fixes and content updates

This commit is contained in:
Eric Woodward 2023-11-27 17:08:14 -05:00
parent 34cd4327e0
commit 744693b575
13 changed files with 214 additions and 8 deletions

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### Echolocation
- Immune to effects that target or modify sight.
- May be impaired by excessive noise.
- May be blinded by magically-induced silence.

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@font-face {
font-family: "raleway";
src: local("Raleway"),
src: local("Raleway Regular"),
url("/fonts/raleway/raleway-regular-webfont.woff2") format("woff2"),
url("/fonts/raleway/raleway-regular-webfont.woff") format("woff");
font-weight: 400;

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---
title: Bat (Normal)
description: The bat creature for OSR gaming.
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
content_type: feature
short_code: bb1b
---
Small (2 lbs), nocturnal flying mammals with 4' wingspans which often roost in caves.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------- |
| **Hit Dice** | 1hp |
| **Armor Class** | 13 |
| **Attacks** | 1 (-1) @ confusion (swarm) |
| **Movement** | 3' / 40' flying |
| **Saving Throws** | D14 W15 P16 B17 S18 (0) |
| **Morale** | 6 |
| **Alignment** | Neutral |
| **XP** | 5 |
</div>
- Usually appear in groups of 1d100.
- Check morale every round unless summoned or controlled by magic.
### Swarm
- Groups of 10 bats may swarm as an attack, causing confusion on a successful hit.
- Each hit gives -2 to saves and attack rolls by the target.
!!!include(bestiary/bats/echolocation.md)!!!

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---
title: Giant Bat
description: The giant bat creature for OSR gaming.
date_pub: 2023-11-23T22:12:10.000-04:00
section: bestiary
content_type: feature
short_code: bb1g
---
Large (200 lbs), nocturnal, carnivorous flying mammals with 15' wingspans which often roost in caves and are occasionally used as mounts.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 2 (9hp) |
| **Armor Class** | 13 |
| **Attacks** | 1(+1) @ 1d4 (bite) |
| **Movement** | 10' / 60' flying |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 8 |
| **Alignment** | Neutral |
| **XP** | 20 |
</div>
- 5% chance a group of giant bats are actually [giant vampire bats]().
!!!include(bestiary/bats/echolocation.md)!!!

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---
title: Giant Vampire Bat
description: The giant vampire bat creature for OSR gaming.
date_pub: 2023-11-23T22:12:29.000-04:00
section: bestiary
content_type: feature
short_code: bb1v
---
Large (200 lbs), nocturnal, blood-sucking flying mammals with 15' wingspans which often roost in caves.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------ |
| **Hit Dice** | 2 (9hp) |
| **Armor Class** | 13 |
| **Attacks** | 1(+1) @ 1d4 + unconsciousness (bite) |
| **Movement** | 10' / 60' flying |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 8 |
| **Alignment** | Neutral |
| **XP** | 20 |
</div>
Bite victim must **Save vs Paralyze** or fall unconscious for 1d10 rounds.
### Drain Blood
- May drain blood from an unconscious victim, inflicting 1d4 hp damage each round automatically.
- Victim killed this way must **Save vs Spells** or become undead after 24 hours.
!!!include(bestiary/bats/echolocation.md)!!!

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---
title: Bats
description: Various bat creatures for OSR gaming.
date_pub: 2023-11-23T22:52:22.000-04:00
section: bestiary
content_type: feature
short_code: bb1
---
Nocturnal flying mammals which often roost in caves.
!!!include(bestiary/bats/echolocation.md)!!!
### Subtypes
- [Bat (Normal)](./bat.html): Small (2 lbs, 4' wingspan), cause confusion when they swarm.
- [Giant Bat](./giant-bat.html): Large (200 lbs, 15' wingspan), are occasionally used as mounts.
- [Giant Vampire Bat](./giant-vampire-bat.html): Large (200 lbs, 15' wingspan), drain blood from unconscious victims.

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@ -5,6 +5,7 @@ date_pub: 2023-04-10T22:43:00-04:00
section: bestiary
content_type: feature
short_code: bdca
status: hidden
---
[Crystalline dragons](./index.html) that lair at the top of glacial ridges and snowy peaks, or in the astral plane.

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@ -4,7 +4,7 @@ description: Information about Dragons.
date_pub: 2023-04-09T18:34:00-04:00
section: bestiary
content_type: feature
short_code: md1
short_code: bd1
---
Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths.

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@ -11,6 +11,7 @@ short_code: mm1
Below you'll find a small sampling of the various humanoids and other creatures one can encounter while traveling the planes.
- [Al-Mi'raj](./al-mi-raj.html): A mythical, one-horned hare or rabbit.
- [Bat](./bats/index.html): Nocturnal flying mammals which often roost in caves and come in multiple varieties / sizes.
- [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.

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@ -36,7 +36,7 @@ The Ravager Slime has 3 phases of existence:
- **Megalloid**: While the Ravager is active, the plasmoidia can merge together, becoming this unified form.
- It's normally the size of an elephant, but against a ship, can grow to 100' in diameter
- Fights by sending silver tentacles at each party member, with the equivalent stats listed above.
- Once each tentacle is defeated, the control room is destoryed, or the queen's eye is destroyed, the remaining slimes fail to hold together and literally melt away.
- Once each tentacle is defeated, the control room is destroyed, or the queen's eye is destroyed, the remaining slimes fail to hold together and literally melt away.
### Damage Immunities
@ -44,7 +44,7 @@ Has the following damage immunities in all forms:
- Immune to damage from acid, cold, and poison.
- Normal weapon blows divide slime into 2 slimes of half size / HD.
- Fire, lightning, Magic weapons, and other direct magic damage ( ex: magic missile) deal normal damage.
- Fire, lightning, magic weapons, and other direct magic damage (ex: magic missile) deal normal damage.
### Corrosive Clobber

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---
title: Shape Stealer (WIP)
description: TBD
date_pub: 2023-11-20T22:56:12.000-04:00
section: bestiary
content_type: feature
short_code: bss
status: hidden
---
Intelligent, amorphous oozes that can assume the form and personalities of anyone they (or their progenitors / ancestors?) have devoured.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 4\* (18hp) |
| **Armor Class** | 14 (natural) |
| **Movement** | 40' / 300' astral |
| **Attacks** | 2 (+3) @ 1d6 (slice) |
| **Alignment** | Chaotic |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 10 |
| **Size** | Medium (up to 8' tall) |
| **XP** | 125 |
</div>
- Can devour any humanoid creature (8' tall or less).
- Can assume form of any humanoid creature they've devoured.
- Capable of reproducing by budding (every 1-2 months?).
- Reverts to original "black goo" form upon death.
- Immune to paralysis, poison, sleep, and charm effects.
- Will try to hide true nature until forced.
- When attacking, forms hands into slicing weapons / tendrils.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale |
| :--: | :-: | :-: | :-----: | :----: | :----: |
| 6\* | 27 | 14 | +5 | 1d6 | 10 |
| 8\* | 36 | 15 | +6 | 1d6+1 | 10 |
| 10\* | 45 | 15 | +7 | 1d6+1 | 11 |
| 12\* | 54 | 16 | +8 | 1d6+1 | 11 |
| 14\* | 63 | 16 | +9 | 1d6+2 | 11 |
[Higher-Level Shape Stealers]
</div>
### Short Stat Blocks
```
> HD 4* (18 hp), AC 14; MV 40'; Atk 2 (+3) @ 1d6 (slice); AL C; ML 10
> HD 6* (27 hp), AC 14; MV 40'; Atk 2 (+5) @ 1d6+1 (slice); AL C; ML 10
> HD 8* (36 hp), AC 15; MV 40'; Atk 2 (+6) @ 1d6+1 (slice); AL C; ML 10
> HD 10* (45 hp), AC 15; MV 40'; Atk 2 (+7) @ 1d6+1 (slice); AL C; ML 11
> HD 12* (54 hp), AC 16; MV 40'; Atk 2 (+8) @ 1d6+2 (slice); AL C; ML 11
> HD 14* (63 hp), AC 16; MV 40'; Atk 2 (+9) @ 1d6+2 (slice); AL C; ML 11
```

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@ -270,11 +270,13 @@ Most class languages are secret, known only to members of their class, and often
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
- **Doppleganger**: Native language of dopplegangers.
- **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.).
- **Duncommon**: Native language of those that dwell deep underground and other dark places (Drow, Medusa, etc.).
- **Dwarfish**: Native language of dwarves.
- **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).
- **Elvish**: Native language of elves, dialect of faerie.
- **Faerie**: Native language of the fae, usually divided into 2 dialects:
- **High Faerie** Spoken in the ruling courts of the Faewolde.
- **Low Faerie**: Spoken everywhere else in the Faewolde.
- **Farspeak**: Language of the far realms.
- **Gargoyle**: Native language of gargoyles.
- **Giant**: Native language of giants.
@ -308,6 +310,25 @@ Most class languages are secret, known only to members of their class, and often
Generally, perception can be checked by rolling highest of INT or WIS.
### Size
A creature's size is usually defined by one of the following categories based on its height and/or weight:
<div class="dividedTableWrapper">
| Size | Max Height | Control Radius |
| :--------: | :--------: | :------------: |
| Tiny | 2' | 2.5' |
| Small | 4' | 5' |
| Medium | 8' | 5' |
| Large | 16' | 10' |
| Huge | 32' | 15' |
| Gargantuan | 32'+ | 20'+ |
[Creature Sizes]
</div>
### Time
Time is often represented at different scales:

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@ -30,7 +30,7 @@ Takes one hour, can only be done once per day.
Memorized spells are cast by replicating necessary hand gestures and spoken words.
- When a spell is cast, it is erased the the caster's mind.
- When a spell is cast, it is erased from the caster's mind.
- The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced).
- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise).
- The caster must have one hand free (or a magic item in one hand).