness, or the command word (_Lu'ar_) is spoken, illuminates a 15 foot radius with moonlight (as with the [Moonlight spell](/spells/moonlight.html)).
|
- When unsheathed in darkness, or the command word (_Lu'ar_) is spoken while in hand, illuminates a 15' radius with [moonlight](#moonlight).
|
||||||
|
|
||||||
|
!!!include(magic-items/moonlight.md)!!!
|
||||||
|
|
||||||
!!!include(weapons/longsword-properties.md)!!!
|
!!!include(weapons/longsword-properties.md)!!!
|
||||||
|
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ description: A magic wand for arcane spellcasters that can create illusions as w
|
|||||||
date_pub: 2023-09-18T22:27:00-04:00
|
date_pub: 2023-09-18T22:27:00-04:00
|
||||||
section: magic items
|
section: magic items
|
||||||
content_type: feature
|
content_type: feature
|
||||||
short_code: mw01
|
short_code: m1w01
|
||||||
---
|
---
|
||||||
|
|
||||||
A small wand made out of a dark wood, carved with light blue runes, and inlaid with a light blue gem.
|
A small wand made out of a dark wood, carved with light blue runes, and inlaid with a light blue gem.
|
||||||
@@ -26,7 +26,7 @@ When the wand is waved by an arcane spellcaster, an illusion of the wielder's ch
|
|||||||
|
|
||||||
- The wielder may move at up to half normal speed while [concentrating](/rules/magic.html#concentration).
|
- The wielder may move at up to half normal speed while [concentrating](/rules/magic.html#concentration).
|
||||||
|
|
||||||
#### Usage Die
|
### Usage Die
|
||||||
|
|
||||||
- Starts at d10.
|
- Starts at d10.
|
||||||
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
|
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
|
||||||
|
|||||||
@@ -0,0 +1,29 @@
|
|||||||
|
---
|
||||||
|
title: Wand of Magic Missiles
|
||||||
|
description: A magic wand for arcane spellcasters that can cast the Magic Missile spell.
|
||||||
|
date_pub: 2026-10-12T22:50:19-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1wmm
|
||||||
|
---
|
||||||
|
|
||||||
|
A wand composed of twisted, pale wood etched with arcane symbols and topped with a small yellow gem.
|
||||||
|
|
||||||
|
- As long as at least one charge remains, the gem glows faintly while the wand is wielded.
|
||||||
|
- May only be used by an arcane spellcaster.
|
||||||
|
|
||||||
|
### Activation
|
||||||
|
|
||||||
|
When the wand is waved by an arcane spellcaster and a command word is spoken, one or two glowing yellow arrows of arcane energy fire from its tip.
|
||||||
|
|
||||||
|
- When the command word "One" is spoken, a single arrow is fired at a single target within 150'.
|
||||||
|
- When the command word "Two" is spoken, a pair of arrows are fired.
|
||||||
|
- Both arrows can target the same creature or object within 150', or each can target a different creature or object within 150'.
|
||||||
|
- When used in this way, the next Usage Die roll gets -1.
|
||||||
|
- Each arrow hits unerringly (no saving throw allowed), doing 1d6+1 damage.
|
||||||
|
|
||||||
|
### Usage Die
|
||||||
|
|
||||||
|
- Starts at d10.
|
||||||
|
- After each use, roll the current die, and on a 2 or less, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1) and the glow becomes dimmer.
|
||||||
|
- When no more charges are left, wand becomes inert.
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
---
|
||||||
|
title: Bow of Alarming
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-14T23:45:06-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1b0w
|
||||||
|
---
|
||||||
|
|
||||||
|
An enchanted bow made of bleached wood and accentuated with golden rings.
|
||||||
|
|
||||||
|
- +1 to attack and damage rolls (1d6+1).
|
||||||
|
- Holder and allies within 40':
|
||||||
|
- Can't be surprised, even while (naturally) sleeping; and
|
||||||
|
- Are magically awakened if sleeping naturally at start of combat.
|
||||||
|
|
||||||
|
!!!include(weapons/bow-properties.md)!!!
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
---
|
||||||
|
title: Claw of Ripping and Tearing
|
||||||
|
description: A Claw of Ripping and Tearing for OSR gaming.
|
||||||
|
date_pub: 2026-10-10T21:24:46-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1crt
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
A fist-sized metal handle mounted to a set of 4 razor-sharp metal blades, each 6" long.
|
||||||
|
|
||||||
|
- +1 to attack and damage rolls (1d6+1).
|
||||||
|
- When wielded, blades are mounted to back of wielder's hand.
|
||||||
|
- Multiple Claws of Ripping and Tearing may be wielded at the same time.
|
||||||
|
- Wielder may make an attack with each one in a round.
|
||||||
|
- When wielding multiple Claws, the first attack occurs while wielder's side has initiative, with subsequent attacks occurring at the end of the round.
|
||||||
@@ -15,5 +15,5 @@ A massive, white stone club engraved with golden runes of energy draining.
|
|||||||
|
|
||||||
### Greatclub Properties
|
### Greatclub Properties
|
||||||
|
|
||||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
- **Blunt**: No cutting edge, may be wielded by certain classes with weapon restrictions.
|
||||||
- **Two-handed**: Requires two hands to use.
|
- **Two-handed**: Requires two hands to use.
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
---
|
||||||
|
title: Mace of Moonlight
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-14T22:26:24-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1m0m
|
||||||
|
---
|
||||||
|
|
||||||
|
A mace of blue and gold metal etched with arcane symbols and held with a grip wrapped in fine, dark-brown leather.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
- +1 to attack and damage rolls (1d6+1).
|
||||||
|
- When unsheathed in darkness, or the command word (_Moonlight_) is spoken while in hand, illuminates a 15 foot radius with [moonlight](#moonlight).
|
||||||
|
|
||||||
|
!!!include(magic-items/moonlight.md)!!!
|
||||||
|
|
||||||
|
!!!include(weapons/mace-properties.md)!!!
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
---
|
||||||
|
title: Nightwatch, Mace of Moonlight
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-15T22:24:16-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1nmm
|
||||||
|
---
|
||||||
|
|
||||||
|
An exceptionally crafted silver mace etched with arcane symbols and held with a grip wrapped in fine black leather.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
- +1 to attack and damage rolls (1d6+1).
|
||||||
|
- When unsheathed in darkness, or the command word (_Nightwatch_) is spoken while in hand, illuminates a 15 foot radius with [moonlight](#moonlight).
|
||||||
|
|
||||||
|
!!!include(magic-items/moonlight.md)!!!
|
||||||
|
|
||||||
|
!!!include(weapons/mace-properties.md)!!!
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
---
|
||||||
|
title: Rod of Parrying
|
||||||
|
description: A Rod of Parrying for OSR gaming.
|
||||||
|
date_pub: 2026-10-12T21:34:03-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1r0py
|
||||||
|
---
|
||||||
|
|
||||||
|
A 5' long, 2" diameter, blackened metal rod inscribed with arcane symbols.
|
||||||
|
|
||||||
|
- +1 to attack and damage (1d8+1).
|
||||||
|
- Instead of attacking, may use rod defensively to parry an incoming attack, gaining +2 AC until end of round.
|
||||||
|
- Can't be used to parry while retreating.
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
---
|
||||||
|
title: Aylath, Saber of Light
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-13T23:56:55-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m15b
|
||||||
|
---
|
||||||
|
|
||||||
|
An ancient, ornate, blackened metal sword hilt engraved with archaic runes, with a single, thumb-sized red gem near the top and a gold strip running down the opposite side.
|
||||||
|
|
||||||
|
### Activation
|
||||||
|
|
||||||
|
While the hilt is grasped, pressing the red gem causes a 3' long blade of pure light to either spring from the hilt, or retract back into it.
|
||||||
|
|
||||||
|
- While the blade is active:
|
||||||
|
- the weapon emits a low humming sound,
|
||||||
|
- it functions as a [shortsword](/rules/combat.html#melee-weapons),
|
||||||
|
- it emits bright light for 20' and dim light for an additional 20',
|
||||||
|
- it has +2 to attack and damage (1d6+2), and
|
||||||
|
- when an undead creature is struck, the target takes an extra 1d4 damage.
|
||||||
|
- If a light-sensitive creature (ex: drow, vampire) is struck by the blade, it gets -4 on it's next attack.
|
||||||
|
- The shed light can be adjusted up or down in 5' increments of both bright and dim light by sliding along the gold strip while grasped.
|
||||||
|
- The maximum radius is 30' of each kind of light, the minimum radius is 10' of each kind of light.
|
||||||
|
- If the hilt is dropped and isn't grasped for 1 round (10 seconds), the blade automatically retracts.
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
---
|
||||||
|
title: Stormsong, Bow of Alarming
|
||||||
|
description: TBD
|
||||||
|
date_pub: 2026-10-15T22:15:51-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m15ba
|
||||||
|
---
|
||||||
|
|
||||||
|
An exceptionally crafted, enchanted bow made of blackened wood engraved with silver arcane symbols.
|
||||||
|
|
||||||
|
- +2 to attack and damage rolls (1d6+2).
|
||||||
|
- Holder and allies within 40':
|
||||||
|
- Can't be surprised, even while (naturally) sleeping; and
|
||||||
|
- Are magically awakened if sleeping naturally at start of combat.
|
||||||
|
|
||||||
|
!!!include(weapons/bow-properties.md)!!!
|
||||||
@@ -49,7 +49,7 @@ Then, check the results of the roll:
|
|||||||
|
|
||||||
| Roll | Result |
|
| Roll | Result |
|
||||||
| :----------------------: | :-----------------: |
|
| :----------------------: | :-----------------: |
|
||||||
| 25+ or natural 20 | Critical Success |
|
| 30+ or natural 20 | Critical Success |
|
||||||
| 11-24 | Complete Success |
|
| 11-24 | Complete Success |
|
||||||
| 6-10 | Complicated Success |
|
| 6-10 | Complicated Success |
|
||||||
| 5 or less | Failure |
|
| 5 or less | Failure |
|
||||||
|
|||||||
@@ -32,12 +32,12 @@ For most checks, roll a 20-sided die (d20), add any modifiers, and compare the r
|
|||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
| Roll | Result |
|
| Roll | Result |
|
||||||
| :--------: | :-----------------: |
|
| :----------------------: | :-----------------: |
|
||||||
| Natural 20 | Critical Success |
|
| 30+ or natural 20 | Critical Success |
|
||||||
| 11+ | Complete Success |
|
| 11+ | Complete Success |
|
||||||
| 6-10 | Complicated Success |
|
| 6-10 | Complicated Success |
|
||||||
| 5 or less | Failure |
|
| 5 or less | Failure |
|
||||||
| Natural 1 | Fumble |
|
| Less than 0 or natural 1 | Fumble |
|
||||||
|
|
||||||
[Ability Check Result]
|
[Ability Check Result]
|
||||||
|
|
||||||
@@ -96,7 +96,6 @@ Most characters have a base speed of 40', indicating they can move 40' in a comb
|
|||||||
### Character Creation
|
### Character Creation
|
||||||
|
|
||||||
1. Roll Ability Scores.
|
1. Roll Ability Scores.
|
||||||
|
|
||||||
- Roll 4d6 and keep the highest 3 (aka "4d6KH3") for each ability.
|
- Roll 4d6 and keep the highest 3 (aka "4d6KH3") for each ability.
|
||||||
- Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class or concept.
|
- Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class or concept.
|
||||||
- On [Roll20](https://roll20.net/), all 6 scores can be rolled at once with this command:
|
- On [Roll20](https://roll20.net/), all 6 scores can be rolled at once with this command:
|
||||||
|
|||||||
@@ -15,10 +15,11 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
|
|||||||
|
|
||||||
That having been said, fights do occur, and when they do, the following steps are performed:
|
That having been said, fights do occur, and when they do, the following steps are performed:
|
||||||
|
|
||||||
1. **Declare Spells, Special Attacks, Defending, and Retreats**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat).
|
1. **Update Combat Countdown Timer (Optional)**: If using a [Combat Countdown Timer](#combat-countdown-timer), it should be set or updated.
|
||||||
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
|
2. **Declare Spells, Special Attacks, Defending, and Retreats**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat).
|
||||||
|
3. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
|
||||||
- Tie goes to the party side.
|
- Tie goes to the party side.
|
||||||
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
|
4. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
|
||||||
- [**Morale Check**](#morale-check): Creatures who've been severely wounded or seen their leaders killed may flee.
|
- [**Morale Check**](#morale-check): Creatures who've been severely wounded or seen their leaders killed may flee.
|
||||||
- **Move**: Move up to full speed
|
- **Move**: Move up to full speed
|
||||||
- If prone, use 1/2 movement to stand up.
|
- If prone, use 1/2 movement to stand up.
|
||||||
@@ -27,10 +28,14 @@ That having been said, fights do occur, and when they do, the following steps ar
|
|||||||
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
|
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
|
||||||
- Spellcasters can move _before_ casting a spell, but can't move _after_ casting one.
|
- Spellcasters can move _before_ casting a spell, but can't move _after_ casting one.
|
||||||
|
|
||||||
4. **Change Sides**: Opposing side becomes active.
|
5. **Change Sides**: Opposing side becomes active.
|
||||||
- If more than 2 sides are fighting, the side with the next highest initiative roll becomes active.
|
- If more than 2 sides are fighting, the side with the next highest initiative roll becomes active.
|
||||||
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
|
6. **Slow Weapons**: Once each side has become active, resolve any slow weapons or end-of-round abilities.
|
||||||
6. **Repeat**: Return to step 2 and repeat until only one side remains.
|
7. **Repeat**: Return to step 1 and repeat until only one side remains.
|
||||||
|
|
||||||
|
#### Combat Countdown Timer (Optional)
|
||||||
|
|
||||||
|
!!!include(rules/combat-countdown.md)!!!
|
||||||
|
|
||||||
#### Morale Check
|
#### Morale Check
|
||||||
|
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ Saving throws versus magical effects get an additional modifier, based on the ch
|
|||||||
|
|
||||||
Most magic items can be identified via trial-and-error: using a weapon, wearing a ring, sipping a potion, etc.
|
Most magic items can be identified via trial-and-error: using a weapon, wearing a ring, sipping a potion, etc.
|
||||||
|
|
||||||
|
- Some classes can try to identify items that might be known to them via skill checks.
|
||||||
- High-level NPC spellcasters may also identify magic items, typically for a fee or exchange of services.
|
- High-level NPC spellcasters may also identify magic items, typically for a fee or exchange of services.
|
||||||
- This may take some time, based on the rituals required (and the spellcaster's schedule).
|
- This may take some time, based on the rituals required (and the spellcaster's schedule).
|
||||||
- Some powerful magic items (ex: [the Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html)) are themselves capable of identifying (many) other magic items.
|
- Some powerful magic items (ex: [the Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html)) are themselves capable of identifying (many) other magic items.
|
||||||
@@ -504,6 +505,10 @@ Some magic items have limited uses, tracked via a **Usage Die**.
|
|||||||
|
|
||||||
Aged sheets of paper, parchment, or similar material with magical spells inscribed on them.
|
Aged sheets of paper, parchment, or similar material with magical spells inscribed on them.
|
||||||
|
|
||||||
|
- May only be used by spellcasters of the same type of magic as the scroll (except as noted).
|
||||||
|
- Arcane scrolls must be translated by casting [Read Magic](/spells/read-magic.html) before being used.
|
||||||
|
- Translation takes 1 minute per scroll.
|
||||||
|
- Divine scrolls are written in a "sacred"version of an alignment language that can only be read by divine spellcasters of the same alignment, and cannot be translated.
|
||||||
- May be read aloud to cast inscribed spell.
|
- May be read aloud to cast inscribed spell.
|
||||||
- In combat, reading a scroll aloud takes 1 round.
|
- In combat, reading a scroll aloud takes 1 round.
|
||||||
- When read aloud, the words on the scroll disappear.
|
- When read aloud, the words on the scroll disappear.
|
||||||
|
|||||||
@@ -0,0 +1,62 @@
|
|||||||
|
---
|
||||||
|
title: Heat Metal
|
||||||
|
description: The Heat Metal spell for OSR gaming.
|
||||||
|
date_pub: 2025-01-20T22:51:26.000-04:00
|
||||||
|
section: spells
|
||||||
|
content_type: feature
|
||||||
|
short_code: tbd
|
||||||
|
tags: arcane divine
|
||||||
|
---
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| ------------ | -------- |
|
||||||
|
| **Level** | 2 |
|
||||||
|
| **Duration** | 7 rounds |
|
||||||
|
| **Range** | 30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
Causes the metal on one or more targets to heat up to damaging levels.
|
||||||
|
|
||||||
|
- One creature or one metal mass of up to 50 lbs may be targeted for every 2 caster levels.
|
||||||
|
- Burns anyone in contact with the burning metal.
|
||||||
|
- Dropping items stops burn damage.
|
||||||
|
- Immersion in water or snow counters effects, as does casting Chill Metal.
|
||||||
|
- Creatures that are immune to heat or fire are not harmed by spell.
|
||||||
|
|
||||||
|
### Effects Each Round
|
||||||
|
|
||||||
|
Metal heats up for first 3 rounds, peaks during round 4, and then cools back down during last 3 rounds.
|
||||||
|
|
||||||
|
- **Uncomfortably Warm**: During rounds 1 and 7, causes discomfort but deals no damage.
|
||||||
|
- **Burning**: During rounds 2 and 6, deals 1d4 damage.
|
||||||
|
- **Searing**: During rounds 3-5, deals 1d6 damage and ignites things like wood, leather, or flammable cloth.
|
||||||
|
- If a creature is damaged during round 4, they must **Save vs. Spells** or suffer a disability based on the affected area(s):
|
||||||
|
- hand or foot -> severe blistering, becomes unusable for 2d4 days,
|
||||||
|
- body -> gains 1d4 levels of [exhaustion](/rules/adventuring#exhausted).
|
||||||
|
- head -> becomes [unconscious](/rules/adventuring.html#unconscious) for 1d4 turns.
|
||||||
|
|
||||||
|
## Chill Metal
|
||||||
|
|
||||||
|
Reversed version of **Heat Metal**: causes the metal on one or more targets to chill to damaging levels.
|
||||||
|
|
||||||
|
- One creature or one metal mass of up to 50 lbs may be targeted for every 2 caster levels.
|
||||||
|
- Causes freeze damage to anyone in contact with the chilled metal.
|
||||||
|
- Dropping items stops freeze damage.
|
||||||
|
- Proximity to a large fire (ex: campfire or bonfire), a magical flaming weapon, or properly-size fire-based spell (ex: Wall of Fire) counters effects, as does casting Heat Metal.
|
||||||
|
- Immersion in water causes ice to form around metal, increasing buoyancy.
|
||||||
|
- Creatures that are immune to cold or freezing are not harmed by spell.
|
||||||
|
|
||||||
|
### Effects Each Round
|
||||||
|
|
||||||
|
Metal cools down for first 3 rounds, bottoms-out during round 4, and then heats back up during last 3 rounds.
|
||||||
|
|
||||||
|
- **Uncomfortably Cold**: During rounds 1 and 7, causes discomfort but deals no damage.
|
||||||
|
- **Icy**: During rounds 2 and 6, deals 1d2 damage.
|
||||||
|
- **Freezing**: During rounds 3-5, deals 1d4 damage and turns freezable things to ice.
|
||||||
|
- If a creature is damaged during round 4, they must **Save vs. Spells** or suffer a disability based on the affected area(s):
|
||||||
|
- hand or foot -> severe numbing, becomes unusable for 1d4 days,
|
||||||
|
- body -> gains 1d4 levels of [exhaustion](/rules/adventuring#exhausted).
|
||||||
|
- head -> becomes [unconscious](/rules/adventuring.html#unconscious) for 1d4 turns.
|
||||||
@@ -43,6 +43,7 @@ If a spell is referenced and not listed below, it can usually be found in one of
|
|||||||
9. [Grow / Shrink (1 A)](./grow.html)
|
9. [Grow / Shrink (1 A)](./grow.html)
|
||||||
10. [Haste / Slow (3 AD)](./haste.html)
|
10. [Haste / Slow (3 AD)](./haste.html)
|
||||||
11. [Heal / Harm (6 D)](./heal.html)
|
11. [Heal / Harm (6 D)](./heal.html)
|
||||||
|
12. [Heat Metal (2 AD)(./)
|
||||||
12. [Hideous Laughter (1 A)](./hideous-laughter.html)
|
12. [Hideous Laughter (1 A)](./hideous-laughter.html)
|
||||||
13. [Hidden Step (2 A)](./hidden-step.html)
|
13. [Hidden Step (2 A)](./hidden-step.html)
|
||||||
14. [Hypnotize (1 A)](./hypnotize.html)
|
14. [Hypnotize (1 A)](./hypnotize.html)
|
||||||
|
|||||||
@@ -26,3 +26,5 @@ Target living creature is changed into another type of creature, chosen by the c
|
|||||||
- Target becomes new creature form, gaining the special abilities, behavioral tendencies, and intelligence of the new form.
|
- Target becomes new creature form, gaining the special abilities, behavioral tendencies, and intelligence of the new form.
|
||||||
- Can not duplicate a specific individual.
|
- Can not duplicate a specific individual.
|
||||||
- If target dies, it reverts to its original form.
|
- If target dies, it reverts to its original form.
|
||||||
|
- Caster can end the spell at any time, reverting the target to their previous form.
|
||||||
|
- If cast from a magic item, caster must be holding item to end spell.
|
||||||
|
|||||||
@@ -50,7 +50,7 @@ short_code: t1
|
|||||||
<li>Locality</li>
|
<li>Locality</li>
|
||||||
<li>Exhaustion *</li>
|
<li>Exhaustion *</li>
|
||||||
<li>Light Source *</li>
|
<li>Light Source *</li>
|
||||||
<li>No Complications</li>
|
<li>Discovery</li>
|
||||||
</ol>
|
</ol>
|
||||||
</details>
|
</details>
|
||||||
<details class="toolDetails" open>
|
<details class="toolDetails" open>
|
||||||
|
|||||||
+13
-1
@@ -8,6 +8,18 @@ content_type: feature
|
|||||||
|
|
||||||
Below are the most recent updates to the Guide.
|
Below are the most recent updates to the Guide.
|
||||||
|
|
||||||
|
- **2026-10-16**: Updated rules to Beta-0.25.0.
|
||||||
|
- Added rule for the (optional) [Combat Countdown Timer](</rules/combat.html#combat-countdown-timer-(optional)>).
|
||||||
|
- Updated rules for [Ability Checks](/rules/adventuring.html#ability-checks) and [Magic](/rules/magic.html).
|
||||||
|
- Updated the campaign page for [Escape the O.V.T.!](/campaigns/one-shots/ovt/).
|
||||||
|
- Added entry for [skeletons](/bestiary/skeletons/skeleton.html) to [Bestiary](/bestiary/).
|
||||||
|
- Updated entry for [vampires](/bestiary/vampires/) under [Bestiary](/bestiary/).
|
||||||
|
- Updated entry for [Bloodmage](/classes/bloodmage.html) under [Classes](/classes/).
|
||||||
|
- Added entries for [Aylath, Saber of Light](/magic-items/weapons/saber-of-light.html), [Bow of Alarming](/magic-items/weapons/bow-of-alarming.html), [Greatclub of Energy Draining](/magic-items/weapons/greatclub-of-energy-draining.html), [Mace of Moonlight](/magic-items/weapons/mace-of-moonlight.html), [Nightwatch, Mace of Moonlight](/magic-items/weapons/nightwatch-mace-of-moonlight.html), [Rod of Parrying](/magic-items/weapons/rod-of-parrying.html), [Stormsong, Bow of Alarming](/magic-items/weapons/stormsong-bow-of-alarming.html), and [Wand of Magic Missiles](/magic-items/wands/wand-of-magic-missiles.html) to [Magic Items](/magic-items/).
|
||||||
|
- Updated entries for [Bracers of Bulwark](/magic-items/bracers-of-bulwark.html), [Bracers of Redoubt](/magic-items/bracers-of-redoubt.html), [Broom of Flying](/magic-items/broom-of-flying.html), [Cloak of Displacement](/magic-items/cloak-of-displacement.html), [Lor'nath, Breaker of Darkness](/magic-items/lornath-breaker-of-darkness.html), [Kaaji-jukai, Nunchaku of Defense](/magic-items/nunchaku-kaaji-jukai-defense.html), [Ring of Shielding](/magic-items/ring-of-shielding.html), [Ring of Fabled Destiny](/magic-items/rings/ring-of-fabled-destiny.html), [Robe of Protection](/magic-items/robe-of-protection.html), [Staff of Adani](/magic-items/staff-of-adani.html), [Tyrhung, Wolf Hunter](/magic-items/tyrhung-wolf-hunter.html), [Wand of Illusions](/magic-items/wand-of-illusions.html), and [the Whip Feather of Ferr'nym](/magic-items/feathers-of-ferrnym/whip-feather.html) under [Magic Items](/magic-items/).
|
||||||
|
- Added entry for [Heat Metal](/spells/heat-metal.html) to [Magic Spells](/spells/).
|
||||||
|
- Updated entry for [Polymorph Others](/spells/polymorph-others.html) under [Magic Spells](/spells/).
|
||||||
|
|
||||||
- **2026-10-05**: Updated rules to Beta-0.24.0.
|
- **2026-10-05**: Updated rules to Beta-0.24.0.
|
||||||
- Updated rules for [complication checks](/rules/adventuring.html#complication-check), [complications](/rules/adventuring.html#complications), [morale checks](/rules/combat.html#morale-check), and [size](/rules/adventuring.html#size).
|
- Updated rules for [complication checks](/rules/adventuring.html#complication-check), [complications](/rules/adventuring.html#complications), [morale checks](/rules/combat.html#morale-check), and [size](/rules/adventuring.html#size).
|
||||||
- Added rules for [explosives](/rules/combat.html#explosives), [firearms](/rules/combat.html#firearms) and [supporting NPCs](/rules/adventuring.html#supporting-npcs)
|
- Added rules for [explosives](/rules/combat.html#explosives), [firearms](/rules/combat.html#firearms) and [supporting NPCs](/rules/adventuring.html#supporting-npcs)
|
||||||
@@ -17,7 +29,7 @@ Below are the most recent updates to the Guide.
|
|||||||
- Added entries for [Armor of Glamour](/magic-items/worn/armor-of-glamour.html), [Astral Booster](/magic-items/worn/astral-booster.html), [Buroko (Hand Axe of Quickness)](/magic-items/weapons/hand-axe-of-quickness-buroko.html), [Flask of Trapping](/magic-items/miscellaneous/flask-of-trapping.html), [Ring of Fabled Destiny](/magic-items/rings/ring-of-fabled-destiny.html), [Ring of Feather Falling](/magic-items/rings/ring-of-feather-falling.html), [Shirt of Elven Chainmail](/magic-items/worn/shirt-of-elven-chainmail.html), and [Thurid and Thurin](/magic-items/weapons/hand-axes-thurid-thurin.html) to [Magic Items](/magic-items/).
|
- Added entries for [Armor of Glamour](/magic-items/worn/armor-of-glamour.html), [Astral Booster](/magic-items/worn/astral-booster.html), [Buroko (Hand Axe of Quickness)](/magic-items/weapons/hand-axe-of-quickness-buroko.html), [Flask of Trapping](/magic-items/miscellaneous/flask-of-trapping.html), [Ring of Fabled Destiny](/magic-items/rings/ring-of-fabled-destiny.html), [Ring of Feather Falling](/magic-items/rings/ring-of-feather-falling.html), [Shirt of Elven Chainmail](/magic-items/worn/shirt-of-elven-chainmail.html), and [Thurid and Thurin](/magic-items/weapons/hand-axes-thurid-thurin.html) to [Magic Items](/magic-items/).
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- Updated entry for [Bottled Lightning](/magic-items/bottled-lightning.html) under [Magic Items](/magic-items/).
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- Updated entry for [Bottled Lightning](/magic-items/bottled-lightning.html) under [Magic Items](/magic-items/).
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- Added entries for [Beastkin](/races/beastkin.html), [Edges](/races/edges/), [Greyfolk](/races/greyfolk.html), and [Shiftlings](/races/shiftling.html) to [Races](/races/).
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- Added entries for [Beastkin](/races/beastkin.html), [Edges](/races/edges/), [Greyfolk](/races/greyfolk.html), and [Shiftlings](/races/shiftling.html) to [Races](/races/).
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- Added entries for [Black Tentacle](/spells/black-tentacle.html), [Bless](/spells/bless.html), [Find Familiar](/spells/find-familiar.html), [Hideous Laughter](/spells/hideous-laughter.html), [Levitate](/spells/levitate.html), [Mage Armor](/spells/mage-armor.html), [Protection from Extraplanar Entities](/spells/protection-from-extraplanar-entities.html), [Unseen Servant](/spells/unseen-servant.html), and some [Words of Power](/spells/words-of-power/) ([Blind](/spells/words-of-power/blind.html), [Kill](/spells/words-of-power/kill.html), [Stun](/spells/words-of-power/stun.html)).
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- Added entries for [Black Tentacle](/spells/black-tentacle.html), [Bless](/spells/bless.html), [Find Familiar](/spells/find-familiar.html), [Hideous Laughter](/spells/hideous-laughter.html), [Levitate](/spells/levitate.html), [Mage Armor](/spells/mage-armor.html), [Protection from Extraplanar Entities](/spells/protection-from-extraplanar-entities.html), [Unseen Servant](/spells/unseen-servant.html), and some [Words of Power](/spells/words-of-power/) ([Blind](/spells/words-of-power/blind.html), [Kill](/spells/words-of-power/kill.html), [Stun](/spells/words-of-power/stun.html)) under [Magic Spells](/spells/).
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- Added entry for [Escape the O.V.T.!](/campaigns/one-shots/ovt/) under [One-Shots](/campaigns/one-shots/).
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- Added entry for [Escape the O.V.T.!](/campaigns/one-shots/ovt/) under [One-Shots](/campaigns/one-shots/).
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- **2025-11-05**: Added entry for [Gloves of Ha'duu'kyn](/magic-items/worn/gloves-of-ha-duu-kyn.html) to [Magic Items](/magic-items/).
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- **2025-11-05**: Added entry for [Gloves of Ha'duu'kyn](/magic-items/worn/gloves-of-ha-duu-kyn.html) to [Magic Items](/magic-items/).
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- Added entry for [Feather Fall](/spells/feather-fall.html) to [Spells](/spells/).
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- Added entry for [Feather Fall](/spells/feather-fall.html) to [Spells](/spells/).
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Reference in New Issue
Block a user