pre-game updates

clean-up duplicate short codes
This commit is contained in:
Eric Woodward 2023-10-23 17:02:26 -04:00
parent 2014980e26
commit 7c997e628e
24 changed files with 42 additions and 285 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.11.11",
"version": "0.11.12",
"description": "",
"main": "index.js",
"scripts": {

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@ -20,10 +20,10 @@
<li>7</li>
<li>8</li>
<li>9</li>
<li class="currDay">10</li>
<li>10</li>
<li>11</li>
<li>12</li>
<li>13</li>
<li class="currDay">13</li>
<li>14</li>
<li>15</li>
<li>16</li>

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@ -1,5 +1,5 @@
<div class="todayWrapper">
As of last session, it is **near the middle of the 2nd shift of the 2nd phase of the 10th day of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
As of last session, it is **near the middle of the 2nd shift of the 2nd phase of the 13th day of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
</div>

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@ -45,7 +45,7 @@
-->
<li class="hasSubMenu">
<details open>
<summary><a href="/magic.html" aria-haspopup="true">Magic</a></summary>
<summary><a href="/magic/index.html" aria-haspopup="true">Magic</a></summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Items</a></li>
<li><a href="/spells/index.html">Spells</a></li>
@ -134,7 +134,7 @@
<li><a href="/classes/index.html">Classes</a></li>
<li><a href="/magic.html">Magic</a></li>
<li><a href="/magic/index.html">Magic</a></li>
<li><a href="/planes/index.html">Planes</a></li>

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@ -4,7 +4,7 @@ description: All "About" the Guide, the Planar Vagabond, and the site itself.
date_pub: 2023-03-06T00:20:00-05:00
section: main
content_type: feature
short_code: a1
short_code: ab1
---
> Don't believe anything you read here.

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@ -4,7 +4,7 @@ description: Someinformation about the astral calendar, including a representati
date_pub: 2023-10-14T00:32:00-04:00
section: astral
content_type: feature
short_code: aa1
short_code: ac1
---
!!!include(today.md)!!!
@ -31,4 +31,4 @@ Since time moves at an [increased rate](./adventuring.html#time) in the astral p
- Each month within a season is named after an alignment (Law / Kay / Nu)
- The combination of season + month gives the month in the year (ex: Urtson-Nu, Fyson-Kay)
[^1]: At least, those that adopt the multiversal-standard 6-day week and 360-day year.
[^1]: At least, those that adopt the multiversal-standard 6-day week and 60-week year.

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@ -1,132 +0,0 @@
---
title: Astral Factions
description: The most prominent factions operating within the astral plane.
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: af1
---
[[toc]]
### Major Factions
#### Astral Trade Union
- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Have excellent maps of all of the astral currents that run between affiliated ports, which only their licensed navigators can use.
#### Drahki Federation
- A race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like dragons (called "dragonships").
- Generally peaceful traders, although some take to piracy.
- Worship the various dragon gods and venerate great dragons from throughout the history of the planes.
#### Lyffan Armada
- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu.
- Ships range from light cargo carriers to massive warships, but _everything_ in the armada is armed.
- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
- Believe strongly in the supremacy of law and civilization.
- Worship the Great Tribunal, the judges who preside over the court of eternal judgement in the afterlife.
#### Stral Empire
- Properly known as the **Empire of the Eternal Dynasty**
- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
- Huge warships patrol the borders of the empire, which run near some [Astral Trade Union](#astral-trade-union)-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Elemental Fire.
- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
### Minor Factions
#### The Grand Consortium
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](#astral-trade-union), although many of the guilds within are known to work with other factions to further their own agendas.
#### Society of Wanderers
- Disparate, quasi-religious organization, with membership scattered about the planes.
- Refer to each other as "friends".
- Are obligated to help each other out (but can also count on other "friends" to help them when needed).
- Typically travel alone or in small groups.
- Don't usually have their own ships, so they often have to book passage (or stowe-away).
#### Pirates of Ataxia
- Led by (at least) 6 Pirate Lords (although some believe there are more).
- Responsible for nearly all of the piracy within this part of the astral plane.
- Come from all races and cultures.
### Lost / Destroyed Factions
#### Arcane Lords of Axion
- Ancient order of wizards and arcanists.
- Established the first mage guilds in the astral plane about 8,000 years ago.
- Helped establish the [Astral Trade Union](#astral-trade-union) just over 5,000 years ago.
- Founded the Axion Academy of Magicks just under 5,000 years ago.
- The order vanished without explanation nearly 3,000 years ago.
#### The Eye Tyrants
- Established the "Empire of Eyes" about 7,000 years ago.
- Defeated at the battle of Jade Fields by the the stral and the dwarves about 3,000 years ago, leading to a great Civil War.
- The final remnants of their armada was defeated by the Bronze Robes of the Grand Consortium following the destruction of the Ravager earlier this year.
<!--
### Relations
#### Astral Trade Union
- Are on good (trading) terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (with some members of each also holding Union membership).
- Think most of the _Society of Wanderers_ are hopeless layabouts, inadequately interested in commerce (although few ship captains will refuse their payment for passage).
- Are on tenuous terms with the _Stral Empire_ (they've had some trade, but also some border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (even though some Union members occasionally double as pirates).
#### Drahki Federation
- Are on good (trading) terms with _Astral Trade Union_ (with some Drahki captains also being Union members).
- Are on decent (trading) terms with the _Zhyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand the _Society of Wanderers_, but generally allow them to book passage on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
#### Zhyffan Armada
- Are on good (trading) terms with _Astral Trade Union_ (with some Zhyffan captains also being Union members).
- Are on decent (trading) terms with the _Drahki Federation_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (although some Zhyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
#### Society of Wanderers
- Don't care for the leadership of the _Astral Trade Union_, but try to stay friendly with the ship captains.
- Don't understand most of the _Drahki Federation_, but are generally happy to book passage on their ships.
- Don't get along with the _Zhyffan Armada_, and generally avoid them.
- Don't understand (or like) the _Stral Empire_, although a few Travellers have tried to engage with Stral crews (which hasn't ended well)
- Have many members who also work as _Pirates of Ataxia_, and don't generally preclude pirates from their ranks (although the pirate captains aren't always thrilled to have Wanderers on their ships).
#### Stral Empire
- Are on tenuous terms with the _Astral Trade Union_ (they've had some trade, but also some border skirmishes).
- Are on deteriorating terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although they have had engagements in Stral territory).
#### Pirates of Ataxia
- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Zhyffan Armada_, occasionally even looting their ports.
- Try to avoid engaging with ships working for the _Drahki Federation_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
- Have many members who also identify as members of the _Society of Wanderers_, usually pirates of lower ranks (the ship captains aren't fond of having members in their crew because of the high number of stowe-aways).
- Try to avoid engaging with ships of the _Stral Empire_, who generally return the favor (although they have had a few engagements in within Stral territory).
-->

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@ -4,7 +4,7 @@ description: The cleric creature for OSR gaming.
date_pub: 2023-04-23T18:42:00-04:00
section: bestiary
content_type: feature
short_code: mcc
short_code: bc1
---
Holy (or unholy) warrior-priests on a quest for their deity.

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@ -4,7 +4,7 @@ description: The paladin creature for OSR gaming.
date_pub: 2023-04-23T18:42:00-04:00
section: bestiary
content_type: feature
short_code: mcc
short_code: bpa
---
A holy (or unholy) knight on a quest for their deity.

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@ -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: c1
short_code: ca1
---
This is the starting page for info specific to our gaming group's campaign (the one that this guide originated from).

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@ -21,4 +21,6 @@ The following is a list of significant dates on the [astral calendar](/astral/ad
- **Destroyed the Ravager, met Xynohpus and the Bronze Robes**: 1st phase of the 3rd day <!--1st Fyday--> of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 4th day <!--1st Warday--> of Urtson-Nu.
- **Saved Whurll from Pirates, Captured the _Queen Ayn's Wrath_**: 2nd phase of the 8th day <!--2nd Aerday--> of Urtson-Nu.
- **Arrived Back in Sapphire Cove, Acquired First Eye of Jund**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Sapphire Cove, Acquired First Eye of Jund, Stengar's Murder**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Fought the Pirates in the Psychic Fog**: 2nd phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Found the ship of mimics**: 2nd phase of the 13th day <!-- 3rd Urtday--> of Urtson-Nu.

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@ -5,7 +5,7 @@ date_pub: 2023-09-16T01:28:00-04:00
section: classes
subsection: Paladin (Class)
content_type: feature
short_code: ccs
short_code: cas
---
[[toc]]

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@ -1,119 +0,0 @@
---
title: Warlock class
description: The Warlock class for OSR gaming.
date_pub: 2023-02-17T00:26:00-05:00
section: classes
content_type: feature
short_code: cwr
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather or chainmail, no shields |
| **Weapons** | Any 1-handed weapons |
| **Languages** | Alignment, Common |
</div>
Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
### Eldritch Blast
- Use the power granted by their patron to fire a beam of magical energy.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- Target must **Save vs Spells** or take 1d6 damage.
- May be used a number of times per day equal to 1/2 level (rounded up).
### Pact Magic
- Can cast memorized spells.
- Number of memorized spells per day shown on Level Advancement chart.
- Any spells of indicated level ior lower may be memorized.
- Can conduct magical research after reaching level 2.
#### Available Spells
**Level 1**
- [Cause Fear (C/1)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Remove_Fear_(Cause_Fear)>)
- [Charm Person (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Charm_Person)
- [Darkness (MU/1)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Light_(Darkness)_(MU)>)
- [Detect Magic (MU/1)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Detect_Magic_(MU)>)
- [Read Languages (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Read_Languages)
- [Read Magic (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Read_Magic)
**Level 2**
- [ESP (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
- [Invisibility (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Invisibility)
- [Levitate (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Levitate)
- [Mirror Image (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
- [Phantasmal Force (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Phantasmal_Force)
- [Resist Fire (C/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Resist_Fire)
**Level 3**
- [Clairvoyance (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Clairvoyance)
- [Fly (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fly)
- [Haste (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Haste)
- [Infravision (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Infravision)
- [Lightning Bolt (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Lightning_Bolt)
- [Water Breathing (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Water_Breathing)
**Level 4**
- [Charm Monster (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Charm_Monster)
- [Confusion (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Confusion)
- [Curse (MU/4)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Remove_Curse_(Curse)_(MU)>)
- [Dimension Door (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Dimension_Door)
- [Polymorph Self (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Polymorph_Self)
- [Wizard Eye (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Wizard_Eye)
**Level 5**
- [Contact Higher Plane (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Contact_Higher_Plane)
- [Feeblemind (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Feeblemind)
- [Magic Jar (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic_Jar)
- [Raise Dead (Finger of Death) (C/5)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Raise_Dead_(Finger_of_Death)>)
- [Telekinesis (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis)
- [Teleport (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Teleport)
### Stronghold
- After 11th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 13 (who are also bound to the warlock's patron) will then arrive to study under them.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day[^spells] |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - | - |
| 2 | 2,500 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - |
| 3 | 5,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - |
| 4 | 10,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - |
| 5 | 20,000 | 5d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - |
| 6 | 40,000 | 6d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 3 | - | - | - |
| 7 | 80,000 | 7d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - |
| 8 | 150,000 | 8d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - |
| 9 | 300,000 | 9d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 4 | - | - |
| 10 | 450,000 | 9d8+1 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 0 | 4 | - |
| 11 | 600,000 | 9d8+2 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - |
| 12 | 750,000 | 9d8+3 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - |
| 13 | 900,000 | 9d8+4 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 5 | - |
| 14 | 1,050,000 | 9d8+5 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 0 | 5 |
[Level Advancement]
</div>
[^spells]: Chosen spells can be of the indicated level or lower.
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells

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@ -5,7 +5,6 @@ date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-03-18T15:03:00-04:00
section: main
content_type: feature
short_code: m1
---
For you've stumbled onto the digital representation of the most famous multiversal guidebook in history, **The Planar Vagabond's Guide to the Multiverse**!

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@ -32,3 +32,4 @@ Below you'll find a growing list of magic items that can be found across the mul
- [Wand of Druidcraft](./wand-of-druidcraft.html): A magic wand for druids that creates various simple nature effects.
- [Wand of Illusions](./wand-of-illusions.html): A magic wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
- [Wand of Polymorph](./wand-of-polymorph.html): A magic wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
- [Whispering Stones](./whispering-stones.html): A pair of magical stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.

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@ -1,12 +0,0 @@
---
title: Magic
description: Resources and rules pertaining to magic.
date_pub: 2023-04-26T22:38:00-04:00
section: main
content_type: feature
short_code: m1
---
- [Magic Items](./magic-items/index.html): A growing list of magic items from across the multiverse.
- [Spells](./spells/index.html): A growing list of magic spells from across the multiverse.
- [Rules for Using Magic](./rules/magic.html): The HOSR magic rules.

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@ -4,7 +4,7 @@ description: The Drow race for DAGGR / OSR gaming.
date_pub: 2023-04-01T21:06:00-04:00
section: races
content_type: feature
short_code: rdw
short_code: rdr
---
[[toc]]

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@ -4,7 +4,7 @@ description:
date_pub: 2023-04-26T23:02:00-04:00
section: rules
content_type: feature
short_code: rha
short_code: uha
---
[[toc]]
@ -78,6 +78,24 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
- Fall damage is 1d6 / 10'.
- Creatures are assumed to be able to swim at 1/2 their movement speed.
#### Urban Navigation
To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod.
- Modify roll in friendly, dangerous, or especially alien areas.
- Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way.
- Roll random encounter checks each hour
<div class="dividedTableWrapper">
| Roll | Result | Time Spent |
| :--: | :-------: | :--------------------: |
| 2 | Failure | Waste day searching |
| 3-5 | Wandering | Arrive after 2d4 hours |
| 6-8 | Success | Arrive after 1d6 hours |
| 9-11 | Fortunate | Arrive after 1d4 hours |
| 12+ | Direct | Arrive after 1 hour |
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.

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@ -4,7 +4,7 @@ description:
date_pub: 2023-04-26T22:53:00-04:00
section: rules
content_type: feature
short_code: rhb
short_code: uhb
---
Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules.

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@ -4,7 +4,7 @@ description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
section: rules
content_type: feature
short_code: rhc
short_code: uhc
---
[[toc]]

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@ -4,7 +4,7 @@ description: The core rules for the HOSR system.
date_pub: 2023-04-26T22:50:00-04:00
section: rules
content_type: feature
short_code: rh1
short_code: uh1
---
- [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation.

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@ -4,7 +4,7 @@ description:
date_pub: 2023-04-22T16:42:00-04:00
section: rules
content_type: feature
short_code: rhc
short_code: uhm
---
[[toc]]

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@ -4,7 +4,7 @@ description:
date_pub: 2023-04-23T00:04:00-04:00
section: rules
content_type: feature
short_code: rhr
short_code: uhr
---
[[toc]]