Add stuff for Faewolde game

This commit is contained in:
2023-07-04 18:34:28 -04:00
parent 544131747d
commit 65e2b6ecb2
109 changed files with 579 additions and 4724 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 260 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 111 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 359 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 93 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 84 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 89 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 171 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 146 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 327 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 77 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 110 KiB

View File

@@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.11.3 / 2023-07-03
Version 0.11.5 / 2023-07-04
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

View File

@@ -81,7 +81,7 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
- For creatures - measured in feet.
- For vessels - measured in yards.
#### Ranged Weapons
#### Missile Weapons
- Gain an additional attack range option, **Distant**:
- -4 to attack rolls.

View File

@@ -0,0 +1,25 @@
---
title: Al-Mi'raj
description: The Al-Mi'raj creature for OSR gaming.
date_pub: 2023-07-04T16:41:00-04:00
section: bestiary
content_type: feature
short_code: baj
---
A mythical, one-horned hare or rabbit.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 1 (5hp) |
| **Armor Class** | 13 |
| **Attacks** | 1 (+0) @ 1d4 (horn) |
| **Movement** | 60' |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 8 |
| **Alignment** | Neutral |
| **XP** | 10 |
</div>

View File

@@ -10,14 +10,15 @@ short_code: mm1
Below you'll find a small sampling of the various humanoids and other creatures one can encounter while traveling the planes.
- [Cleric](./cleric.html)[^1]: Holy (or unholy) warrior-priests on a quest for their deity.
- [Al-Mi'raj](./al-mi-raj.html): A mythical, one-horned hare or rabbit.
- [Cleric](./cleric.html)[^1]: A holy (or unholy) warrior-priest on a quest for their deity.
- [Commoner](./commoner.html)[^1]: One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
- [Corsair](./corsair.html)[^1]: A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
- [Dragons](./dragons/index.html): Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths.
- [Dragon](./dragons/index.html): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths.
- [Fighter](./fighter.html)[^1]: Someone who earns their keep via combat.
- [Flicker Dog](./flicker-dog.html): Intelligent, aloof, and often friendly wolf-like hounds native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Mylark](./mylark.html): 2' long, lamprey-like, winged snakes that feed on psychic energy and travel in large flocks.
- [Pirate](./pirate.html)[^1]: A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Priest](./priest.html)[^1]: A priest on a mission for their deity.
- [Thief](./thief.html)[^1]: Someone skilled at stealing things.
- [Warp Cat](./warp-cat.html): A black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder.

View File

@@ -0,0 +1,27 @@
---
title: Owl Bear
description: The Owl Bear creature for OSR gaming.
date_pub: 2023-07-04T16:37:00-04:00
section: bestiary
content_type: feature
short_code: b0b
---
A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and the face of an owl.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------- |
| **Hit Dice** | 5 (22hp) |
| **Armor Class** | 14 |
| **Attacks** | 2 (+4) @ 1d8 (claw), t (+4) @ 1d8 (bite) |
| **Movement** | 40' |
| **Saving Throws** | D12 W13 P14 B15 S16 (5) |
| **Morale** | 9 |
| **Alignment** | Neutral |
| **XP** | 175 |
</div>
If target is hit both claws in same round, they must **Save vs Paralysis** or owl bear hugs for an extra 2d8 damage.

View File

@@ -29,6 +29,8 @@ A black, human-sized, panther-like creature, native to the astral plane, with si
- Hate flicker dogs, attack on sight.
- 10% chance to have a litter of 1d6 kittens with the following stat changes:
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 1+1 (6hp) |
@@ -36,3 +38,5 @@ A black, human-sized, panther-like creature, native to the astral plane, with si
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 6 |
| **XP** | 20 |
</div>

View File

@@ -0,0 +1,10 @@
---
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
content_type: feature
short_code: cf1
---
[The Town of Rivertail](./rivertail/index.html)

View File

@@ -0,0 +1,33 @@
---
title: Rivertail
description:
date_pub: 2023-07-04T18:21:00-04:00
section: campaign
content_type: feature
short_code: cfr
---
### Townsfolk
- [Buckwyn "Bucky" Bushtail (squirrel)](/images/rivertail/bucky-bushtail.jpg)
- [Talla Toadington (toad)](/images//rivertail/talla-toadington.jpg)
- [Frobyrt Frogimus (frog)](/images//rivertail/frobyrt-frogimus.jpg)
- [Brae Badgerton (badger)](/images//rivertail/brae-badgerton.jpg)
- [Omyt Ottermore (otter)](/images//rivertail/omyt-ottermore.jpg)
- [Benjen Beaverdere (beaver)](/images//rivertail/benjen-beaverdere.jpg)
- [Amylee Mouserel (mouse)](/images//rivertail/amylee-mouserel.jpg)
- [Mala Molemun (mole)](/images//rivertail/mala-molemun.jpg)
- [Syndee Slothig (sloth)](/images//rivertail/syndee-slothig.jpg)
- [Kakaron and Edmund](/images/rivertail/kakaron-and-edmund.jpg)
<!--
- [Kakaron, the wizard (Dreamlands cat)]
- [Edmund, his manservant (human)]
-->
- [Stig'ee Zar'duss and the Spy'dars from Talar](/images/rivertail/stigee-zarduss.jpg)
### Locations
- [The Bark and Brew](/images/rivertail/bark-and-brew.jpg)

View File

@@ -4,7 +4,7 @@ description: A collection of info specific to our gaming group's campaign (the o
date_pub: 2023-03-18T10:50:00-04:00
section: campaign
content_type: feature
short_code: ci1
short_code: c1
---
This is the starting page for info specific to our gaming group's campaign (the one that this guide originated from).

View File

@@ -1,6 +1,6 @@
---
title: Corsair (Astral) class
description: The Corsair (Astral) class for OSR gaming.
title: Corsair, Astral (Class)
description: The Astral Corsair class for OSR gaming.
date_pub: 2023-04-01T20:20:00-4:00
section: classes
content_type: feature

View File

@@ -0,0 +1,99 @@
---
title: Barbarian (Class)
description: The Barbarian class for OSR gaming.
date_pub: 2023-03-27T23:04:00-04:00
section: classes
content_type: feature
short_code: cba
---
An adventurer know for their primitive warrior nature.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------- |
| **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
[[toc]]
### Agile Fighter
Gain a bonus to AC, and damage based on level as shown in [Level Advancement Table](#advancement).
- After 4th level, able to deal damage to creatures that are immune to non-magical attacks.
### Barbarian Skills
- For most, roll 1d100, result under score is success.
- Referee should roll in secret for hear noise (HN), hide in undergrowth (HU), and move silently (MS).
<div class="dividedTableWrapper">
| Level | CS | HU | MS |
| :---: | :-: | :-: | :-: |
| 1 | 87 | 20 | 20 |
| 2 | 88 | 25 | 25 |
| 3 | 89 | 30 | 30 |
| 4 | 90 | 35 | 35 |
| 5 | 91 | 40 | 40 |
| 6 | 92 | 45 | 45 |
| 7 | 93 | 55 | 55 |
| 8 | 94 | 65 | 65 |
| 9 | 95 | 75 | 75 |
| 10 | 96 | 85 | 85 |
| 11 | 97 | 95 | 95 |
| 12 | 98 | 97 | 97 |
| 13 | 99 | 98 | 98 |
| 14 | 99 | 99 | 99 |
[Barbarian Skills Chance of Success]
</div>
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage).
- **Hide in undergrowth (HU)**: Must stand still, can't be done while attacking or moving.
- **Move silently (MS)**: Sneak past enemies unnoticed.
### Distrust of Magic
- Most feel arcane magic is "wrong".
- Usually more accepting so tribal ritual and/or divine magic.
### Stronghold
Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.
### Advancement
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | AF Bonus |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 |
| 2 | 2,500 | 2d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 |
| 3 | 5,000 | 3d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 |
| 4 | 10,000 | 4d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 |
| 5 | 18,500 | 5d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 |
| 6 | 37,000 | 6d10 | +2 | 8 | 11 | 10 | 13 | 13 | +2 |
| 7 | 85,000 | 7d10 | +5 | 6 | 9 | 8 | 10 | 10 | +2 |
| 8 | 140,000 | 8d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 |
| 9 | 270,000 | 9d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 |
| 10 | 400,000 | 9d10+3 | +7 | 4 | 7 | 6 | 8 | 7 | +4 |
| 11 | 530,000 | 9d10+6 | +7 | 4 | 7 | 6 | 8 | 7 | +4 |
| 12 | 660,000 | 9d10+9 | +7 | 4 | 7 | 6 | 8 | 7 | +4 |
| 13 | 790,000 | 9d10+12 | +9 | 3 | 5 | 4 | 5 | 5 | +5 |
| 14 | 920,000 | 9d10+15 | +9 | 3 | 5 | 4 | 5 | 5 | +5 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

View File

@@ -44,7 +44,7 @@ A nature-focused magic user and guardian of the forest.
### Change Form
- Starting at 2nd level, can change into the form of either a reptile, bird, or mammal.
- The new form can't have more hit dice than current level.
- The new form can't have more hit dice than current level / 2 (rounded down).
- Regain 1d4 hit points per level when used.
- All carried equipment is absorbed into animal form, only reappearing after changing back.
- May be used a number of times per day equal to level / 2 (rounded down).
@@ -67,22 +67,22 @@ After 12th level, can build a stronghold that integrates with a natural setting.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | - |
| 2 | 2,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | - |
| 3 | 5,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | - |
| 4 | 10,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - | - |
| 5 | 20,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | - |
| 6 | 40,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | - |
| 7 | 80,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 2 | 2 | 1 | - | - |
| 8 | 150,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | - | - |
| 9 | 300,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 1 | - |
| 10 | 450,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 3 | 2 | - |
| 11 | 600,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 750,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 900,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 1,050,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 4 | 3 | 3 |
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
| :-: | :-------: | :---: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | :-: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - |
| 2 | 2,000 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - |
| 3 | 4,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - |
| 4 | 7,500 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - |
| 5 | 12,500 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - |
| 6 | 20,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 |
| 7 | 35,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 |
| 8 | 60,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 3 | 2 | 2 |
| 9 | 90,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 |
| 10 | 125,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 |
| 11 | 200,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 |
| 12 | 300,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 5 | 4 | 4 |
| 13 | 750,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 |
| 14 | 1,500,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 6 | 5 | 5 | 5 |
[Level Advancement]

View File

@@ -14,25 +14,27 @@ The following list of spells may be cast by Druid characters.
### 1st Level
1. Animal Friendship
2. Cure Light Wounds (Cause Light Wounds)
1. [Befriend Animal](/spells/befriend-animal.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Danger
4. Entangle
5. Faerie Fire
6. Locate Plant or Animal
7. Predict Weather
8. Speak with Animals
6. Invisibility to Animals
7. Locate Plant or Animal
8. Predict Weather
9. Speak with Animals
### 2nd Level
1. Barkskin
2. Create Water
3. Heat Metal
4. Invisibility to Animals
5. Obscuring Mist
6. Produce Flame
7. Slow Poison
8. Warp Wood
4. [Hidden Step](/spells/hidden-step.html)
5. [Invisibility](/spells/invisibility.html)
6. Obscuring Mist
7. Produce Flame
8. Slow Poison
9. Warp Wood
### 3rd Level

View File

@@ -1,8 +1,7 @@
---
title: Fighter
description:
description: The Fighter class for OSR
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-27T22:48:00-04:00
section: classes
content_type: feature
short_code: cfr

View File

@@ -8,6 +8,7 @@ content_type: feature
short_code: c1
---
- [Barbarian](./barbarian.html): An adventurer know for their primitive warrior nature.
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
- [Cleric](./cleric.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas.

View File

@@ -2,7 +2,6 @@
title: Thief (Class)
description:
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-24T18:11:00-04:00
section: classes
content_type: feature
short_code: ctf
@@ -72,7 +71,7 @@ After 9th level, may construct a stronghold (usually, a secret hideout).
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage).
- **Find or remove treasure traps (TR)**: Roll once to find and again to remove, each may only be attempted once per trap.
- **Hear noise (HN)**: Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6.
- **Hide in shadows (HS)**: Need to stand still, can't be done while attacking or moving.
- **Hide in shadows (HS)**: Must stand still, can't be done while attacking or moving.
- **Move silently (MS)**: Sneak past enemies unnoticed.
- **Open locks (OL)**: Need thieves' tools, can only be tried once per lock. On a fail, can't try again until next XP level.
- **Pick pockets (PP)**: -5% chance for each level target is above 5th, minimum 1% chance of failure. If failed roll is more than 2x the skill, the theft is noticed.

View File

@@ -2,7 +2,6 @@
title: Chamber of Lightning Bolts
description: A small cube that fires bolts of lightning.
date_pub: 2023-03-13T01:22:00-04:00
date_upd: 2023-05-09T22:20:00-04:00
section: magic items
content_type: feature
short_code: mc1b
@@ -10,7 +9,7 @@ short_code: mc1b
<div class="imgWrapper">
![A chamber of lightning bolts, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/chamber-of-lightning-bolts.jpg "A chamber of lightning bolts")
![A chamber of lightning bolts, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/chamber-of-lightning-bolts.jpg 'A chamber of lightning bolts')
</div>
@@ -26,5 +25,6 @@ When the command word ("bolt") is spoken, a lightning bolt leaps from it, landin
### Usage Die
- Starts at d10.
- After each use of the chamber, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow inside becomes dimmer.
- After it drops to one, the next use finishes it off, and the cube becomes inert.
- 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 inert.

View File

@@ -10,18 +10,19 @@ short_code: m11
Below you'll find a growing list of magic items that can be found across the multiverse.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes.
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes.
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder.
- [Wand of Druidcraft](./wand-of-druidcraft.html): A magic wand for druids that creates various simple nature effects.

View File

@@ -0,0 +1,50 @@
---
title: Wand of Druidcraft
description: A magic wand for druids that creates various simple nature effects.
date_pub: 2023-07-04T13:45:00-04:00
section: magic items
content_type: feature
short_code: mwd
---
<div class="imgWrapper">
![A Wand of Druidcraft, created with both [Stable Diffusion Online](https://stablediffusionweb.com/) and [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/wand-of-druidcraft.jpg 'A wand of druidcraft')
</div>
A simple, 16" wooden wand with a small green crystal at one end.
- As long as at least one charge remains, the green crystal glows slightly.
- May only be used by druids.
### Activation
When the wand is waved in a certain way by a druid, one of the following effects occurs (with the effect determined by the gesture used):
- Create a tiny, harmless sensory effect that predicts what the weather will be at the present location for the next 24 hours.
- Examples: A golden orb for clear skies, a cloud for rain, falling snowflakes for snow, etc.
- Persists for 1 round.
- Instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- Create an instantaneous, harmless sensory effect.
- Examples: Falling leaves, a puff of wind, the sound of a small animal, the faint odor of skunk, etc.
- Must fit in a 5-foot cube.
- Instantly light or snuff out a candle, a torch, or a small fire (ex: a campfire).
- Manipulate a volume of water within 30' (and which fits within a 5-foot cube) in one of the following ways:
- Instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction.
- This movement doesnt have enough force to cause damage.
- Cause the water to form into simple shapes and animate at your direction, for up to 1 hour.
- Change the waters color or opacity for up to one hour.
- The change must be uniform throughout.
- Freeze the water, provided that there are no creatures in it.
- It unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect in combat as an action.
### Usage Die
- Starts at d12.
- After each use, roll the current die, and on a 1-2, the die drops one step (d12 -> d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
- When no more charges are left, it becomes inert.
!!!include(license/wotc-cc-by.md)!!!

View File

@@ -25,6 +25,7 @@ Automatons are magically-powered, fully sentient beings composed of metal and wo
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 8th
- **Bard**: 8th
- **Cleric**: 7th
- **Corsair**: 10th

View File

@@ -0,0 +1,67 @@
---
title: Bugbear (Race)
description: The Bugbear race for OSR gaming.
date_pub: 2023-07-04T15:12:00-04:00
section: races
content_type: feature
short_code: rbu
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ---------------------------- |
| **Requirements** | CON 9 |
| **Ability modifiers** | +1 STR, -1 WIS |
| **Languages** | Alignment, Common, Goblinoid |
</div>
Large, hairy goblin-like creatures.
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 11th
- **Bard**: 6th
- **Cleric**: 8th
- **Corsair**: 8th
- **Druid**: 9th
- **Fighter**: 10th
- **Knight**: 6th
- **Mystic**: 8th
- **Paladin**: 7th
- **Priest**: 8th
- **Ranger**: 10th
- **Sorcerer**: 9th
- **Thief**: 10th
- **Warlock**: 9th
- **Wizard**: 8th
### Detect Secrets & Traps
2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Fortitude
Gets a bonus to saving throws vs poison, spells, and wielded items (wand, rods, staves, etc.), based on CON.
<div class="dividedTableWrapper">
| CON | Bonus |
| :---: | :---: |
| 3-6 | 0 |
| 7-10 | +2 |
| 11-14 | +3 |
| 15-17 | +4 |
| 18+ | +5 |
[Fortitude Bonus]
</div>

View File

@@ -25,6 +25,7 @@ Scaled lizard-people with an apparent (if distant) ancestry to dragons.
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 11th
- **Bard**: 7th
- **Cleric**: 7th
- **Corsair**: 9th

View File

@@ -24,6 +24,7 @@ Dark-skinned, slender demihumans, possibly related to elves, who dwell deep unde
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 10th
- **Bard**: 7th
- **Bloodmage**: 9th
- **Cleric**: 11th

View File

@@ -26,6 +26,7 @@ Stout, bearded demihumans, about 4' tall, who usually live underground and love
### Available Classes and Max Level
- **Assassin**: 7th
- **Barbarian**: 10th
- **Bard**: 9th
- **Cleric**: 10th
- **Corsair**: 7th

View File

@@ -1,6 +1,6 @@
---
title: Elefolk
description: TBD
title: Elekin
description: The Elekin race for OSR gaming.
date_pub: 2023-04-09T14:38:00-04:00
section: races
content_type: feature
@@ -11,11 +11,11 @@ short_code: rek
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------- |
| **Requirements** | STR 9 |
| **Ability modifiers** | +1 CON, -1 WIS |
| **Languages** | Alignment, Common, Elespeak[^1] |
| | |
| --------------------- | ------------------------- |
| **Requirements** | STR 9 |
| **Ability modifiers** | +1 CON, -1 WIS |
| **Languages** | Alignment, Common, Greyok |
</div>
@@ -24,6 +24,7 @@ Large, elephant-like humanoids with four digits and long trunks.
### Available Classes and Max Level
- **Assassin**: 6th
- **Barbarian**: 10th
- **Bard**: 8th
- **Cleric**: 10th
- **Corsair**: 8th
@@ -57,5 +58,3 @@ Grants +2 AC while not wearing armor. Can be combined with a shield.
- Can't hold weapons or shields.
- Can't make precision movements (for castings spells or using tools).
- Can be used as a snorkel.
[^1]: The native language of the elekin.

View File

@@ -24,6 +24,7 @@ Thin, fey demihumans with sharp features.
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 8th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th

82
src/pages/races/elfaye.md Normal file
View File

@@ -0,0 +1,82 @@
---
title: Elfaye (Race)
description: Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
date_pub: 2023-04-21T21:07:00-04:00
date_upd: 2023-05-31T23:04:00-04:00
section: races
content_type: feature
short_code: re1
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------------------------ |
| **Requirements** | Minimum WIS 9 |
| **Ability modifiers** | -1 INT, +1 CHA |
| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) |
</div>
Thin, fae demihumans, related to elves and native to the Faewolde, with the ability to project their seasonal temperaments.
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 8th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 12th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
### Detect Secrets
2-in-6 chance of detecting secret doors, panels, etc. while underground.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Immune to Ghoul Paralysis
Unaffected by the paralysis inflicted by ghouls.
### Innate Magic
- From 2nd level, can cast [Hidden Step](/spells/hidden-step.html) once per day.
- From 6th level, can cast [Hidden Step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity):
- **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them).
- **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell).
- **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead.
- **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half).
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Seasonal Affinity
Each day, choose which of the following Fae-seasons influences your physical and emotional being.
- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day.
- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action.
### Sensitive to Evil
-2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater).

View File

@@ -25,6 +25,7 @@ Tall, thin cat-people, covered in thick fur.
### Available Classes and Max Level
- **Assassin**: 11th
- **Barbarian**: 9th
- **Bard**: 8th
- **Cleric**: 7th
- **Corsair**: 11th

View File

@@ -25,6 +25,7 @@ Large, grey-skinned demihumans, usually found in the forest, with a distant rela
### Available Classes and Max Level
- **Assassin**: 6th
- **Barbarian**: 10th
- **Bard**: 8th
- **Cleric**: 10th
- **Corsair**: 8th

View File

@@ -2,18 +2,18 @@
title: Character Races
description:
date_pub: 2023-02-17T00:15:00-05:00
date_upd: 2023-05-31T11:02:00-04:00
section: races
content_type: feature
short_code: r1
---
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Lah'dri](./lahdri.html): Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature.
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Bugbear](./bugbear.html): Large, hairy goblin-like creatures.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting.
- [Elfaye](./elfaye.html): Thin, fae demihumans, related to elves, with the ability to project their seasonal temperaments.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature.

View File

@@ -1,81 +0,0 @@
---
title: Lah'dri (Race)
description: Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
date_pub: 2023-04-21T21:07:00-04:00
date_upd: 2023-05-31T23:04:00-04:00
section: races
content_type: feature
short_code: r1a
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------------------------ |
| **Requirements** | Minimum INT 9 |
| **Ability modifiers** | -1 WIS, +1 CHA |
| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) |
</div>
Thin, fey demihumans, related to elves and native to the Feywolde, with the ability to project their seasonal temperaments.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 12th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
### Detect Secrets
2-in-6 chance of detecting secret doors, panels, etc. while underground.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Immune to Ghoul Paralysis
Unaffected by the paralysis inflicted by ghouls.
### Innate Magic
- From 2nd level, can cast [hidden step](/spells/hidden-step.html) once per day.
- From 6th level, can cast [hidden step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity):
- **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them).
- **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell).
- **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead.
- **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half).
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Seasonal Affinity
Each day, choose which of the following Fae-seasons influences your physical and emotional being.
- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day.
- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action.
### Sensitive to Evil
-2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater).

View File

@@ -25,6 +25,7 @@ Tall (5.5') demihumans with naturally pale, grey skin, unnervingly blank facial
### Available Classes and Max Level
- **Assassin**: 10th
- **Barbarian**: 8th
- **Bard**: 10th
- **Cleric**: 5th
- **Corsair**: 10th

View File

@@ -25,6 +25,7 @@ Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with l
### Available Classes and Max Level
- **Assassin**: 7th
- **Barbarian**: 10th
- **Bard**: 9th
- **Cleric**: 10th
- **Corsair**: 7th

View File

@@ -70,7 +70,6 @@ Most class languages are secret, known only to members of their class, and often
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
- **Duncommon**: Native language of those that dwell deep undergorund, or in other dark places (Drow, Medusa, etc.).
- **Dwarfish**: Native language of dwarves.
- **Elekin**: Native language of elekin.
- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
- **Elvish**: Native language of elves. and **Low Fairie** (spoken everywhere else in the Faewolde)
- **Faerie**: Native language of the fae, usually divided into **Low Fairie** (spoken throughout the Faewolde) and **High Faerie** (spoken in the ruling courts).

View File

@@ -49,6 +49,22 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
- **Shields** grant +1 AC when used.
- Can also be destroyed to prevent a hit from inflicting damage.
<div class="dividedTableWrapper">
| Armor Type | AC |
| :--------: | :-: |
| None | 10 |
| Hide | 11 |
| Leather | 12 |
| Studded | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
[Standard Armor AC]
</div>
#### Melee Attacks
Melee attack rolls are modified based on the character's Strength.

View File

@@ -0,0 +1,30 @@
---
title: Befriend Animal
description: The Befriend Animal spell for OSR gaming.
date_pub: 2023-07-02T18:57:00-04:00
section: spells
content_type: feature
short_code: sba
tags: arcane divine
---
<div class='headlessTableWrapper'>
| | |
| ------------ | --------- |
| **Level** | 1 |
| **Duration** | Permanent |
| **Range** | 10' |
</div>
A neutral-aligned creature of animal intelligence within range must **Save vs Spells** or wait quietly while the caster performs a binding ritual lasting 6 turns.
- Caster may have up to 2HD of creatures per level befriended at any time.
### Bound Animal Behavior
- Follows the caster everywhere they go.
- Will not harm the caster.
- May be trained to perform up to 6 simple tricks, with each trick taking a week of training.
- If left alone for 3+ days during the first 3 months they are bound, it reverts to its natural behavior.

View File

@@ -0,0 +1,40 @@
---
title: Cure Light Wounds
description: The Cure Light Wounds and Cause Light Wounds spells for OSR gaming.
date_pub: 2023-07-02T18:57:00-04:00
section: spells
content_type: feature
short_code: scw
tags: divine
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 1 |
| **Duration** | Instant |
| **Range** | Touch |
</div>
Caster or creature touched gains one of the following effects:
- Heals 1d6 + 1 hit points of damage (cannot raise target's hit points above maximum).
- Negate paralyzing effects.
## Cause Light Wounds
Reversed version of **Cure Light Wounds**.
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 1 |
| **Duration** | Instant |
| **Range** | Touch |
</div>
Caster inflicts 1d6 + 1 hit points of damage on touched creature (attack roll required if in combat).

View File

@@ -9,8 +9,10 @@ short_code: s1
Below you'll find a growing list of magic spells from across the multiverse.
- [Befriend Animal (1 AD)](./befriend-animal.html)
- [Calm / Scare (1 AD)](./calm.html)
- [Color Spray (1 A)](./color-spray.html)
- [Cure Light Wounds / Cause Light Wounds (1 D)](./cure-light-wounds.html)
- [Detect Magic (1 ADR)](./detect-magic.html)
- [Fly (3 A)](./fly.html)
- [Glamour (1 A)](./glamour.html)