Adds referee screen and deities.
Updates bestiary with links to nonhuman racial modifiers.
This commit is contained in:
		| @@ -1,6 +1,6 @@ | ||||
| { | ||||
| 	"name": "planar-vagabond", | ||||
| 	"version": "0.11.15", | ||||
| 	"version": "0.11.16", | ||||
| 	"description": "", | ||||
| 	"main": "index.js", | ||||
| 	"scripts": { | ||||
|   | ||||
| @@ -19,15 +19,28 @@ const // Scripts for the Die Roller | ||||
|             if (rollerInput.value === '') rollerOutput.replaceChildren(); | ||||
|         }); | ||||
|  | ||||
|         // do the roll and show th (cleaned-up) result | ||||
|         // do the roll(s) and show the (cleaned-up) result(s) | ||||
|         rollerForm.addEventListener('submit', (e) => { | ||||
|             e.preventDefault(); | ||||
|             if (!window.dice) return; | ||||
|  | ||||
|             const newEl = document.createElement('li'); | ||||
|             const result = dice.roll(rollerInput.value); | ||||
|             newEl.innerText = `${dice.stringify(result) | ||||
|                 .replaceAll('!!!mods listing not yet complete!!!', '')} = ${+result}`; | ||||
|             const newEl = document.createElement('li'), | ||||
|                 // support multiple sets of dice | ||||
|                 rolls = rollerInput.value.split(/,\s+/); | ||||
|  | ||||
|             newEl.innerText = rolls | ||||
|                 .map((roll) => { | ||||
|                     const result = dice.roll(roll), | ||||
|                         stringifiedResult = dice.stringify(result); | ||||
|                     return `${stringifiedResult.replaceAll( | ||||
|                         '!!!mods listing not yet complete!!!', | ||||
|                         '' | ||||
|                     )}${ | ||||
|                         // only show total if there's multiple dice thrown in a set | ||||
|                         stringifiedResult.includes(',') ? ` = ${+result}` : '' | ||||
|                     }`; | ||||
|                 }) | ||||
|                 .join(', '); | ||||
|             rollerOutput.prepend(newEl); | ||||
|         }); | ||||
|  | ||||
| @@ -36,7 +49,6 @@ const // Scripts for the Die Roller | ||||
|             if (event.key === 'Escape') rollerForm.reset(); | ||||
|         }); | ||||
|     }, | ||||
|  | ||||
|     // Scripts for the Complication Randomizers | ||||
|     shuffleContainer = (parent) => { | ||||
|         const container = document.getElementById(parent), | ||||
| @@ -48,7 +60,6 @@ const // Scripts for the Die Roller | ||||
|             shuffled.sort(() => 0.5 - Math.random()); | ||||
|         for (let i = 0; i < length; i++) container.appendChild(shuffled[i]); | ||||
|     }, | ||||
|  | ||||
|     addComplicationForm = () => { | ||||
|         const complicationForm = document.getElementById('js-complicationForm'); | ||||
|         complicationForm.addEventListener('submit', (e) => { | ||||
| @@ -56,7 +67,6 @@ const // Scripts for the Die Roller | ||||
|             shuffleContainer('js-complicationList'); | ||||
|         }); | ||||
|     }, | ||||
|  | ||||
|     addAstralComplicationForm = () => { | ||||
|         const complicationForm = document.getElementById( | ||||
|             'js-astralComplicationForm' | ||||
|   | ||||
| @@ -336,6 +336,10 @@ table th { | ||||
| 	background: rgba(37, 40, 55, 0.6); | ||||
| } | ||||
|  | ||||
| .contentWarning { | ||||
| 	font-style: italic; | ||||
| } | ||||
|  | ||||
| .headlessTableWrapper thead { | ||||
| 	display: none; | ||||
| } | ||||
| @@ -607,37 +611,11 @@ a.licenseLink:hover { | ||||
| 	border: 1px solid #e94e5c; | ||||
| } | ||||
|  | ||||
| /* | ||||
| .navMenu > ul > li.hasSubMenu > a { | ||||
| 	border: 1px solid #e94e5c; | ||||
| } | ||||
|  | ||||
| /* | ||||
| .navMenu li.hasSubMenu:hover, | ||||
| .navMenu li.hasSubMenu:focus-within { | ||||
| 	background-color: rgba(233, 78, 92, 0.5); | ||||
| } | ||||
| */ | ||||
|  | ||||
| .navMenu li:hover, | ||||
| .navMenu li:focus-within { | ||||
| 	background-color: rgba(233, 78, 92, 0.5); | ||||
| } | ||||
|  | ||||
| /* | ||||
| .navMenu ul li ul li.hasSubMenu:hover, | ||||
| .navMenu ul li ul li.hasSubMenu:focus-within { | ||||
| 	background-color: transparent; | ||||
| } | ||||
| */ | ||||
|  | ||||
| /* | ||||
| .navMenu li.hasSubMenu:hover a, | ||||
| .navMenu li.hasSubMenu:hover a:visited { | ||||
| 	color: #44fcfc; | ||||
| } | ||||
| */ | ||||
|  | ||||
| .navMenu li a:hover, | ||||
| .navMenu li a:visited:hover { | ||||
| 	color: #e94e5c; | ||||
| @@ -828,10 +806,66 @@ a.pageTitle-sublink { | ||||
| 	margin-top: 0.5rem; | ||||
| } | ||||
|  | ||||
| .refereeScreen { | ||||
| 	display: flex; | ||||
| 	flex-wrap: wrap; | ||||
| 	justify-content: space-between; | ||||
| 	width: 100%; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails { | ||||
| 	font-size: medium; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > ol, | ||||
| .refereeScreen .toolDetails > ul { | ||||
| 	margin-left: .25rem; | ||||
| 	padding-left: 0; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > ol > li > p { | ||||
| 	margin-bottom: 0; | ||||
| 	margin-top: 0; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > ul > li > ul { | ||||
| 	padding-left: 1rem; | ||||
| } | ||||
| .refereeScreen .toolDetails ol p, | ||||
| .refereeScreen .toolDetails ul p { | ||||
| 	margin-left: 0; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > p { | ||||
| 	margin: -.5rem 0 -.5rem -1rem; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > summary > h3 { | ||||
| 	font-size: large; | ||||
| 	margin: 0; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails > summary + * { | ||||
| 	margin-top: -.25rem; | ||||
| } | ||||
|  | ||||
| .refereeTools { | ||||
| 	display: flex; | ||||
| 	flex-wrap: wrap; | ||||
| 	justify-content: space-between; | ||||
| 	width: 100%; | ||||
| } | ||||
|  | ||||
| .refereeTools .toolDetails > summary > h3 { | ||||
| 	font-size: large; | ||||
| 	margin: 0; | ||||
| } | ||||
|  | ||||
| .refereeScreen .toolDetails summary, | ||||
| .refereeTools .toolDetails summary { | ||||
| 	backdrop-filter: blur(1rem); | ||||
| 	position: sticky; | ||||
| 	top: 0;	 | ||||
| } | ||||
|  | ||||
| .rollerForm input[type=reset] { | ||||
|   | ||||
| @@ -34,9 +34,9 @@ | ||||
|     <ul> | ||||
|       <li><a href="/bestiary/index.html">Bestiary</a></li> | ||||
|       <li><a href="/classes/index.html">Classes</a></li> | ||||
|       <li><a href="/deities/index.html">Deities</a></li> | ||||
|  | ||||
|       <!-- | ||||
|       <li><a href="/gods/index.html">Gods</a></li> | ||||
|       <li class="hasSubMenu"><a href="/equipment/index.html" aria-haspopup="true">Equipment</a> | ||||
|         <ul class="dropdown" aria-label="submenu"> | ||||
|           <li><a href="/weapons/index.html">Weapons</a></li> | ||||
| @@ -134,6 +134,8 @@ | ||||
|  | ||||
|       <li><a href="/classes/index.html">Classes</a></li> | ||||
|  | ||||
|       <li><a href="/deities/index.html">Deities</a></li> | ||||
|  | ||||
|       <li><a href="/magic/index.html">Magic</a></li> | ||||
|  | ||||
|       <li><a href="/planes/index.html">Planes</a></li> | ||||
|   | ||||
| @@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', ''); | ||||
| <div class="rulesMenu"> | ||||
|     <div class="rulesVersion"> | ||||
|  | ||||
|         Version 0.11.5 / 2023-07-04 | ||||
|         Version 0.12.0 / 2023-12-09 | ||||
|         <!-- | ||||
|         <%=site.version ?? '0.0.0' %> | ||||
|         <%=site.lastUpdated ?? '0.0.0' %> | ||||
|   | ||||
| @@ -26,6 +26,7 @@ Holy (or unholy) warrior-priests on a quest for their deity. | ||||
|  | ||||
| -   **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed. | ||||
| -   **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait. | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human clerics may have additional abilities or modified statistics. | ||||
|  | ||||
| ### At Higher Levels | ||||
|  | ||||
|   | ||||
| @@ -23,3 +23,5 @@ One of the common people (artists, beggars, children, craftspeople, farmers, fis | ||||
| | **Morale**          | 6                      | | ||||
|  | ||||
| </div> | ||||
|  | ||||
| [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human commoners may have additional abilities or modified statistics. | ||||
|   | ||||
| @@ -24,10 +24,11 @@ A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually | ||||
|  | ||||
| </div> | ||||
|  | ||||
| -   **Leaders** - Depend on number of corsairs or ships: | ||||
|     -   For every 40 corsairs, and for each ship, there is a 1d4+4 HD captain. | ||||
|     -   For every 100 corsairs, and for each fleet, there is an 1d4+5 HD admiral. | ||||
| -   **Leaders**: My be lead by higher HD version(s) based on the number of corsairs or ships. | ||||
|     -   For every 40 corsairs or each ship, there is a 1d4+4 HD captain. | ||||
|     -   For every 100 corsairs or each fleet, there is an 1d4+5 HD admiral. | ||||
|     -   For a fleet of 300+ corsairs, there is an 1d4+9 HD lord, with a 75% chance of being accompanied by a spell caster (level 1d4+7). | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human corsairs may have additional abilities or modified statistics. | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -1,5 +1,5 @@ | ||||
| --- | ||||
| title: Shape Stealer (WIP) | ||||
| title: Face Thief (WIP) | ||||
| description: TBD | ||||
| date_pub: 2023-11-20T22:56:12.000-04:00 | ||||
| section: bestiary | ||||
| @@ -26,6 +26,7 @@ An adventurer that specializes in combat. | ||||
|  | ||||
| -   **Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher). | ||||
| -   **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons). | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human fighters may have additional abilities or modified statistics. | ||||
|  | ||||
| ### At Higher Levels | ||||
|  | ||||
|   | ||||
| @@ -12,19 +12,17 @@ Below you'll find a small sampling of the various humanoids and other creatures | ||||
|  | ||||
| -   [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. | ||||
| -   [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity. | ||||
| -   [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.). | ||||
| -   [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew. | ||||
| -   [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. | ||||
| -   [Fighter](./fighter.html): Someone who earns their keep via combat. | ||||
| -   [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. | ||||
| -   [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity. | ||||
| -   [Priest](./priest.html)[^1]: A holy (or unholy) divine magic user on a mission for their deity. | ||||
| -   [Thief](./thief.html)[^1]: Someone skilled at stealing things. | ||||
| -   [Priest](./priest.html): A holy (or unholy) divine magic user on a mission for their deity. | ||||
| -   [Thief](./thief.html): 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. | ||||
| -   [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips. | ||||
| -   [Wizard](./wizard.html)[^1]: A magic user, often in robes, who memorizes spells from their spellbooks. | ||||
|  | ||||
| [^1]: Optionally use [racial modifiers](./racial-mods.html) for demihuman / humanoid NPCs. | ||||
| -   [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks. | ||||
|   | ||||
							
								
								
									
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								src/pages/bestiary/mummy.md
									
									
									
									
									
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								src/pages/bestiary/mummy.md
									
									
									
									
									
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							| @@ -0,0 +1,42 @@ | ||||
| --- | ||||
| title: Mummy | ||||
| description: Undead humanoids preserved in funerary bandages. | ||||
| date_pub: 2023-10-26T23:15:49.000-04:00 | ||||
| section: bestiary | ||||
| content_type: feature | ||||
| short_code: bmm | ||||
| status: hidden | ||||
| --- | ||||
|  | ||||
| Undead humanoids preserved in funerary bandages. | ||||
|  | ||||
| <div class='headlessTableWrapper'> | ||||
|  | ||||
| |                   |                                      | | ||||
| | ----------------- | ------------------------------------ | | ||||
| | **Hit Dice**      | 5+1\* (23 hp)                        | | ||||
| | **Armor Class**   | 16                                   | | ||||
| | **Movement**      | 20'                                  | | ||||
| | **Attacks**       | 1 (+6) @ rot (touch, 1d12 + disease) | | ||||
| | **Alignment**     | Chaotic                              | | ||||
| | **Saving Throws** | D10 W11 P12 B13 S14 (5)              | | ||||
| | **Morale**        | 12                                   | | ||||
| | **XP**            | 400                                  | | ||||
|  | ||||
| </div> | ||||
|  | ||||
| -   Often found haunting ruins and tombs. | ||||
| -   Anyone seeing a mummy must **Save vs Paralyze** or be paralyzed with terror. | ||||
|     -   Paralysis is broken if mummy attacks or goes out of sight. | ||||
| -   Immune to all damage except fire or magic. | ||||
| -   Any damage taken is reduced by 50%. | ||||
|  | ||||
| ### Disease | ||||
|  | ||||
| Anyone touched by a mummy contracts a rotting disease. | ||||
|  | ||||
|     -   Immune to magical healing. | ||||
|     -   Natural healing occurs at 10% normal rate. | ||||
|     -   Disease can only be removed by magic (ex: Cure Disease spell) | ||||
|  | ||||
| !!!include(bestiary/undead.md)!!! | ||||
| @@ -1,17 +1,26 @@ | ||||
| Most of the (class-based) NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. | ||||
| --- | ||||
| title: Modifiers and Abilities for Non-humans | ||||
| description: Suggested modifiers and abilities for class-based, nonhuman NPCs. | ||||
| date_pub: 2023-04-23T19:05:00-04:00 | ||||
| section: bestiary | ||||
| content_type: feature | ||||
| short_code: bpr | ||||
| --- | ||||
| 
 | ||||
| If you want to use one of the player races to modify an NPC, use the rules below. | ||||
| Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats. | ||||
| 
 | ||||
| ### Automaton | ||||
| 
 | ||||
| -   +1 AC | ||||
| -   +2 to save vs poisons | ||||
| -   No need to eat, drink, breathe, or sleep. | ||||
| -   Immunity to sleep spells and disease. | ||||
| 
 | ||||
| ### Bugbear | ||||
| 
 | ||||
| -   +2 to saves vs poison, spells, and wielded items. | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   Can wield any two-handed melee weapon with only one hand. | ||||
| -   Infravision 60' | ||||
| 
 | ||||
| ### Dracokin | ||||
| 
 | ||||
| @@ -20,41 +29,41 @@ If you want to use one of the player races to modify an NPC, use the rules below | ||||
| 
 | ||||
| ### Drow | ||||
| 
 | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   -2 to attacks and -1 AC in bright light (daylight, [Continual Light](/spells/continual-light.html), etc). | ||||
| -   HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day. | ||||
| -   HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day | ||||
| -   Infravision 60' | ||||
| -   Light Sensitivity: -2 to attacks and -1 AC in bright light (daylight, _Continual Light_, etc). | ||||
| 
 | ||||
| ### Dwarf | ||||
| 
 | ||||
| -   +2 to saves vs poison, spells, and wielded items. | ||||
| -   Can't use longbows or 2-handed weapons. | ||||
| -   +1 AC | ||||
| -   Infravision 60' | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   Can't use longbows or 2-handed weapons. | ||||
| 
 | ||||
| ### Elekin | ||||
| 
 | ||||
| -   +2 bonus to saves vs poison, spells, and wielded items. | ||||
| -   Can wield any two-handed melee weapon with only one hand. | ||||
| -   Trunk: Can be used for unarmed attack or for simple object manipulation. | ||||
| -   Trunk can be used for unarmed attack or for simple object manipulation. | ||||
| 
 | ||||
| ### Elf | ||||
| 
 | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   HD 2+ can cast [Light](/spells/light.html) once per day. | ||||
| -   HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. | ||||
| -   Infravision 60' | ||||
| 
 | ||||
| ### Elfaye | ||||
| 
 | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day. | ||||
| -   HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. | ||||
| -   Infravision 60' | ||||
| 
 | ||||
| ### Felinar | ||||
| 
 | ||||
| -   +1d2 damage on unarmed attacks from claws. | ||||
| -   +1 AC | ||||
| -   Infravision 60' | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| 
 | ||||
| ### Firfolk | ||||
| 
 | ||||
| @@ -65,13 +74,13 @@ If you want to use one of the player races to modify an NPC, use the rules below | ||||
| ### Gnome | ||||
| 
 | ||||
| -   +2 to saves vs spells and wielded items. | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   Can't use longbows or 2-handed weapons. | ||||
| -   Infravision 60' | ||||
| -   30% have burrowing mammal pet (badger, mole, etc.) | ||||
| 
 | ||||
| ### Halfling | ||||
| 
 | ||||
| -   Luck: 1d3 times per day, can reroll a missed attack or failed saving throw. | ||||
| -   Can reroll a missed attack or failed saving up to twice per day. | ||||
| -   +1 AC | ||||
| 
 | ||||
| ### Mimikin | ||||
| @@ -82,12 +91,12 @@ If you want to use one of the player races to modify an NPC, use the rules below | ||||
| 
 | ||||
| -   +2 bonus to saves vs poison, spells, and wielded items. | ||||
| -   Can wield any two-handed melee weapon with only one hand. | ||||
| -   Horn: Can be used for attack as mace (1d6 blunt). | ||||
| -   Horn can be used for attack as mace (1d6 blunt). | ||||
| 
 | ||||
| ### Stral | ||||
| 
 | ||||
| -   Can see heat signatures up to 60', even in total darkness. | ||||
| -   Each carries at least one magical weapon or item with an elemental bound to it. | ||||
| -   Infravision 60' | ||||
| 
 | ||||
| ### Tortokin | ||||
| 
 | ||||
| @@ -25,6 +25,7 @@ A holy (or unholy) knight on a quest for their deity. | ||||
| </div> | ||||
|  | ||||
| -   **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed. | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human paladins may have additional abilities or modified statistics. | ||||
|  | ||||
| ### At Higher Levels | ||||
|  | ||||
|   | ||||
| @@ -33,6 +33,7 @@ A sailor skilled in theft and piracy, be it on the seas, in the air, or on the a | ||||
| -   **Ships and crew** - 1d3 caravels or 1d3 small warships (1d5+3 × 10 pirates each). | ||||
| -   **Treacherous** - Prone to betrayal and infighting, especially when profitable. | ||||
| -   **Treasure** - Either divided between vessels, or buried somewhere (and only the map is carried). | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human pirates may have additional abilities or modified statistics. | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -26,6 +26,7 @@ A holy (or unholy) divine magic user on a mission for their deity. | ||||
|  | ||||
| -   **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed. | ||||
| -   **Spells**: Number and type of spells are determined by level. | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human priests may have additional abilities or modified statistics. | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -29,6 +29,7 @@ Someone skilled at stealth-based retrieval. | ||||
| -   **Leader**: 50% chance groups of 4+ are led by a higher level thief (1d4 HD higher). | ||||
| -   **Sneaky**: Use disguise or trickery to surprise victims. | ||||
| -   **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons). | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human thieves may have additional abilities or modified statistics. | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -119,7 +119,7 @@ Can change into other forms at will. | ||||
| -   Unable to cross running water except via a bridge or while carried inside coffin. | ||||
| -   Does not cast a reflection. | ||||
|     -   Tends to avoid mirrors. | ||||
| -   Partly blinded by light from Continual Light spell (-4 to attacks). | ||||
| -   Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attacks). | ||||
| -   Must **Save vs Death** each round in sunlight or be disintegrated. | ||||
| -   May be permanently killed by: | ||||
|     -   a stake in the heart, | ||||
|   | ||||
| @@ -27,6 +27,7 @@ A magic user, often in robes, who memorizes spells from their spellbooks. | ||||
|  | ||||
| -   **Leader**: 50% chance groups of 4+ are led by a higher level wizard (1d4 HD higher). Roll or determine spells as needed. | ||||
| -   **Spells**: 1d4-1 spells available (determined by level). | ||||
| -   [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human wizards may have additional abilities or modified statistics. | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -208,7 +208,7 @@ Equipment | ||||
|  | ||||
| Scrolls | ||||
|  | ||||
| -   Continual Light - 150 gp | ||||
| -   [Continual Light](/spells/continual-light.html) - 150 gp | ||||
| -   Haste - 500 gp | ||||
| -   Massmorph - 1200 gp | ||||
| -   Polymorph others - 1000 gp (x2) | ||||
|   | ||||
| @@ -29,7 +29,7 @@ This list documents all known arcane spells in the multiverse. | ||||
|  | ||||
| ### 2nd Level | ||||
|  | ||||
| 1. Continual Light (Continual Darkness) | ||||
| 1. [Continual Light (Continual Darkness)](/spells/continual-light.html) | ||||
| 2. Detect Evil | ||||
| 3. Detect Invisible | ||||
| 4. ESP | ||||
|   | ||||
| @@ -26,8 +26,8 @@ The following list of spells may be cast by Cleric characters. | ||||
| ### 2nd Level | ||||
|  | ||||
| 1. Bless / Blight | ||||
| 2. Find Traps | ||||
| 3. Hold Person | ||||
| 2. [Continual Light (Continual Darkness)](/spells/continual-light.html) | ||||
| 3. Find Traps | ||||
| 4. Know Alignment / Hide Alignment | ||||
| 5. Resist Fire / Remove Fire Resistance | ||||
| 6. Silence 15’ Radius / Startling Noise | ||||
| @@ -36,10 +36,10 @@ The following list of spells may be cast by Cleric characters. | ||||
|  | ||||
| ### 3rd Level | ||||
|  | ||||
| 1. Continual Light / Continual Darkness | ||||
| 2. Cure Blindness / Blind | ||||
| 3. Cure Disease / Cause Disease | ||||
| 4. Grow Animal / Shrink Animal | ||||
| 1. Cure Blindness / Blind | ||||
| 2. Cure Disease / Cause Disease | ||||
| 3. Grow Animal / Shrink Animal | ||||
| 4. Hold Person | ||||
| 5. Locate Object / Hide Object | ||||
| 6. Remove Curse / Curse | ||||
| 7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html) | ||||
|   | ||||
| @@ -5,7 +5,7 @@ date_pub: 2023-09-16T01:28:00-04:00 | ||||
| section: classes | ||||
| subsection: Paladin (Class) | ||||
| content_type: feature | ||||
| short_code: cas | ||||
| short_code: cps | ||||
| --- | ||||
|  | ||||
| [[toc]] | ||||
| @@ -26,8 +26,8 @@ The following list of spells may be cast by Paladin characters. | ||||
| ### 2nd Level | ||||
|  | ||||
| 1. Bless (Blight) | ||||
| 2. Find Traps | ||||
| 3. Hold Person | ||||
| 2. [Continual Light (Continual Darkness)](/spells/continual-light.html) | ||||
| 3. Find Traps | ||||
| 4. Know Alignment (Hide Alignment) | ||||
| 5. Resist Fire (Remove Fire Resistance) | ||||
| 6. Silence 15’ Radius (Startling Noise) | ||||
| @@ -36,10 +36,10 @@ The following list of spells may be cast by Paladin characters. | ||||
|  | ||||
| ### 3rd Level | ||||
|  | ||||
| 1. Continual Light (Continual Darkness) | ||||
| 2. Cure Blindness (Blind) | ||||
| 3. Cure Disease (Cause Disease) | ||||
| 4. Growth of Animal (Shrink Animal) | ||||
| 1. Cure Blindness (Blind) | ||||
| 2. Cure Disease (Cause Disease) | ||||
| 3. Growth of Animal (Shrink Animal) | ||||
| 4. Hold Person | ||||
| 5. Locate Object (Hide Object) | ||||
| 6. Remove Curse (Curse) | ||||
| 7. Speak with Dead (Silence Dead) | ||||
|   | ||||
| @@ -26,8 +26,8 @@ The following list of spells may be cast by Priest characters. | ||||
| ### 2nd Level | ||||
|  | ||||
| 1. Bless / Blight | ||||
| 2. Find Traps | ||||
| 3. Hold Person | ||||
| 2. [Continual Light (Continual Darkness)](/spells/continual-light.html) | ||||
| 3. Find Traps | ||||
| 4. Know Alignment / Hide Alignment | ||||
| 5. Resist Fire / Remove Fire Resistance | ||||
| 6. Silence 15’ Radius / Startling Noise | ||||
| @@ -36,10 +36,10 @@ The following list of spells may be cast by Priest characters. | ||||
|  | ||||
| ### 3rd Level | ||||
|  | ||||
| 1. Continual Light / Continual Darkness | ||||
| 2. Cure Blindness / Blind | ||||
| 3. Cure Disease / Cause Disease | ||||
| 4. Grow Animal / Shrink Animal | ||||
| 1. Cure Blindness / Blind | ||||
| 2. Cure Disease / Cause Disease | ||||
| 3. Grow Animal / Shrink Animal | ||||
| 4. Hold Person | ||||
| 5. Locate Object / Hide Object | ||||
| 6. Remove Curse / Curse | ||||
| 7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html) | ||||
|   | ||||
							
								
								
									
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							| @@ -0,0 +1,130 @@ | ||||
| --- | ||||
| title: Deities of the Multiverse | ||||
| description: A list of various deities, demigods, | ||||
| date_pub: 2023-12-10T16:31:32.000-04:00 | ||||
| section: gods | ||||
| content_type: feature | ||||
| short_code: d1 | ||||
| --- | ||||
|  | ||||
| Some of the various gods and goddesses worshipped across the multiverse. | ||||
|  | ||||
| ### Deimhog | ||||
|  | ||||
| Chaotic god of water and storms. | ||||
|  | ||||
| -   Epithets: The Night Prince, The Two-Faced Lord of the Deep. | ||||
|  | ||||
| ### The Grand Tribunal | ||||
|  | ||||
| Lawful lyffan gods and goddesses of justice. | ||||
|  | ||||
| -   Composed of the 12 Great Judges, this group passes final judgement on the souls of Lyffans, declaring if they are worthy of passing into the great beyond. | ||||
|  | ||||
| ### Kiara | ||||
|  | ||||
| Lawful goddess of flame and light. | ||||
|  | ||||
| -   Epithets: Goddess of the Light. | ||||
| -   Goddess of the hearth and civilization. | ||||
|  | ||||
| ### Morrigan | ||||
|  | ||||
| Neutral goddess of love and war. | ||||
|  | ||||
| -   Epithets: The Lady of War. | ||||
| -   Goddess of desire and fury. | ||||
|  | ||||
| ### Ookikkee-Eeka | ||||
|  | ||||
| Neutral goddess of winds and travel. | ||||
|  | ||||
| -   Epithets: Mistress of the Wandering Wind (Neutral). | ||||
|  | ||||
| ### Ordana | ||||
|  | ||||
| Neutral treefolk goddess of nature and the forest. | ||||
|  | ||||
| -   Epithets: The Forest Mother. | ||||
| -   Believers follow Dainrouw (_The Forest Way_). | ||||
|  | ||||
| ### Phoris | ||||
|  | ||||
| Lawful goddess of protection. | ||||
|  | ||||
| -   Goddess of defense, law, and peace. | ||||
|  | ||||
| ### Srekkaq | ||||
|  | ||||
| Chaotic spiderfolk goddess of darkness. | ||||
|  | ||||
| -   Epithets: The Demon Spider Empress, Queen of the Dark Web. | ||||
| -   Worshipped by Raknitaurs and in many deep caves. | ||||
|  | ||||
| ### Xar'kos | ||||
|  | ||||
| Neutral god of the void. | ||||
|  | ||||
| -   Epithets: The Coming Darkness, The Nothing-Faced God, The End of All. | ||||
|  | ||||
| ### The Dragon Gods and Goddesses | ||||
|  | ||||
| #### Endrion | ||||
|  | ||||
| Platinum dragon god of law. | ||||
|  | ||||
| -   Epithets: The Platinum Lord of Virtue, Paragon of Justice, Protector of the Weak, Peacebringer. | ||||
| -   Symbol: Dragon wings surrounded by inverted triangle. | ||||
| -   Credited by followers as having created civilization itself through his "great gifts" (law, truth, and flame). | ||||
| -   Served by a group of 10 dragon demigods, the Exalted Wyrmlords and Wyrmladies. | ||||
|  | ||||
| #### Lyndralyth | ||||
|  | ||||
| Multichromatic dragon goddess of chaos. | ||||
|  | ||||
| -   Epithets: The Multichromatic Lady of Doom, Ruiner-of-All, Devourer of Nations, Peacebreaker. | ||||
| -   Symbol: Dragon wings with 6 heads sprouting from center. | ||||
| -   Served by a group of 10 dragon demigods, the Cursed Chaoswyrms. | ||||
|  | ||||
| #### Ymmyrr | ||||
|  | ||||
| Diamond dragon god of neutrality. | ||||
|  | ||||
| -   Epithets: The Everlasting, Diamond Master of the Scales, Keeper of the Balance, Slumbering Monarch of Eternity. | ||||
| -   Symbol: Encircled dragon wings. | ||||
| -   Served by a group of 10 dragon demigods, the Empowered Greatwyrms. | ||||
|  | ||||
| ### The Elemental Gods and Goddesses | ||||
|  | ||||
| #### Artos | ||||
|  | ||||
| Neutral god of air and the sky. | ||||
|  | ||||
| -   Epithets: King in the Air, Lord of the Four Winds. | ||||
| -   Symbol: Encircled symbol for the element of air. | ||||
| -   Ruler of Aeria, the elemental plane of air. | ||||
|  | ||||
| #### Bah'rul | ||||
|  | ||||
| Neutral goddess of earth. | ||||
|  | ||||
| -   Epithets: Queen in the Earth. | ||||
| -   Symbol: Encircled symbol for the element of earth. | ||||
| -   Ruler of Terru, the elemental plane of earth. | ||||
|  | ||||
| #### Elendaen | ||||
|  | ||||
| Neutral goddess of water and life. | ||||
|  | ||||
| -   Epithets: Queen in the Deep | ||||
| -   Symbol: Encircled symbol for the element of water. | ||||
| -   Ruler of Aquos, the elemental plane of water. | ||||
| -   Believers follow Onas (_The Ocean's Path_), believe the ocean is the cradle of all life. | ||||
|  | ||||
| #### Kor'zakk | ||||
|  | ||||
| Neutral god of fire | ||||
|  | ||||
| -   Epithets: King in the Flames | ||||
| -   Symbol: Encircled symbol for the element of fire. | ||||
| -   Ruler of Pyrea, the elemental plane of fire. | ||||
| @@ -9,6 +9,7 @@ short_code: m2 | ||||
|  | ||||
| A WIP collection of other miscellaneous collections. | ||||
|  | ||||
| -   [Magic Items](/magic-items/index.html) - A (growing) list magic items that can be found across the multiverse. | ||||
| -   [Monsters](/bestiary/index.html) - A small sampling of the creatures that can be encountered in the astral plane. | ||||
| -   [Deities](/deities/index.html) | ||||
| -   [Magic Items](/magic-items/index.html): A (growing) list magic items that can be found across the multiverse. | ||||
| -   [Monsters](/bestiary/index.html): A small sampling of the creatures that can be encountered in the astral plane. | ||||
| -   [Weapons](/weapons/index.html) | ||||
|   | ||||
| @@ -64,4 +64,4 @@ Sees heat signatures up to 60', even in total darkness. | ||||
|  | ||||
| ### Light Sensitivity | ||||
|  | ||||
| -2 to attack rolls and -1 to AC when in bright light (daylight, _Continual Light_, etc.). | ||||
| -2 to attack rolls and -1 to AC when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.). | ||||
|   | ||||
| @@ -104,23 +104,22 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo | ||||
|  | ||||
| 1. **Check Stealth**: Referee rolls for stealth, if applicable. | ||||
|  | ||||
| -   Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted. | ||||
| -   Parties carrying an active light source typically can not have stealth. | ||||
| -   If only one side has stealth, they may usually make a free attack (or can pass unnoticed). | ||||
| -   If all sides have stealth, they miss each other. | ||||
|     - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted. | ||||
|     - Parties carrying an active light source typically can not have stealth. | ||||
|     - If only one side has stealth, they may usually make a free attack (or can pass unnoticed). | ||||
|     - If all sides have stealth, they miss each other. | ||||
|  | ||||
| 2. **Determine Distance**: Referee determines how far away the characters are from the encounter. | ||||
|  | ||||
| -   Often determined by the nature of the encounter itself, but may be determined randomly: | ||||
|     -   Dungeon: 2d6 x 10' | ||||
|     -   Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised). | ||||
|     - Often determined by the nature of the encounter itself, but may be determined randomly: | ||||
|         - Dungeon: 2d6 x 10' | ||||
|         - Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised). | ||||
|  | ||||
| 3. **Roll Initiative**: Each side that has can has stealth rolls 1d20, highest roll moves first. | ||||
| 3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. | ||||
| 4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. | ||||
|  | ||||
| -   Players decide how their characters will act. | ||||
| -   Creature actions are often determined by the nature of the encounter itself, but may be determined randomly. | ||||
|     -   If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate). | ||||
|     - Players decide how their characters will act. | ||||
|     - Creature actions are often determined by the nature of the encounter itself, but may be determined randomly. | ||||
|         - If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate). | ||||
|  | ||||
| <div class="dividedTableWrapper"> | ||||
|  | ||||
|   | ||||
| @@ -25,9 +25,14 @@ Sometimes, dice are rolled. These dice are described by how many sides they have | ||||
|  | ||||
| Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_. | ||||
|  | ||||
| For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score. | ||||
| For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score). | ||||
|  | ||||
| For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll. | ||||
| -   For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll before the die is thrown. | ||||
|  | ||||
| Some results are special: | ||||
|  | ||||
| -   A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller. | ||||
| -   A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller. | ||||
|  | ||||
| ### Abilities | ||||
|  | ||||
|   | ||||
| @@ -19,7 +19,14 @@ That having been said, fights do occur, and when they do, the following steps ar | ||||
| 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. | ||||
|  | ||||
|     - **Morale Check**: Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee. | ||||
|     - **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee. | ||||
|  | ||||
|         - Roll 2d6 under morale score or the monsters surrender / flee. | ||||
|             - After 2 successes in a fight, no further checks. | ||||
|         - When to check morale: | ||||
|             - After the first death on a side, and | ||||
|             - When a side is half killed or incapacitated. | ||||
|  | ||||
|     - **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. | ||||
|   | ||||
							
								
								
									
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							| @@ -0,0 +1,39 @@ | ||||
| --- | ||||
| title: Continual Light | ||||
| description: The Continual Light spell for OSR gaming. | ||||
| date_pub: 2023-12-09T14:41:19.000-04:00 | ||||
| section: spells | ||||
| content_type: feature | ||||
| short_code: sc1 | ||||
| tags: arcane | ||||
| --- | ||||
|  | ||||
| <div class='headlessTableWrapper'> | ||||
|  | ||||
| |              |                                                  | | ||||
| | ------------ | ------------------------------------------------ | | ||||
| | **Level**    | 2                                                | | ||||
| | **Duration** | Permanent                                        | | ||||
| | **Range**    | 120'                                             | | ||||
| | **Targets**  | Self or target point, creature, object, or spell | | ||||
|  | ||||
| </div> | ||||
|  | ||||
| Caster may choose one of the following effects: | ||||
|  | ||||
| -   **Conjure Light**: 30' radius, light is as bright as full daylight (and affects creatures as daylight). | ||||
|     -   May be cast on an object, attaching the light to it. | ||||
| -   **Blind Creature**: Caster targets eyes of creature within range, targeted creature must **Save vs Spells** or be blinded by the light. | ||||
|     -   Blind creatures only hit on a natural 20. | ||||
| -   **Cancel Darkness**: May be used to cancel a **Continual Darkness** spell. | ||||
|  | ||||
| ## Continual Darkness | ||||
|  | ||||
| Reversed version of **Continual Light**. | ||||
|  | ||||
| Caster may choose one of the following effects: | ||||
|  | ||||
| -   **Conjure Darkness**: Create a 30' radius area of magical darkness at target point or object. | ||||
|     -   Cannot be illuminated by mundane light sources. | ||||
| -   **Blind Creature**: As with **Continual Light**, except target creature is blinded by the darkness. | ||||
| -   **Cancel Light**: May be used to cancel a **Continual Light** spell. | ||||
| @@ -12,6 +12,7 @@ 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) | ||||
| -   [Continual Light (2 AD)](./continual-light.html) | ||||
| -   [Cure Light Wounds / Cause Light Wounds (1 D)](./cure-light-wounds.html) | ||||
| -   [Detect Magic (1 ADR)](./detect-magic.html) | ||||
| -   [Dimension Jump (4 A)](./dimension-jump.html) | ||||
|   | ||||
| @@ -4,7 +4,7 @@ description: A few useful tools for referees, currently in open beta. | ||||
| date_pub: 2023-08-23T21:01:00-04:00 | ||||
| section: tools | ||||
| content_type: feature | ||||
| short_code: dt1 | ||||
| short_code: t1 | ||||
| --- | ||||
|  | ||||
| <script crossorigin="anonymous" integrity="sha256-oTzJ337+krSUvt6QB4uj3ko3zlJBULbMdYxFgyYK6fc= | ||||
| @@ -22,7 +22,7 @@ short_code: dt1 | ||||
| <div class="refereeTools"> | ||||
|     <details class="toolDetails" open> | ||||
|         <summary> | ||||
|             Die Roller | ||||
|             <h3>Die Roller</h3> | ||||
|         </summary> | ||||
|         <form id="js-rollerForm" class="rollerForm"> | ||||
|             <input id="js-rollerInput" type="text" value="" /> | ||||
| @@ -34,7 +34,7 @@ short_code: dt1 | ||||
|     </details> | ||||
|     <details class="toolDetails" open> | ||||
|         <summary> | ||||
|             Exploration Complication Randomizer | ||||
|             <h3>Exploration Complications</h3> | ||||
|         </summary> | ||||
|         <form id="js-complicationForm"> | ||||
|             <input type="submit" value="Randomize!" /> | ||||
| @@ -50,7 +50,7 @@ short_code: dt1 | ||||
|     </details> | ||||
|     <details class="toolDetails" open> | ||||
|         <summary> | ||||
|             Astral Complication Randomizer | ||||
|             <h3>Astral Complications</h3> | ||||
|         </summary> | ||||
|         <form id="js-astralComplicationForm"> | ||||
|             <input type="submit" value="Randomize!" /> | ||||
|   | ||||
							
								
								
									
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								src/pages/tools/referee-screen.md
									
									
									
									
									
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							| @@ -0,0 +1,161 @@ | ||||
| --- | ||||
| title: Referee's Screen | ||||
| description: | ||||
| date_pub: 2023-12-03T22:23:17.000-04:00 | ||||
| section: tools | ||||
| content_type: feature | ||||
| short_code: trs | ||||
| status: hidden | ||||
| --- | ||||
|  | ||||
| <div class="refereeScreen"> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3> | ||||
|             Combat Procedure (10s) | ||||
|             <a href="/rules/combat.html#combat-procedure" target="_blank"></a> | ||||
|         </h3> | ||||
|     </summary> | ||||
|  | ||||
| 1.  **Declare Spells, Defending, Retreats, and Versatile Weapons** | ||||
| 2.  **Roll Initiative**: Each side rolls 1d20. | ||||
| 3.  **Winning Side Actions**: | ||||
|  | ||||
|     -   **Morale Check** | ||||
|     -   **Movement and Action** (any order) | ||||
|  | ||||
| 4.  **Change Sides**: In initiative order. | ||||
| 5.  **Slow Weapons** | ||||
| 6.  **Repeat** | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3> | ||||
|             Encounter Sequence | ||||
|             <a href="/rules/adventuring.html#encounter-procedure" target="_blank"></a> | ||||
|         </h3> | ||||
|     </summary> | ||||
|  | ||||
| 1.  **Stealth**: Referee rolls for stealth, if applicable. | ||||
| 2.  **Determine Distance**: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness. | ||||
| 3.  **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. | ||||
| 4.  **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. | ||||
| 5.  **End Turn**: Each encounter is assumed to take at least one full turn to complete. | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Group Skills</h3> | ||||
|     </summary> | ||||
|  | ||||
| -   **Board**: To position vehicles for boarding. | ||||
|     -   All: 2-in-6 | ||||
| -   **Forage**: To find food while traveling overland. | ||||
|     -   All: 1-in-6 | ||||
|     -   Barbarian: 2-in-6 | ||||
|     -   Ranger: 2-in-6 | ||||
| -   **Hunt**: To find food dedicating time to the task. | ||||
|     -   All: 1-in-6 | ||||
|     -   Barbarian: 5-in-6 | ||||
|     -   Ranger: 5-in-6 | ||||
| -   **Pathfind**: To navigate without a road or river, varies by terrain type | ||||
|     -   Clear, grasslands: 5-in-6. | ||||
|     -   Barren lands, hills, mountains, woods: 4-in-6. | ||||
|         -   Druid in woodlands: 5-in-6 | ||||
|     -   Desert, jungle, swamp: 3-in-6. | ||||
| -   **Stealth** To pass unnoticed by foes | ||||
|     -   Light = no stealth, base 2-in-6 chance otherwise. | ||||
|     -   Failure of group can trigger individual skill checks (ex: thief, halfling). | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Individual Skills</h3> | ||||
|     </summary> | ||||
|  | ||||
| -   **Force**: To force open doors through strength. | ||||
|     -   Determined by STR | ||||
| -   **Light Fire**: Use a tinderbox to light a fire. | ||||
|     -   All: 2-in-6 | ||||
| -   **Listen**: To hear monsters through doors (breaking their stealth). | ||||
|     -   Humans: 1-in-6 | ||||
|     -   Demihumans: 2-in-6 | ||||
|     -   Thief: by level | ||||
| -   **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it. | ||||
|     -   All: 4-in-6 (based on traps only triggering on 1-2) | ||||
| -   **Know Lore**: Identify an item | ||||
|     -   Bard: 2-in 6 chance | ||||
| -   **Search**: To find hidden passages and traps. | ||||
|     -   Humans: 1-in-6 | ||||
|     -   Demihumans: 2-in-6 | ||||
| -   **Stealth**: When the party fails its stealth check, stealthy classes get another chance. | ||||
|     -   Deurgar: 3-in-6 | ||||
|     -   Halflings: 2-in-6 | ||||
|     -   Ranger: 3-in-6 (in woods) | ||||
|     -   Svirfneblin: 4-in-6 (in gloomy underground conditions) | ||||
|     -   Thieves: Varies with level | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Morale Check</h3> | ||||
|     </summary> | ||||
|  | ||||
| Creatures who’ve been severely wounded or seen their leaders killed may flee. | ||||
|  | ||||
| -   Roll 2d6 under morale score or the monsters surrender / flee. | ||||
|     -   After 2 successes in a fight, no further checks. | ||||
| -   When to check morale: - After the first death on a side, and - When a side is half killed or incapacitated. | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Reaction Roll</h3> | ||||
|     </summary> | ||||
|  | ||||
| Roll 2d6 + CHA bonus. | ||||
|  | ||||
| -   **2-**: Hostile, attacks | ||||
| -   **3-5**: Unfriendly, may attack | ||||
| -   **6-8**: Neutral, uncertain | ||||
| -   **9-11**: Indifferent, uninterested | ||||
| -   **12+**: Friendly, helpful | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Stealth / Surprise</h3> | ||||
|     </summary> | ||||
|  | ||||
| -   Referee rolls 1d6 for stealth, if applicable. | ||||
| -   Each side that’s being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted. | ||||
| -   Parties carrying an active light source typically can not have stealth. | ||||
| -   If only one side has stealth, they may usually make a free attack (or can pass unnoticed). | ||||
| -   If all sides have stealth, they miss each other. | ||||
|  | ||||
| </details> | ||||
|  | ||||
| <details class="toolDetails" open> | ||||
|     <summary> | ||||
|         <h3>Turn Undead</h3> | ||||
|     </summary> | ||||
|  | ||||
| Divine Spellcaster rolls 2d6, then consults table. | ||||
|  | ||||
| -   If table says "T", roll indicates how many HD of undead are turned | ||||
| -   If table has a number, compare that number with the roll | ||||
|  | ||||
|     -   If the roll is less than the target number, the turning attempt fails. | ||||
|     -   If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned. | ||||
|  | ||||
| </details> | ||||
|  | ||||
| </div> | ||||
		Reference in New Issue
	
	Block a user