add new campaigns

add equipment to rules
add animist class
add referee's screen
This commit is contained in:
Eric Woodward 2024-03-10 20:24:17 -04:00
parent a4a5e77db1
commit 1b656cd2cf
23 changed files with 662 additions and 115 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.13.0",
"version": "0.14.0",
"description": "",
"main": "index.js",
"scripts": {

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@ -0,0 +1,12 @@
- **Blunt**: Can be wielded by cleric.
- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
- **Entangle**: On successful hit, target must **Save vs Paralyze** to be able to move or attack.
- Entangled victims can make new saves each round.
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants a extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- **Slow**: Always attacks last in a round.
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.

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@ -918,6 +918,10 @@ a.pageTitle-sublink {
margin: 0;
}
.refereeTools .toolDetails > summary + * {
margin-top: .25rem;
}
.refereeScreen .toolDetails summary,
.refereeTools .toolDetails summary {
backdrop-filter: blur(1rem);

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@ -2,6 +2,7 @@
var titlesBySection = {
// top-level
astral: "Astral Info",
campaigns: "Campaigns",
campaign: "Campaign Info",
classes: "Character Classes",
"magic-items": "Magic Items",
@ -16,7 +17,6 @@ var titlesBySection = {
transcendental: "Transcendental Planes",
},
unlistedSections = ['main'];
%>
<% if (page.subsection && page.path && !page.path.endsWith(`${page.subsection}/index.html`)) { %>
@ -31,7 +31,8 @@ unlistedSections = ['main'];
The latest version of this license can always be found at <a href="/<%=page.path%>"><%=site.uri%>/<%=page.path.replace('/index.html', '/')%></a>.
</p>
<% } else if (page.section && !unlistedSections.includes(page.section) && page.path && !page.path.endsWith(`${page.section}/index.html`)) { -%>
<% } else if (page.section && !unlistedSections.includes(page.section) && page.path &&
!(page.path === `${page.section}/index.html` || page.path.endsWith(`/${page.section}/index.html`))) { -%>
<div class="sectionBackLink-wrapper">
<a href="/<%=page.section%>/index.html" class="sectionBackLink">
&lt; Back to <%= titlesBySection[page.section] ?? page.section.charAt(0).toUpperCase() + page.section.slice(1) %>

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@ -110,13 +110,12 @@
<li class="hasSubMenu">
<details open>
<summary>
<a href="/campaign/index.html" aria-haspopup="true">Campaign</a>
<a href="/campaigns/index.html" aria-haspopup="true">Campaigns</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
<li><a href="/campaigns/index.html">Mini-Campaigns</a></li>
<li><a href="/campaigns/.html">One Night...</a></li>
<li><a href="/campaign/index.html">Astral Jam</a></li>
</ul>
</details>
</li>
@ -146,7 +145,7 @@
<li><a href="/tools/index.html">Tools</a></li>
<li><a href="/campaign/index.html">Campaign</a></li>
<li><a href="/campaigns/index.html">Campaigns</a></li>
</ul>
</nav>

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@ -4,6 +4,7 @@ var menuLinksByOption = {
Basics: "/rules/basics.html",
Combat: "/rules/combat.html",
Adventuring: "/rules/adventuring.html",
Equipment: "/rules/equipment/fantasy.html",
Magic: "/rules/magic.html",
"Referees Only": "/rules/referees.html",
};
@ -34,7 +35,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.13.0 / 2024-03-04
Version 0.14.0 / 2024-03-10
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

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@ -50,34 +50,35 @@
<meta property="og:title" content="<%= getPageField('title') %>" />
<% if (page.image) { %>
<meta property="og:image" content="<%= page.image %>" />
<% } %>
<% if (page.description) { %>
<meta property="og:description" content="<%= page.description %>" />
<% } %>
<% } %>
<% if (page.description) { %>
<meta property="og:description" content="<%= page.description %>" />
<% } %>
<!-- Twitter Card -->
<% if (page.image) { %>
<meta name="twitter:card" content="summary_large_image" />
<% } else { %>
<meta name="twitter:card" content="summary" />
<% } %>
<meta name="twitter:url" content="<%= site.base_uri %><%= page.path %>" />
<meta name="twitter:title" content="<%= getPageField('title') %>" />
<meta name="twitter:description" content="<%= getPageField('description') %>" />
<meta name="twitter:image:src" content="<%= getPageField('image') %>" />
<% if (page.author && page.author.twitter) { %>
<meta name="twitter:creator" content="<%= page.author.twitter %>" />
<% } else if (site.author && site.author.twitter) { %>
<meta name="twitter:creator" content="<%= site.author.twitter %>" />
<% } %>
<link rel="start" href="<%= site.base_uri %>/" />
<link rel="contents" href="/sitemap.xml" title="Sitemap" />
<link rel="alternate" type="application/rss+xml" title="Recent Changes" href="/feed" />
<link rel="canonical" href="<%= site.base_uri %><%= page.path %>" />
<!-- Twitter Card -->
<% if (page.image) { %>
<meta name="twitter:card" content="summary_large_image" />
<% } else { %>
<meta name="twitter:card" content="summary" />
<% } %>
<meta name="twitter:url" content="<%= site.base_uri %><%= page.path %>" />
<meta name="twitter:title" content="<%= getPageField('title') %>" />
<meta name="twitter:description" content="<%= getPageField('description') %>" />
<meta name="twitter:image:src" content="<%= getPageField('image') %>" />
<% if (page.author && page.author.twitter) { %>
<meta name="twitter:creator" content="<%= page.author.twitter %>" />
<% } else if (site.author && site.author.twitter) { %>
<meta name="twitter:creator" content="<%= site.author.twitter %>" />
<% } %>
<link rel="start" href="<%= site.base_uri %>/" />
<link rel="contents" href="/sitemap.xml" title="Sitemap" />
<link rel="alternate" type="application/rss+xml" title="Recent Changes" href="/feed" />
<link rel="canonical" href="<%= site.base_uri %><%= page.path %>" />
<link rel="stylesheet" href="/styles/imports.css" type="text/css" />
<link rel="stylesheet" href="/styles/fonts.css" type="text/css" />
<link rel="stylesheet" href="/styles/styles.css" type="text/css" />
<link rel="stylesheet" href="/styles/imports.css" type="text/css" />
<link rel="stylesheet" href="/styles/fonts.css" type="text/css" />
<link rel="stylesheet" href="/styles/styles.css" type="text/css" />
</head>
<!-- TOP END -->

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---
title: Campaign Info
title: Astral Campaign Info
description: A collection of info specific to our gaming group's campaign (the one that this guide originated from).
date_pub: 2023-03-18T10:50:00-04:00
section: campaign
section: campaigns
content_type: feature
short_code: ca1
---
This is the starting page for info specific to our gaming group's campaign (the one that this guide originated from).
This is the starting page for info specific to our gaming group's astral campaign (the one that this guide originated from).
- [NPCs](/npcs/index.html) - Major NPCs the party has encountered.
- [The Ravager](./ravager.html) - The oft spoken-of (but seldom seen) creature at the center of the party's journey into Eye Tyrant .

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title: Faewolde Campaign info
description: A collection of info specific to the 1x1 game I'm running with my daughter.
date_pub: 2023-07-04T18:21:00-04:00
section: campaign
section: campaigns
content_type: feature
short_code: cf1
status: hidden
---
[The Town of Rivertail](./rivertail/index.html)

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@ -2,7 +2,7 @@
title: Rivertail
description:
date_pub: 2023-07-04T18:21:00-04:00
section: campaign
section: campaigns
content_type: feature
short_code: cfr
status: hidden

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---
title: Campaigns
description: Information about some of the RPG campaigns I'm running (or have run).
date_pub: 2024-03-10T17:00:17.000-04:00
section: campaigns
content_type: feature
short_code: ca
---
Below you'll find some information about some of the RPG campaigns I am running, or have run recently. Most of it is likely only interesting to my players, but if someone else finds it useful, all the better.
- [Mini-Campaigns](./mini-campaigns/): My current Monday night game, the first in (what I hope will be) a set of shorter mini-campaigns, starting with the old-school classic, "The Isle of Dread".
- [One Night...](./one-night/): The one-page intro for my upcoming one-shot, "One Night on White Plume Mountain".
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. Currently on hiatus.

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---
title: Monday Night Mini-Campaigns
description: Information specific to my ongoing series of Monday Night Mini-Campaigns.
date_pub: 2024-03-09T15:57:02.000-04:00
section: campaigns
content_type: feature
short_code: cmm
---
_Greetings, adventurers!_
_You have been hired to accompany a wealthy merchant to a forgotten island known as the Isle of Dread, where you will face terrifying monsters and dangerous traps as you try to unlock its ancient secrets and seek the untold treasures it holds._
### The Game
- The theme is fairly heroic: characters are powerhouses among the level-0 civilian population.
- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama.
- We'll play Mondays at 6:30p ET via Discord, on the "Monday Night Mini-Campaigns" channels.
### The World of Aeryon
- Contains a wide assortment of races and classes.
- Magic is common enough to be spoken of, but true practitioners are few and far between.
- Low humanoid population means few "points of light" (towns, cities, and roads), mostly open wilderness.
- Ruins from various ancient civilizations dot the landscape.
### Blacktyde Bay
The adventure begins in **Blacktyde Bay**.
- Ruled by **Lord Mayor Dextran Kray**.
- Used to be a bustling shipping town due to the coal and obsidian mines, but they ran out 30-50 years ago.
- Several empty (shuttered) buildings in town square.
- Town is falling apart, criminals (and pirates) have moved in.
- Law is enforced by the **Tydeguard**, a corrupt band of mercenaries put in place by the mayor.
- No established religion, but several religious factions and cults thrive in the local area.
#### Religious Factions
Below are some suggested religious factions for clerics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
- [Other known deities of the multiverse](/deities/)
### Journey to the Isle of Dread
While in **Blacktyde Bay**, the party answers a job posting from local merchant **Thoryio Barbarosa**, meeting him at **The Drunken Trout** tavern.
- He wants to lead an expedition to a place called the **"Isle of Dread"**.
- He has a _journal page_ which speaks of great treasure, and a _map of the shoreline_.
- He's setting out soon on the ship **Prosperity**, captained by **Mararo Sorris**.
- He's offering to pay each party member **100 gp up front**, plus **1/2 of whatever treasure they find** (with the other half split between Thoryio and the crew of the Prosperity).

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---
title: One Night on White Plume Mountain
description: Information specific to my one-shot RPG, One Night on White Plume Mountain.
date_pub: 2024-03-09T15:57:02.000-04:00
section: campaigns
content_type: feature
short_code: c0nw
---
_Greetings, adventurers!_
_You have been cordially invited to spend **One Night in the White Plume Mountain**, seeking 3 ancient relics that have been stolen by an evil wizard!_
- _**ENTER** the wizard's dungeon, a dizzying maze of tricks, traps, and challenges galore!_
- _**FIGHT** dozens of monsters (or befriend them, if you can) as you make your way deeper into the mountain!_
- _**FIND** the ancient lost relics and get out alive - if you can!_
_**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you fail, as so many others?_
### The Game
- Looking for up to 7 players to play in a 3-4 hour game on Sunday afternoon, 2024/03/25.
- We'll be running through a (slightly) varied version of the classic D&D Module, **White Plume Mountain**.
- We'll use the same HOSR / Planar Vagabond rules as last time (based on classic D&D / Old School Essentials).
- The theme is fairly heroic: characters are powerhouses among the level-0 civilian population.
- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama.
### Characters
- Anyone who already has a character with me, either from a previous one-shot or an ongoing campaign, is free to either use that character or create a new one.
- [Character creation rules](/rules/basics.html#character-creation)
- PCs can be any [race](/races/) or [class](/classes/) here or in OSE (although I'm always willing to entertain a custom race or class, if that's your thing).
- Starting levels will be based on number of players, but I'm aiming for 45-50 total party levels (so probably level 7, 8, or 9).
- When you make a character, start as a level 7, but I may bump everyone up as we get closer to the game.
- I'd be glad to meet with anyone to build characters, either 1x1 or in a group, but I'd like all the players to have characters ready to go before the start of the game.
### The Setup
- Three legendary artifacts have been stolen, and all within a day of each other:
- **Wylm, the Eternal Rest**: A dwarven warhammer said to be blessed by Kud, dwarven god of law, and stolen from his great temple in the heart of the Frostpeak mountains.
- **Wha'yve, the Flood**: A gold-and-coral trident rumored to have been made by the goddess Elendaen, queen of the elemental plane of water, which was taken from a private collection in the sunken city of Azutash.
- **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to have a demon bound to it, and which was stolen from the Vaults of Heresies, beneath the White Cathedral of Phoris, in Portown.
- The thief claims to be an ancient wizard named Khyr-Aptys, who ruled over the legendary Realm of Ohk'nar nearly two millenia ago.
- A [poem] left at each crime scene indicates that the thief has taken the items to the White Plume Mountain.
### White Plume Mountain
- A long dormant volcano that has recently started to reignite.
- Several groups have already attempted to retrieve the stolen weapons, but were lost to the horrors of the mountain.
- A party of adventurers, lead by the bloodmage Snar'la and her barbarian husband, Bur-Ket, went in 2 weeks ago, seeking the treasures, but nothing has been heard from them since.
- Likewise, only 3 days ago, a Knight named Sir Godwin Bluutho lead a cadre of 8 veteran fighters in, but again, no word from them since.
- The PCs have been promised a mountain of wealth for each of the items that they can find and bring back, along with guarantees of future favors from the disgruntled former owners (such as land, titles, or even wishes).
#### Religious Factions
Below are some suggested religious factions for clerics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
- [Other known deities of the multiverse](/deities/)
### The Poem
The following poem was left at each crime scene.
> Search ye far or search ye near<br/>
> You'll find no trace of the three<br/>
> Unless you follow instructions clear<br/>
> For the weapons abide with me.
>
> North past forest, farm and furrow<br/>
> You must go to the feathered mound<br/>
> Then down away from the sun you'll burrow<br/>
> Forget life, forget light, forget sound.
>
> To claim Wha'yve, you must do battle<br/>
> With the Beast in the Boiling Bubble<br/>
> Crost cavern vast, where chain-links rattle<br/>
> Lies Wylm, past water-spouts double.
>
> Bla'kra'zur yet remains to be won<br/>
> Underneath inverted ziggurat.<br/>
> That garnered, think not that you're done<br/>
> For now you'll find you are caught.
>
> I care not, former owners brave<br/>
> What heroes you seek to hire.<br/>
> Though mighty, I'll make each one my slave...<br/>
> Or send them to the fire.
>
> Khyr-Aptys

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@ -0,0 +1,85 @@
---
title: Animist
description: The Animist class for OSR gaming.
date_pub: 2024-03-05T22:35:07.000-04:00
section: classes
content_type: feature
short_code: can
---
An adventurer with a special bond with one (or more) animal companions.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
[[toc]]
- +1 bonus to reaction rolls with animals.
- Can identify the tracks and signs of animals.
- From 5th level, can concentrate to see through the eyes of a bonded animal companion.
### Animal Companions
- To establish a connection, must make a peaceful approach towards a single animal.
- Referee rolls reaction roll: On an 8 or higher, the animal is bonded to the animist.
- Companions may be wild or domestic.
- Companions may be magical or giant, at the referee's discretion.
- May have up to one animal companion per level.
- Total HD of companions may not exceed level.
- If a companion is dismissed or dies, may establish connection with new animal.
- Companions follow everywhere.
- Companions can understand and execute basic commands.
- Companions will fight to the death to defend their animist.
- Companions do not check morale.
### Speak with Animals
- Can be understood by animals (natural creatures?).
- From 2nd level, can understand the speech of animals.
- From 4th level, can empathically speak to any animals in sight (without words).
- Communication is limited by intelligence of the animal being spoken to.
### Stronghold
After 9th level, may construct a stronghold in the wilderness.
- Automatically befriends all creatures within 5 mile radius.
- They may perform simple tasks for animist (carry messages, warn about intruders, etc).
- In exchange, they expect to be protected from harm by animist.
### Advancement
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws ||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 12 | 15 | 16 |
| 2 | 1,800 | 2d8 | 0 | 11 | 12 | 12 | 15 | 16 |
| 3 | 3,600 | 3d8 | 0 | 11 | 12 | 12 | 15 | 16 |
| 4 | 7,250 | 4d8 | 0 | 11 | 12 | 12 | 15 | 16 |
| 5 | 15,000 | 5d8 | +2 | 9 | 10 | 10 | 13 | 14 |
| 6 | 30,000 | 6d8 | +2 | 9 | 10 | 10 | 13 | 14 |
| 7 | 60,000 | 7d8 | +2 | 9 | 10 | 10 | 13 | 14 |
| 8 | 120,000 | 8d8 | +2 | 9 | 10 | 10 | 13 | 14 |
| 9 | 240,000 | 9d8 | +5 | 7 | 8 | 8 | 11 | 12 |
| 10 | 360,000 | 9d8+2 | +5 | 7 | 8 | 8 | 11 | 12 |
| 11 | 480,000 | 9d8+4 | +5 | 7 | 8 | 8 | 11 | 12 |
| 12 | 600,000 | 9d8+6 | +5 | 7 | 8 | 8 | 11 | 12 |
| 13 | 720,000 | 9d8+8 | +7 | 5 | 6 | 6 | 9 | 10 |
| 14 | 840,000 | 9d8+10 | +7 | 5 | 6 | 6 | 9 | 10 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -7,6 +7,7 @@ content_type: feature
short_code: c1
---
- [Animist](./animist.html): An adventurer with a special bond with one (or more) animal companions.
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [Barbarian](./barbarian.html): An adventurer known for their primitive warrior nature.
- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability.

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@ -2,7 +2,7 @@
title: NPCs of Note
description: NPCs the party has met on their adventures.
date_pub: 2023-02-19T20:47:00-05:00
section: npcs
section: campaign
content_type: feature
short_code: n1
---

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@ -270,13 +270,18 @@ When a PC increases their level, the following actions may be performed:
### Encumbrance
PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
Characters can carry a number of "Important Items", based on their Strength (STR).
- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
- Items can be carried **At Ready** or **Packed**.
- "At Ready" items may be grabbed and used without delay.
- Packing or unpacking items takes 1 turn.
- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
- Leather armor counts as 1 item, mail counts as 2 items, plate counts as 3 items.
- 2-handed weapons count as 2 items.
- 1000 coins or 100 gems count as 1 item.
Carrying more items than allowed can be done, but movement is halved (or worse).
- 100 coins or gems count as 1 item.
- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
### Health, Damage and Dying

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@ -78,19 +78,21 @@ Cosmic principles that represent broad world views
### Character Creation
1. Roll Abilities
- Roll 4d6 and drop the lowest die (aka "4d6DL") for each.
- Either roll 4d6DL 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 and/or race.
2. Choose a Class (and, optionally, a Race besides human)
3. Determine Starting Level
1. Roll Abilities.
- 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 and/or race.
- On Roll20, all 6 scores can be rolled at once with this command: `/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]]`.
2. Choose a [Class](/classes/) (and, optionally, a [Race](/races/) besides human).
3. Determine Starting Level.
- If playing a legacy character, update starting XP appropriately.
- If starting at a level beyond 1, pick an ability score and roll a d20. If the roll exceeds the score, add 1 point to that Ability. Then repeat picking and rolling for each additional starting level beyond 1.
4. Roll Starting Hit Points
4. Roll Starting Hit Points.
- Type is determined by class, number is determined by level.
- Re-roll any 1s or 2s.
5. Choose Alignment
6. Note Starting Languages
7. Buy Equipment
8. Determine attacks and AC
5. Choose [Alignment](#alignment).
6. Note [Starting Languages](./adventuring.html#languages).
7. Buy [Equipment](./equipment/fantasy.html).
8. Determine [attacks and AC](./combat.html).
!!!include(license/wotc-cc-by.md)!!!

View File

@ -15,7 +15,7 @@ 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:
1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
1. **Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
@ -29,7 +29,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- **Move**: Move up to full speed
- If prone, use 1/2 movement to stand up.
- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
- If _engaged_ with an enemy at the start of the move, must make a _fighting retreat_ or enemy gets free attack.
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
@ -58,17 +58,17 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
<div class="dividedTableWrapper">
| Armor Type | AC |
| :--------: | :-: |
| None | 10 |
| Hide | 11 |
| Leather | 12 |
| Studded | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
| Armor Type | AC |
| :-------------: | :-: |
| None | 10 |
| Padded / Hide | 11 |
| Leather | 12 |
| Studded Leather | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
[Standard Armor AC]
[Armor AC]
</div>
@ -237,38 +237,49 @@ Engaged characters that wish to move away can either make a fighting retreat, or
<div class="dividedTableWrapper">
| Weapon | Damage | [Properties](#weapon-properties) |
| :-----------------------------: | :----: | :----------------------------------------: |
| Battleaxe | 1d8 | Versatile (1d10) |
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d6 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
| Mace | 1d6 | Blunt |
| Morningstar | 1d8 | |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
| Quarterstaff | 1d4 | Blunt, Versatile (1d6) |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Reach |
| Weapon | Damage | [Properties](#weapon-properties) |
| :----------: | :----: | :---------------------------------------------------: |
| Battleaxe | 1d8 | Versatile (1d10) |
| Blackjack | 1d2 | Blunt, Stealth |
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Garotte | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
| Mace | 1d6 | Blunt |
| Morningstar | 1d8 | |
| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm | 1d10 | Reach, Slow, Two-handed |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Staff | 1d4 | Blunt, Versatile (1d6) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Entangle, Reach |
[Melee Weapon Table]
[Melee Weapons]
</div>
#### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round.
- **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
<div class="dividedTableWrapper">
@ -276,6 +287,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 1 | 25' / 50' / 100' | Reload |
| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
@ -284,20 +296,16 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapon Table]
[Ranged Weapons]
</div>
#### Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
#### Weapon Properties
- **Blunt**: Can be wielded by cleric.
- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants a extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- **Slow**: Always attacks last in a round.
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
!!!include(rules/weapon-properties.md)!!!
!!!include(license/wotc-cc-by.md)!!!

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@ -0,0 +1,245 @@
---
title: 'HOSR Core Rules: Fantasy Equipment Tables'
description:
date_pub: 2024-03-08T16:42:11.000-04:00
section: rules
content_type: feature
short_code: uhef
---
Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
### Adventuring Equipment
<div class="dividedTableWrapper">
| Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) |
| :-------------------------------: | :-------: | :------------------------------------------------: |
| Backpack (400 coins) | 5 | Storage |
| Barrel (40 gal / 320 pints) | 1 | 3 |
| Bedroll | 2 | 1 |
| Bell (1") | 1 | 1 |
| Belt pouch (50 coins) | 1 | 0 |
| Block and tackle | 5 | 1 |
| Box (iron, large, 800 coins) | 30 | 3 |
| Box (iron, small, 250 coins) | 10 | 1 |
| Bucket (5 gal / 40 pints) | 1 | 1 |
| Caltrops (bag of 20) | 1 | 1 |
| Candles (10) | 1 | 1 |
| Chain (10') | 30 | 2 |
| Chalk (10 pieces) | 1 | 1 |
| Chest (wooden, large, 1000 coins) | 5 | 3 |
| Chest (wooden, small, 300 coins) | 1 | 1 |
| Chisel | 2 | 1 |
| Cooking pots | 3 | 3 |
| Crowbar | 10 | 1 |
| Firewood (bundle) | 1 | 1 |
| Fishing rod and tackle | 4 | 1 |
| Garlic | 5 | 0 |
| Grappling hook | 25 | 1 |
| Hammer (small) | 2 | 1 |
| Holy Symbol (gold) | 100 | 0 |
| Holy symbol (silver) | 25 | 0 |
| Holy Symbol (wooden) | 5 | 0 |
| Holy water (vial) | 25 | 1 |
| Ink (vial) & Quill | 1 | 1 |
| Ladder (wooden, 10') | 5 | 3 |
| Iron spikes (12) | 1 | 1 |
| Lantern, bullseye | 20 | 1 |
| Lantern, hooded | 10 | 1 |
| Lock | 20 | 1 |
| Magnifying glass | 3 | 1 |
| Manacles | 15 | 2 |
| Marbles (bag of 20) | 1 | 1 |
| Mining pick | 3 | 1 |
| Mirror (hand-sized, steel) | 5 | 1 |
| Musical instrument, string | 20 | 1 |
| Musical instrument, wind | 5 | 1 |
| Oil (1 flask) | 2 | 1 |
| Paper / parchment (2 sheets) | 1 | 0 |
| Pole (10 long, wooden) | 1 | 2 |
| Rations (iron, 7 days) | 15 | 3 |
| Rations (standard, 7 days) | 5 | 3 |
| Rope (50) | 1 | 1 |
| Sack (large, 600 coins) | 2 | Storage |
| Sack (small, 200 coins) | 1 | Storage |
| Saw | 1 | 2 |
| Scroll case | 1 | 1 |
| Sledgehammer | 5 | 2 |
| Spade / shovel | 2 | 1 |
| Stakes (3) and mallet | 3 | 2 |
| Tent | 20 | 2 |
| Thieves tools | 25 | 1 |
| Tinder box (flint & steel) | 3 | 1 |
| Torches (6) | 1 | 2 |
| Twine (100', ball) | 1 | 1 |
| Vial (glass) | 1 | 0 |
| Waterskin | 1 | 1 |
| Whistle | 1 | 0 |
| Wine (2 pints) | 1 | 1 |
| Wolfsbane (1 bunch) | 10 | 1 |
[Adventuring Equipment]
</div>
#### Equipment Details
- **Backpack**: Leather bag with shoulder straps, holds 400 coins.
- **Block and tackle**: For lifting and hauling.
- Reduces weight by 75%, uses 4x as much rope.
- **Caltrops**: Small metal spikes, covers 5' square area.
- Creatures moving through have 2-in-6 chance of being wounded by spike.
- Wounded creatures move at 50% for 24 hours (or until healed).
- **Candle**: Casts dim light in 5' radius, burns 1 hour.
- **Cooking pots**: Various pots and pans useful for cooking by campfire.
- **Firewood**: Burns 8 hours.
- **Holy symbol**: Carried by divine spell casters, often as a pendant or attached to their shields.
- **Gold**: Grants +1 bonus to 2d6 roll when turning undead.
- **Wooden**: Inflicts -1 penalty to 2d6 roll when turning undead.
- **Holy water**: Blessed water, inflicts damage on undead, loses blessing when removed from vial.
- **Ink & quill**: Vial of black ink and large feather for writing.
- Colored ink costs double.
- Enough for 50 pages of writing.
- **Iron spikes**: Used to wedge doors (open or shut), rope anchor, etc.
- **Lantern, bullseye**: Narrows light to beam, 60' long and 20' wide.
- Includes shutters to hide light and protect flame.
- Can also cast light in 30' radius.
- Uses one oil flask every 4 hours.
- **Lantern, hooded**: Includes shutters to hide light and protect flame.
- Casts light in 30' radius.
- Uses one oil flask every 4 hours.
- **Lock**: Basic iron lock with key.
- **Musical instrument**: Price listed is for standard quality, higher quality costs up to 10x more.
- **Oil flask**: Lasts 4 hours in lantern, can be used as a weapon.
- Can be used to create a 3' diameter pool that burns for 1 turn (doing 1d8/round damage to creatures who pass through it).
- Monsters with a fire attack are not harmed by fire.
- **Paper / parchment**: 1' square sheets.
- **Rations, iron**: Food preserved for traveling.
- **Rations, standard**: Fresh food.
- **Rope**: Can hold 3 up to 3 people.
- **Stakes and mallet**: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
- **Tent**: Can fit up to 2 adult humanoids.
- **Thieves' Tools**: Small case containing tools for picking locks.
- **Tinder box**: Useful for lighting fires.
- Takes 1 round, 2-in-6 chance of success.
- **Torch**: Burns for 1 hour, Casts light in 30' radius.
- **Twine**: Can hold 30 lbs weight.
- **Vial**: Glass vial that holds up to 1/2 pint of liquid.
- **Waterskin**: Holds up to 2 pints of liquid.
- **Wolfsbane**: Herb that repels lycanthropes with a successful hit in melee combat.
### Weapons
#### Melee Weapons
<div class="dividedTableWrapper">
| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
| :----------: | :-------: | :----: | :---------------------------------------: |
| Battleaxe | 7 | 1d8 | Versatile (1d10) |
| Blackjack | 1 | 1d2 | Blunt, Stealth |
| Club | 3 | 1d4 | Blunt, Light |
| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 5 | 1d6 | |
| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 15 | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 5 | 1d6 | Charge |
| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 10 | 1d8 | Versatile (1d10) |
| Mace | 5 | 1d6 | Blunt |
| Morningstar | 10 | 1d8 | |
| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
| Pickaxe | 7 | 1d8 | Slow, Two-handed |
| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
| Rapier | 7 | 1d8 | |
| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 5 | 1d4 | Light |
| Shortsword | 7 | 1d6 | |
| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
| Whip | 5 | 1d4 | Entangle, Reach |
[Melee Weapons]
</div>
#### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round.
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
<div class="dividedTableWrapper">
| Weapon | Cost (gp) | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :-------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 3 | 1 | 25' / 50' / 100' | Reload |
| Bolas | 5 | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 25 | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 50 | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 30 | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
| Great Bow | 60 | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
| Longbow | 40 | 1d6 | 70' / 140' / 210' | Two-handed |
| Net | 5 | 0 | 10' / 20' / 30' | Blunt, Entangle, Two-handed |
| Shortbow | 25 | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 2 | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapons]
</div>
#### Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
<div class="dividedTableWrapper">
| Ammunition | Cost (gp) |
| :-------------------------: | :-------: |
| Arrows (quiver of 20) | 5 |
| Crossbow bolts (case of 30) | 10 |
| Blowgun darts (case of 5) | 1 |
| Silver tipped ammo (1) | 5 |
| Sling bullets (bag of 20) | 5 |
| Sling stones | 0 |
[Ranged Ammunition Costs]
</div>
#### Ranged Ammunition Details
- **Sling bullets**: +1 damage with sling (1d4+1 total)
#### Weapon Properties
!!!include(rules/weapon-properties.md)!!!
### Armor
<div class="dividedTableWrapper">
| Armor Type | Cost (gp) | AC |
| :-------------: | :-------: | :-: |
| None | 0 | 10 |
| Padded / Hide | | 11 |
| Leather | 20 | 12 |
| Studded Leather | 30 | 13 |
| Chainmail | 40 | 14 |
| Half-Plate | 50 | 15 |
| Full Plate | 60 | 16 |
[Armor]
</div>
!!!include(license/wotc-cc-by.md)!!!

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@ -0,0 +1,10 @@
---
title: 'HOSR Core Rules: Equipment Tables'
description:
date_pub: 2024-03-09T11:36:31.000-04:00
section: rules
content_type: feature
short_code: uhe1
---
- [Fantasy]: Equipment tables for standard fantasy campaigns.

View File

@ -15,7 +15,7 @@ short_code: t1
<script type="module" src="/scripts/tools.js"></script>
<noscript>
<p>Sorry, the Referee's Tools require JavaScript to work.</p>
<p>Sorry, most of the Referee's Tools require JavaScript to work.</p>
<p>Please enable it or try using a different browser.</p>
</noscript>
@ -52,8 +52,8 @@ short_code: t1
<li>Encounter</li>
<li>Signs / Portents</li>
<li>Locality</li>
<li>Exhaustion</li>
<li>Light Source</li>
<li>Exhaustion *</li>
<li>Light Source *</li>
<li>No Complications</li>
</ol>
</details>
@ -68,10 +68,12 @@ short_code: t1
<li>Encounter</li>
<li>Signs / Portents</li>
<li>Locality</li>
<li>Pilot / Ship issue</li>
<li>Lose Direction</li>
<li>Pilot / Ship issue *</li>
<li>Lose Direction *</li>
<li>No Complications</li>
</ol>
</details>
- [Referee's Screen](/tools/referee-screen)
</div>

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@ -5,7 +5,6 @@ date_pub: 2023-12-03T22:23:17.000-04:00
section: tools
content_type: feature
short_code: trs
status: hidden
---
<div class="refereeScreen">
@ -18,7 +17,7 @@ status: hidden
</h3>
</summary>
1. **Declare Spells, Defending, Retreats, and Versatile Weapons**
1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons**
2. **Roll Initiative**: Each side rolls 1d20.
3. **Winning Side Actions**: