prep for ToH

follow-up from hexhall
This commit is contained in:
Eric Woodward 2025-05-04 23:26:51 -04:00
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"Nyssa",
"Oorg",
"Panitube",
"pearlescent",
"Pordo",
"Porma",
"psionic",

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A series of one-shot speed runs through some classic D&D modules.
- [One Night in the Tomb of Horrors](./one-night-in-toh.html) **_NEW_**
- [One Night in Ravenloft](./one-night-in-ravenloft.html)
- [One Night on White Plume Mountain](./one-night-on-wpm.html)

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---
title: One Night in the Tomb of Horrors
description: Information specific to my one-shot RPG, "One Night in the Tomb of Horrors".
date_pub: 2025-05-04T23:22:26.000-04:00
section: campaigns
subsection: one-night
content_type: feature
short_code: c1th
---
_Greetings, adventurers!_
_You have been chosen by your king to endure **One Night in the Tomb of Horrors**, seeking to regain a famed lost relic and put an end to the tomb's corruption once and for all!_
- _**ENTER** the lich's dungeon, a deadly maze of tricks, traps, and challenges galore!_
- _**FIND** the lost relic deep within the tomb!_
- _**SURVIVE** the most dangerous dungeon ever devised - if you can!_
_**DO YOU HAVE WHAT IT TAKES** to survive the lich's machinations? Or will you fail, as so many others have?_
### The Game
- I'm looking for up to 4 players to play in a 3-4 hour game on **Sunday afternoon, June 1st (2025/06/01), starting at 1p ET**.
- We'll be running through Gary Gygax's classic D&D Module, **the Tomb of Horrors**.
- We'll use the (recently updated) Planar Vagabond [HOSR rules](/rules/) (based on classic "B/X" D&D / [Old School Essentials](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page)).
- The theme is, as usual, heroic: characters are powerhouses among the level-0 civilian population.
- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama, but I gotta be honest - I'll be running the dungeon as Gary intended, which some may find a bit... brutal. Consider yourself warned.
### Characters
- Anyone who already has a character with me, either from a previous one-shot or an ongoing campaign, is free to either use that character if they want to.
- If you want to create a new character, check out the [character creation rules](/rules/basics.html#character-creation)
- PCs can be any [race](/races/) or [class](/classes/) in PV or in OSE (although I'm always willing to entertain a custom race or class, if that's your thing).
- Everyone will start at **level 14** (the max level for classic play, and a target level for this dungeon).
- I'll be glad to meet with anyone to build characters, either 1x1 or in a group, but I'm asking everyone to have thei characters ready to go before the start of the game.
- All characters will also be starting with some _mad_ magic items, including legendary weapons for each of martial characters.
### The Setup
Far away across the multiverse, on the distant plane of _Gygaxia_, lies the kingdom of _Eagleslate_, ruled by _King Ur'rattus III_. And on the eastern edge of this kingdom lies the dreaded _Tomb of Horrors_, said to contain the mortal remains of the lich _Assyr'yr'rak_.
- Three weeks ago, the king's youngest son, _Prince Dun'fras_, took a retinue of soldiers into the tomb, seeking the riches within and the glory he expected to receive for overcoming it.
- To help ensure his victory, he also "borrowed" his father's famed sword (and treasured family heirloom), [Lumye, Hope's Defender](/magic-items/sword-lumye-hopes-defender.html).
- According to the two guards he left outside the tomb, the prince entered the tomb around midday with the rest of the guard (sword in hand).
- When he re-emerged from the tomb that night (about 8 hours later), he was alone, completely naked, and babbling incoherently.
- The wisemen are tending to him, but they don't know if he'll ever recover.
King Ur'rattus has summoned the bravest adventurers in the land because:
- he wants to know what happened,
- he wants to get his prized sword back, and
- he would like for the adventurers to destroy the tomb after they're done looting it.
In exchange, he will provide them with whatever supplies they need, including an assortment of magic items.
#### The Lich Assyr'yr'rak
An ancient and powerful wizard who ruled over Eagleslate centuries ago
- Rumor has it that he gave it up to travel to the planes beyond.
- Supposedly became a lich over a century ago, when the tomb itself was built.
- Hasn't been seen in decades, but his name still whispered out of fear of his eventual return.
#### Religious Factions
Below are some suggested religious factions for clerics, ecclesiastics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
- [Other known deities of the multiverse](/deities/)
_So again I ask: are you brave enough to defeat the lich? Or will your soul become trapped forever inside the **Tomb of Horrors**?_
<!--
#### Magic Items
Each PC will begin with a single magic item from each of the lists below - one weapon, one non-weapon.
- We don't want any duplicates, so once a magic item has been chosen, no one else can choose it.
- Also, please make sure you pick an item that your character can use. Some have class, race, and/or attribute restrictions (like Zormut, or the wands).
- Finally, note that **all magic item Usage Dies will begin at d4**. This means that the items will work _at least_ twice, but could work 3 or even 4+ times in the adventure (since you roll the die down a step on a 1 or a 2, there's a 50% chance with each roll of a d4 that it will roll to it's final charge).
-->

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@ -69,12 +69,17 @@ Immediately after taking or inflicting damage, can use a free action to try and
### Class Skills
- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
- **Begin Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
- **Enter Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
- Failure indicates falling from half-way, taking 1d6 damage / 10'.
- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
- Usually takes the form of an odor, with more powerful magic smelling more foul.
- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
- Can't be done while engaged in melee combat.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).

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@ -66,6 +66,11 @@ An adventurer who possesses a special bond with one (or more) animal companions.
- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).

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@ -50,7 +50,10 @@ An adventurer that specializes in battle and combat.
### Class Skills
- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).

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@ -59,7 +59,10 @@ Holy (or unholy) warrior-priests who serve one or more deities.
- Fumbling the check causes [Doubt](#doubt).
- Can only be used successfully once per day.
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspirational Act**: Describe intended outcome and make a skilled check as indicated by GM.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.

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@ -59,7 +59,10 @@ An honor-bound warrior that excels at mounted combat.
### Class Skills
- **Chivalric Act**: Describe intended outcome and make a skilled check as indicated by GM.
- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).

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@ -55,7 +55,10 @@ An adventurer that specializes in infiltration and retrieval.
### Class Skills
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).

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@ -14,7 +14,7 @@ Within these hallowed pages, you'll find everything you need to know about the [
- 75 [magic items](/magic-items/) to search for,
- 40 [spells](/spells/) to cast (or dodge),
- 25 [deities](/deities/) to worship,
- 19 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_
- 22 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_
- the [rules](/rules/) you need to know to keep from getting lost.
And all 100% _free_!

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---
title: Amulet of Reading Thoughts
description: A magical amulet that grants its wearer tha ability to read the thoughts of target creature within 30'.
date_pub: 2025-04-27T10:42:18.000-04:00
section: magic items
content_type: feature
short_code: mart
---
An amulet on a chain that grants its wearer tha ability to read the thoughts of target creature within 30'.
- Wearer must concentrate for 1 round to activate thought reading ability, and must maintain concentration while reading thoughts.
- Target may **Save vs Spells** to resist having thoughts read.
- 5% chance with each use that it misfires, instead broadcasting its wearers thoughts to everyone with within 30'.
### Greater Amulet of Reading Thoughts
As above, but the range of effects is 90'.

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---
title: Cloak of Displacement
description: An enchanted cloak that bends light, making wearer difficult to hit.
date_pub: 2025-04-20T18:16:14.000-04:00
section: magic items
content_type: feature
short_code: mcd
---
An enchanted cloak that bends light, making wearer difficult to hit.
- Wearer gains +2 bonus to AC and saves vs petrification, spells, and wielded items.
- When wearer takes damage, bonus ends until next round.
- Bonus is deactivated when wearer is [restrained](/rules/adventuring.html#restrained), [unconscious](/rules/adventuring.html#unconscious), or otherwise unable to move.

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---
title: Elven Boots
description: A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
date_pub: 2025-04-20T18:16:14.000-04:00
section: magic items
content_type: feature
short_code: meb
---
A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
- Wearer can move stealthily (only 1-in-6 chance of being heard).
- Often found with an [elven cloak](./elven-cloak.html).

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---
title: Elven Cloak
description: An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
date_pub: 2025-04-20T18:16:14.000-04:00
section: magic items
content_type: feature
short_code: mec
---
An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
- Wearer is nearly invisible (only 1-in-6 chance of being seen)
- Attacking nullifies the invisibility for 10 minutes (one turn).
- Often found with a set of [elven boots](./elven-boots.html).

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---
title: The Flask of Trapping
description: An iron flask, ornately decorated with silver runes and stoppered by a sigil-marked brass plug, which can trap extra-planar creatures.
date_pub: 2025-05-04T01:07:20.000-04:00
section: magic items
content_type: feature
short_code: mf0t
status: hidden
---
An iron flask, ornately decorated with silver runes and stoppered by a sigil-marked brass plug, which can trap extra-planar creatures (ex: djinni, efreeti, or elemental).
- The word "or'a'den" is written in high fae on the bottom of the bottle (meaning "obey").
- When found, 50% chance extra-planar being is already trapped inside.
### Trapping a Creature
While empty, wielder may remove the stopper and speak the command word (_or'a'den'_) to try and trap an extra-planar creature with in 60'.
- Target must **Save vs Spells** or be trapped inside.
- If previously trapped inside, target gets +2 to save and reacts with hostility towards the wielder.
### Releasing a Creature
Removing the stopper frees any creature trapped inside.
- If the wielder speaks the command word (_or'a'den_), the creature is forced to serve them for 1 turn (10 minutes).
- Otherwise, the creature's reaction is determined at random.

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@ -21,18 +21,18 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [Beyza, The Bandit's Heart](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
- [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
- [Limbcleaver, Greatsword of Sharpness](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
- [Lumye, Hope's Defender](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking.
- [Nemesys, the Enforcer](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
- [Ryssa, Misery's Edge](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
- [Sayka, Sword of Charming](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
- [Sai'ju, Blade of Quickness](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing lycanthropes.
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
- [Vozath, the Wizard's Wail](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
- [Zyshak, Unholy Avenger](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
1. [Beyza, The Bandit's Heart](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
2. [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
3. [Limbcleaver, Greatsword of Sharpness](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
4. [Lumye, Hope's Defender](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking.
5. [Nemesys, the Enforcer](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
6. [Ryssa, Misery's Edge](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
7. [Sayka, Sword of Charming](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
8. [Sai'ju, Blade of Quickness](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
9. [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing lycanthropes.
10. [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
11. [Vozath, the Wizard's Wail](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
12. [Zyshak, Unholy Avenger](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
<div class="clearBoth" />
@ -50,23 +50,23 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [Crossbow of Distance, Hand](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [Emyul, Holy Avenger](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
- [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
- [Flame Lance](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
- [Judgement](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
- [Kaaji-jukai, Nunchaku of Defense](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which can be used defensively.
- [Lor'nath, Breaker of Darkness](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
- [Melaydius, Spear of Backstabbing](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
- [Parguk, Trident of Submission](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
- [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
- [Scalehunter](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
- [Staff of Adani](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
- [Tharruum, Hammer of Torzen](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
- [Thune, Rod of Parrying](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
- [Vokdec Giantspike](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
- [Zormut, Gnomish Warscepter of Lordly Might](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
1. [Crossbow of Distance, Hand](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
2. [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
3. [Emyul, Holy Avenger](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
4. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
5. [Flame Lance](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
6. [Judgement](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
7. [Kaaji-jukai, Nunchaku of Defense](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which can be used defensively.
8. [Lor'nath, Breaker of Darkness](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
9. [Melaydius, Spear of Backstabbing](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
10. [Parguk, Trident of Submission](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
11. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
12. [Scalehunter](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
13. [Staff of Adani](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
14. [Tharruum, Hammer of Torzen](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
15. [Thune, Rod of Parrying](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
16. [Vokdec Giantspike](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
17. [Zormut, Gnomish Warscepter of Lordly Might](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
<div class="clearBoth" />
@ -78,12 +78,12 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
- [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
- [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
- [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
1. [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
2. [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
3. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
4. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
5. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
6. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
<div class="clearBoth" />
@ -95,11 +95,11 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [Wand of Cold](./wand-of-cold.html): A wand capable of creating cones of cold energy.
- [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
- [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
- [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
- [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
1. [Wand of Cold](./wand-of-cold.html): A wand capable of creating cones of cold energy.
2. [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
3. [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
4. [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
5. [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
<div class="clearBoth" />
@ -111,15 +111,20 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
- [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
- [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
- [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
- [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
- [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
- [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
- [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
2. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
3. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
4. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
5. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
6. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
7. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
8. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
9. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
10. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
11. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
12. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
13. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
14. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
<div class="clearBoth" />
@ -137,28 +142,28 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
- [Bag of Holding](./sack-of-storing.html#bag-of-holding): A small sack with its own pocket dimension useful for storing things.
- [Bottled Lightning](./bottled-lightning.html): A palm-sized clear glass flask which houses a small bolt of lightning.
- [Broom of Flying](./broom-of-flying.html): A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): An elongated and (apparently) nearly omniscient crystal skull that knows much about the multiverse.
- [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
- [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
- [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
- [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
- [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
- [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
- [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
- [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
- [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
- [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
- [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
- [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
- [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
- [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
- [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
- [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
1. [Bag of Holding](./sack-of-storing.html#bag-of-holding): A small sack with its own pocket dimension useful for storing things.
2. [Bottled Lightning](./bottled-lightning.html): A palm-sized clear glass flask which houses a small bolt of lightning.
3. [Broom of Flying](./broom-of-flying.html): A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
4. [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
5. [The Crystal Skull of Jund](./crystal-skull-of-jund.html): An elongated and (apparently) nearly omniscient crystal skull that knows much about the multiverse.
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
9. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
10. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
11. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
12. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
13. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
14. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
15. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
16. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
17. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
18. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
19. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
20. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
21. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
22. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
23. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
24. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
25. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.

View File

@ -0,0 +1,12 @@
---
title: Robe of Protection
description: An enchanted robe that protects its wearer.
date_pub: 2025-04-20T18:16:14.000-04:00
section: magic items
content_type: feature
short_code: mr0p
---
An enchanted robe that protects its wearer.
- Wearer gains +1 bonus to AC and saves.

View File

@ -12,6 +12,12 @@ If you want to go adventuring in the Faewolde, this is what you need to know.
[[toc]]
<!--
Types of Fae
There are an incredible variety of fae
-->
### Archfae
Fae creatures that have attained near godlike abilities.
@ -75,6 +81,7 @@ A creature that is "faeblest" has been empowered with enough fae energy to be ab
- Dwarves
- Elves
- Firbolgs
- Fomo'rii
- Giants
- Goblins
- Griffons
@ -96,6 +103,7 @@ A creature that is "faeblest" has been empowered with enough fae energy to be ab
### Other Creatures
- Al'mir'aj
- Automatons
- Bandersnatches
- Basilisks
- Blink Dogs
@ -106,11 +114,14 @@ A creature that is "faeblest" has been empowered with enough fae energy to be ab
- Giant Snails
- Hags
- Jubjub Birds
- Leprechauns
- Pegasi
- Oozians
- Owlbears
- Raths
- Shambling Mounds
- Sphinxes
- Toves
- Fablest plants
- ...plus various birds and beasts
- Various faeblest plants and animals
- Various mundane animals
- Warp Beasts

View File

@ -25,7 +25,7 @@ A boarding school for fae and fae-born who live on the material plane, which (ac
- Vrulkah Lavamaster, a fire giant appointed by the Day Queen;
- Aydra Darkwater, a nereid appointed by the Night King;
- Meneos Longtail, a centaur appointed by the Dusk Prince; and
- Varthys, a rainbow dragon appointed by the Dawn Princess.
- Xar'thys, a rainbow dragon appointed by the Dawn Princess.
- The founders effectively "merged" pieces of their own mirthlands (along with "gifts" / "blessings" from each of the courts) to create the school.
- Since the founders retired, it has been lead by 4 high schoolmasters and schoolmistresses who rotate the position of headmaster / headmistress based on the power rotation in the Faewolde itself.
- As the 4 different kingdoms shift in prominence, so does the leadership of the school.

View File

@ -20,9 +20,12 @@ short_code: r1
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Giantkin](./giantkin.html): Grey-skinned demihumans, up to 8' tall, typically found in the forest, and distantly related to the fey.
- [Gnome](./gnome.html): Tiny, stout demihumans, typically known for their fondness for burrowing mammals, contraptions, growing things, and red hats.
- [Goblin](./goblin.html): A tough, hairless, 3' tall humanoid, with large, pointed ears, glowing, red eyes, and leathery skin colored, known for being aggressive, cowardly, and dangerously inquisitive.
- [Halfling](./halfling.html): Small, stout demihumans, typically possessing curly hair and furry feet, and known for their peaceful lifestyles and extraordinary luck.
- [Human](./human.html): Bipedal ape descendants, as can be found on most material planes.
- [Mimikin](./mimikin.html): Pale demihumans, approximately 5.5' tall, with grey skin, silvery hair, and the ability to shift their physical form to that of other similarly-sized humans and demihumans.
- [Ogrekin](./ogrekin.html): Massive, monstrous demihumans, 8'+ tall, and distantly related to ogres.
- [Oozion](./oozion.html): A creature composed of ooze-like plasma with nerve clusters spread throughout.
- [Pixikin](./pixikin.html): A fey demihuman possessing small, insect-like wings, and who can shrink to 6" tall or grow to medium size at will.
- [Rhinokin](./rhinokin.html): Grey, rhinoceros-like humanoids with four digits and long horns protruding upwards from their faces.
- [Tortokin](./tortokin.html): Tortoise-like, amphibious humanoids, typically around 5.5' tall, with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies.

View File

@ -1,14 +1,13 @@
---
title: Oozion
description: A fey creature composed of ooze-like plasma with nerve clusters spread throughout.
description: A creature composed of ooze-like plasma with nerve clusters spread throughout.
date_pub: 2025-02-01T23:16:10.000-04:00
section: races
content_type: feature
short_code: r0z
status: hidden
---
A fey creature composed of ooze-like plasma with nerve clusters spread throughout.
A creature composed of ooze-like plasma with nerve clusters spread throughout.
[[toc]]

View File

@ -1,11 +1,10 @@
---
title: Spritekin
title: Pixikin
description: A fey demihuman native to the Faewolde possessing small, insect-like wings, and who can shrink to 6" in size (or return to normal size) at will.
date_pub: 2025-02-01T23:16:10.000-04:00
section: races
content_type: feature
short_code: rsp
status: hidden
short_code: rpx
---
A fey demihuman native to the [Faewolde](/planes/near/faewolde.html) possessing small, insect-like wings, and the ability to shrink to 6" in size (or return to normal size) at will.

View File

@ -96,7 +96,7 @@ There are three alignments, cosmic principles that represent broad world views:
/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]]
```
2. Determine starting [Class](/classes/) and [Race](/races/) (even when playing as a [human](/races/human.html)).
2. Determine starting [Race](/races/) and [Class(es)](/classes/) (even when playing as a [human](/races/human.html)).
3. Determine starting level (ask the GM).
4. Note any special features the character has based on class, race, and level, including [class skills](./adventuring.html#skilled-ability-checks).
5. Roll Hit Dice to determine maximum [Hit Points](./adventuring.html#health-damage-and-dying).