Adds referee screen and deities.
Updates bestiary with links to nonhuman racial modifiers.
This commit is contained in:
parent
744693b575
commit
9950216d30
@ -1,6 +1,6 @@
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{
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"name": "planar-vagabond",
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"version": "0.11.15",
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"version": "0.11.16",
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"description": "",
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"main": "index.js",
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"scripts": {
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@ -19,15 +19,28 @@ const // Scripts for the Die Roller
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if (rollerInput.value === '') rollerOutput.replaceChildren();
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});
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// do the roll and show th (cleaned-up) result
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// do the roll(s) and show the (cleaned-up) result(s)
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rollerForm.addEventListener('submit', (e) => {
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e.preventDefault();
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if (!window.dice) return;
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const newEl = document.createElement('li');
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const result = dice.roll(rollerInput.value);
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newEl.innerText = `${dice.stringify(result)
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.replaceAll('!!!mods listing not yet complete!!!', '')} = ${+result}`;
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const newEl = document.createElement('li'),
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// support multiple sets of dice
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rolls = rollerInput.value.split(/,\s+/);
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newEl.innerText = rolls
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.map((roll) => {
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const result = dice.roll(roll),
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stringifiedResult = dice.stringify(result);
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return `${stringifiedResult.replaceAll(
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'!!!mods listing not yet complete!!!',
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''
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)}${
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// only show total if there's multiple dice thrown in a set
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stringifiedResult.includes(',') ? ` = ${+result}` : ''
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}`;
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})
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.join(', ');
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rollerOutput.prepend(newEl);
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});
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@ -36,7 +49,6 @@ const // Scripts for the Die Roller
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if (event.key === 'Escape') rollerForm.reset();
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});
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},
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// Scripts for the Complication Randomizers
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shuffleContainer = (parent) => {
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const container = document.getElementById(parent),
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@ -48,7 +60,6 @@ const // Scripts for the Die Roller
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shuffled.sort(() => 0.5 - Math.random());
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for (let i = 0; i < length; i++) container.appendChild(shuffled[i]);
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},
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addComplicationForm = () => {
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const complicationForm = document.getElementById('js-complicationForm');
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complicationForm.addEventListener('submit', (e) => {
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@ -56,7 +67,6 @@ const // Scripts for the Die Roller
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shuffleContainer('js-complicationList');
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});
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},
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addAstralComplicationForm = () => {
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const complicationForm = document.getElementById(
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'js-astralComplicationForm'
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@ -336,6 +336,10 @@ table th {
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background: rgba(37, 40, 55, 0.6);
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}
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.contentWarning {
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font-style: italic;
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}
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.headlessTableWrapper thead {
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display: none;
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}
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@ -607,37 +611,11 @@ a.licenseLink:hover {
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border: 1px solid #e94e5c;
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}
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/*
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.navMenu > ul > li.hasSubMenu > a {
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border: 1px solid #e94e5c;
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}
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/*
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.navMenu li.hasSubMenu:hover,
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.navMenu li.hasSubMenu:focus-within {
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background-color: rgba(233, 78, 92, 0.5);
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}
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*/
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.navMenu li:hover,
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.navMenu li:focus-within {
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background-color: rgba(233, 78, 92, 0.5);
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}
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/*
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.navMenu ul li ul li.hasSubMenu:hover,
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.navMenu ul li ul li.hasSubMenu:focus-within {
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background-color: transparent;
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}
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*/
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/*
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.navMenu li.hasSubMenu:hover a,
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.navMenu li.hasSubMenu:hover a:visited {
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color: #44fcfc;
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}
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*/
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.navMenu li a:hover,
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.navMenu li a:visited:hover {
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color: #e94e5c;
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@ -828,10 +806,66 @@ a.pageTitle-sublink {
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margin-top: 0.5rem;
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}
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.refereeScreen {
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display: flex;
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flex-wrap: wrap;
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justify-content: space-between;
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width: 100%;
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}
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.refereeScreen .toolDetails {
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font-size: medium;
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}
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.refereeScreen .toolDetails > ol,
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.refereeScreen .toolDetails > ul {
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margin-left: .25rem;
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padding-left: 0;
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}
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.refereeScreen .toolDetails > ol > li > p {
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margin-bottom: 0;
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margin-top: 0;
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}
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.refereeScreen .toolDetails > ul > li > ul {
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padding-left: 1rem;
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}
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.refereeScreen .toolDetails ol p,
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.refereeScreen .toolDetails ul p {
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margin-left: 0;
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}
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.refereeScreen .toolDetails > p {
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margin: -.5rem 0 -.5rem -1rem;
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}
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.refereeScreen .toolDetails > summary > h3 {
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font-size: large;
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margin: 0;
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}
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.refereeScreen .toolDetails > summary + * {
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margin-top: -.25rem;
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}
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.refereeTools {
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display: flex;
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flex-wrap: wrap;
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justify-content: space-between;
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width: 100%;
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}
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.refereeTools .toolDetails > summary > h3 {
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font-size: large;
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margin: 0;
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}
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.refereeScreen .toolDetails summary,
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.refereeTools .toolDetails summary {
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backdrop-filter: blur(1rem);
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position: sticky;
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top: 0;
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}
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.rollerForm input[type=reset] {
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@ -34,9 +34,9 @@
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<ul>
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<li><a href="/bestiary/index.html">Bestiary</a></li>
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<li><a href="/classes/index.html">Classes</a></li>
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<li><a href="/deities/index.html">Deities</a></li>
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<!--
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<li><a href="/gods/index.html">Gods</a></li>
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<li class="hasSubMenu"><a href="/equipment/index.html" aria-haspopup="true">Equipment</a>
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<ul class="dropdown" aria-label="submenu">
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<li><a href="/weapons/index.html">Weapons</a></li>
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@ -134,6 +134,8 @@
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<li><a href="/classes/index.html">Classes</a></li>
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<li><a href="/deities/index.html">Deities</a></li>
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<li><a href="/magic/index.html">Magic</a></li>
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<li><a href="/planes/index.html">Planes</a></li>
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@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
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<div class="rulesMenu">
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<div class="rulesVersion">
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Version 0.11.5 / 2023-07-04
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Version 0.12.0 / 2023-12-09
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<!--
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<%=site.version ?? '0.0.0' %>
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<%=site.lastUpdated ?? '0.0.0' %>
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@ -26,6 +26,7 @@ Holy (or unholy) warrior-priests on a quest for their deity.
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- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
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- **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait.
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- [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human clerics may have additional abilities or modified statistics.
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### At Higher Levels
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@ -23,3 +23,5 @@ One of the common people (artists, beggars, children, craftspeople, farmers, fis
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| **Morale** | 6 |
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</div>
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[**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
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</div>
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- **Leaders** - Depend on number of corsairs or ships:
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- For every 40 corsairs, and for each ship, there is a 1d4+4 HD captain.
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- For every 100 corsairs, and for each fleet, there is an 1d4+5 HD admiral.
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- **Leaders**: My be lead by higher HD version(s) based on the number of corsairs or ships.
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- For every 40 corsairs or each ship, there is a 1d4+4 HD captain.
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- For every 100 corsairs or each fleet, there is an 1d4+5 HD admiral.
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- 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).
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- [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human corsairs may have additional abilities or modified statistics.
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<div class="dividedTableWrapper">
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@ -1,5 +1,5 @@
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---
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title: Shape Stealer (WIP)
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title: Face Thief (WIP)
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description: TBD
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date_pub: 2023-11-20T22:56:12.000-04:00
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section: bestiary
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@ -26,6 +26,7 @@ An adventurer that specializes in combat.
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- **Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
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- **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons).
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- [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human fighters may have additional abilities or modified statistics.
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### 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
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- [Al-Mi'raj](./al-mi-raj.html): A mythical, one-horned hare or rabbit.
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- [Bat](./bats/index.html): Nocturnal flying mammals which often roost in caves and come in multiple varieties / sizes.
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- [Cleric](./cleric.html)[^1]: A holy (or unholy) warrior-priest on a quest for their deity.
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- [Commoner](./commoner.html)[^1]: One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
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- [Corsair](./corsair.html)[^1]: A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
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- [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity.
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- [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
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- [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
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- [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.
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- [Fighter](./fighter.html)[^1]: Someone who earns their keep via combat.
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- [Fighter](./fighter.html): Someone who earns their keep via combat.
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- [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.
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- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
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- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
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- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
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- [Priest](./priest.html)[^1]: A holy (or unholy) divine magic user on a mission for their deity.
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- [Thief](./thief.html)[^1]: Someone skilled at stealing things.
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- [Priest](./priest.html): A holy (or unholy) divine magic user on a mission for their deity.
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- [Thief](./thief.html): Someone skilled at stealing things.
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- [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.
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- [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips.
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- [Wizard](./wizard.html)[^1]: A magic user, often in robes, who memorizes spells from their spellbooks.
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[^1]: Optionally use [racial modifiers](./racial-mods.html) for demihuman / humanoid NPCs.
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- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks.
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42
src/pages/bestiary/mummy.md
Normal file
42
src/pages/bestiary/mummy.md
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---
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title: Mummy
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description: Undead humanoids preserved in funerary bandages.
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date_pub: 2023-10-26T23:15:49.000-04:00
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section: bestiary
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content_type: feature
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short_code: bmm
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status: hidden
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---
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Undead humanoids preserved in funerary bandages.
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<div class='headlessTableWrapper'>
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| | |
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| ----------------- | ------------------------------------ |
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| **Hit Dice** | 5+1\* (23 hp) |
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| **Armor Class** | 16 |
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| **Movement** | 20' |
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| **Attacks** | 1 (+6) @ rot (touch, 1d12 + disease) |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D10 W11 P12 B13 S14 (5) |
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| **Morale** | 12 |
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| **XP** | 400 |
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</div>
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- Often found haunting ruins and tombs.
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- Anyone seeing a mummy must **Save vs Paralyze** or be paralyzed with terror.
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- Paralysis is broken if mummy attacks or goes out of sight.
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- Immune to all damage except fire or magic.
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- Any damage taken is reduced by 50%.
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### Disease
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Anyone touched by a mummy contracts a rotting disease.
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- Immune to magical healing.
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- Natural healing occurs at 10% normal rate.
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- Disease can only be removed by magic (ex: Cure Disease spell)
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!!!include(bestiary/undead.md)!!!
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@ -1,17 +1,26 @@
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Most of the (class-based) NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human.
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---
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title: Modifiers and Abilities for Non-humans
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description: Suggested modifiers and abilities for class-based, nonhuman NPCs.
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date_pub: 2023-04-23T19:05:00-04:00
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section: bestiary
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content_type: feature
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short_code: bpr
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---
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If you want to use one of the player races to modify an NPC, use the rules below.
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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.
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### Automaton
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- +1 AC
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- +2 to save vs poisons
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- No need to eat, drink, breathe, or sleep.
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- Immunity to sleep spells and disease.
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### Bugbear
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- +2 to saves vs poison, spells, and wielded items.
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- Can see heat signatures up to 60', even in total darkness.
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- Can wield any two-handed melee weapon with only one hand.
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- Infravision 60'
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### Dracokin
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@ -20,41 +29,41 @@ If you want to use one of the player races to modify an NPC, use the rules below
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### Drow
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- Can see heat signatures up to 60', even in total darkness.
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- -2 to attacks and -1 AC in bright light (daylight, [Continual Light](/spells/continual-light.html), etc).
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- HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day.
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- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day
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- Infravision 60'
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- Light Sensitivity: -2 to attacks and -1 AC in bright light (daylight, _Continual Light_, etc).
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### Dwarf
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- +2 to saves vs poison, spells, and wielded items.
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- Can't use longbows or 2-handed weapons.
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- +1 AC
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- Infravision 60'
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- Can see heat signatures up to 60', even in total darkness.
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- Can't use longbows or 2-handed weapons.
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### Elekin
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- +2 bonus to saves vs poison, spells, and wielded items.
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- Can wield any two-handed melee weapon with only one hand.
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- Trunk: Can be used for unarmed attack or for simple object manipulation.
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- Trunk can be used for unarmed attack or for simple object manipulation.
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### Elf
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- Can see heat signatures up to 60', even in total darkness.
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- HD 2+ can cast [Light](/spells/light.html) once per day.
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- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day.
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- Infravision 60'
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### Elfaye
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- Can see heat signatures up to 60', even in total darkness.
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- HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day.
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- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day.
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- Infravision 60'
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### Felinar
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- +1d2 damage on unarmed attacks from claws.
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- +1 AC
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- Infravision 60'
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- Can see heat signatures up to 60', even in total darkness.
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### Firfolk
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@ -65,13 +74,13 @@ If you want to use one of the player races to modify an NPC, use the rules below
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### Gnome
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- +2 to saves vs spells and wielded items.
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- Can see heat signatures up to 60', even in total darkness.
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- Can't use longbows or 2-handed weapons.
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- Infravision 60'
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- 30% have burrowing mammal pet (badger, mole, etc.)
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### Halfling
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- Luck: 1d3 times per day, can reroll a missed attack or failed saving throw.
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- Can reroll a missed attack or failed saving up to twice per day.
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- +1 AC
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### Mimikin
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@ -82,12 +91,12 @@ If you want to use one of the player races to modify an NPC, use the rules below
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- +2 bonus to saves vs poison, spells, and wielded items.
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- Can wield any two-handed melee weapon with only one hand.
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- Horn: Can be used for attack as mace (1d6 blunt).
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- Horn can be used for attack as mace (1d6 blunt).
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### Stral
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||||
- 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)
|
||||
|
130
src/pages/deities/index.md
Normal file
130
src/pages/deities/index.md
Normal file
@ -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.).
|
||||
|
@ -104,22 +104,21 @@ 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:
|
||||
- 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.
|
||||
- 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.
|
||||
|
39
src/pages/spells/continual-light.md
Normal file
39
src/pages/spells/continual-light.md
Normal file
@ -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!" />
|
||||
|
161
src/pages/tools/referee-screen.md
Normal file
161
src/pages/tools/referee-screen.md
Normal file
@ -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>
|
Loading…
Reference in New Issue
Block a user