Adds referee screen and deities.

Updates bestiary with links to nonhuman racial modifiers.
This commit is contained in:
Eric Woodward 2023-12-10 21:25:57 -05:00
parent 744693b575
commit 9950216d30
34 changed files with 557 additions and 109 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.11.15",
"version": "0.11.16",
"description": "",
"main": "index.js",
"scripts": {

View File

@ -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'

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@ -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] {

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@ -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>

View File

@ -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' %>

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@ -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

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@ -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.

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@ -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">

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@ -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

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@ -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

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@ -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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@ -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)!!!

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@ -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

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@ -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

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@ -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">

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@ -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">

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@ -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">

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@ -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,

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@ -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">

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@ -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)

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@ -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

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@ -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)

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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: 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)

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@ -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)

130
src/pages/deities/index.md Normal file
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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.

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@ -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)

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@ -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.).

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@ -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">

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@ -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

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@ -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.

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@ -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)

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@ -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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@ -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 whove 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 thats 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>