prep for ToH
follow-up from hexhall
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.vscode/settings.json
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.vscode/settings.json
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"Nyssa",
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"Oorg",
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"Panitube",
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"pearlescent",
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"Pordo",
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"Porma",
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"psionic",
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padding: 0 1em 1em;
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}
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a.pageTitle-link,
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color: #e94e5c;
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display: flex;
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flex-direction: row;
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margin: 0;
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overflow-x: auto;
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padding: 0;
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max-width: 100%;
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}
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.rulesMenu ul li {
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border-right: 2px solid rgba(37, 40, 55, 0.6);
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list-style: none;
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margin: 0;
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white-space: nowrap;
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.rulesMenu ul li:first-child {
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height: auto;
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.pageMain h3 {
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clear: none;
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text-align: center;
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}
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@ -9,5 +9,6 @@ short_code: c1n
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A series of one-shot speed runs through some classic D&D modules.
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- [One Night in the Tomb of Horrors](./one-night-in-toh.html) **_NEW_**
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- [One Night in Ravenloft](./one-night-in-ravenloft.html)
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- [One Night on White Plume Mountain](./one-night-on-wpm.html)
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src/pages/campaigns/one-night/one-night-in-toh.md
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src/pages/campaigns/one-night/one-night-in-toh.md
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---
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title: One Night in the Tomb of Horrors
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description: Information specific to my one-shot RPG, "One Night in the Tomb of Horrors".
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date_pub: 2025-05-04T23:22:26.000-04:00
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section: campaigns
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subsection: one-night
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content_type: feature
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short_code: c1th
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---
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_Greetings, adventurers!_
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_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!_
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- _**ENTER** the lich's dungeon, a deadly maze of tricks, traps, and challenges galore!_
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- _**FIND** the lost relic deep within the tomb!_
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- _**SURVIVE** the most dangerous dungeon ever devised - if you can!_
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_**DO YOU HAVE WHAT IT TAKES** to survive the lich's machinations? Or will you fail, as so many others have?_
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### The Game
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- 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**.
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- We'll be running through Gary Gygax's classic D&D Module, **the Tomb of Horrors**.
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- 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)).
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- The theme is, as usual, heroic: characters are powerhouses among the level-0 civilian population.
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- 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.
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### Characters
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- 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.
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- If you want to create a new character, check out the [character creation rules](/rules/basics.html#character-creation)
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- 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).
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- Everyone will start at **level 14** (the max level for classic play, and a target level for this dungeon).
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- 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.
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- All characters will also be starting with some _mad_ magic items, including legendary weapons for each of martial characters.
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### The Setup
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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_.
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- 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.
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- 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).
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- 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).
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- When he re-emerged from the tomb that night (about 8 hours later), he was alone, completely naked, and babbling incoherently.
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- The wisemen are tending to him, but they don't know if he'll ever recover.
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King Ur'rattus has summoned the bravest adventurers in the land because:
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- he wants to know what happened,
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- he wants to get his prized sword back, and
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- he would like for the adventurers to destroy the tomb after they're done looting it.
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In exchange, he will provide them with whatever supplies they need, including an assortment of magic items.
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#### The Lich Assyr'yr'rak
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An ancient and powerful wizard who ruled over Eagleslate centuries ago
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- Rumor has it that he gave it up to travel to the planes beyond.
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- Supposedly became a lich over a century ago, when the tomb itself was built.
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- Hasn't been seen in decades, but his name still whispered out of fear of his eventual return.
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#### Religious Factions
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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.
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- **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.
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- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
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- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
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- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
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- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
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- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
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- **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_).
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- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
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- [Other known deities of the multiverse](/deities/)
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_So again I ask: are you brave enough to defeat the lich? Or will your soul become trapped forever inside the **Tomb of Horrors**?_
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<!--
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#### Magic Items
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Each PC will begin with a single magic item from each of the lists below - one weapon, one non-weapon.
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- We don't want any duplicates, so once a magic item has been chosen, no one else can choose it.
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- 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).
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- 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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-->
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@ -69,12 +69,17 @@ Immediately after taking or inflicting damage, can use a free action to try and
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### Class Skills
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- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
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- **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).
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- **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).
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **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.
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- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
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- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **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).
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- **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.
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### Class Skills
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- **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).
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- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **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.
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- Fumbling the check causes [Doubt](#doubt).
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- Can only be used successfully once per day.
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- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
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- **Inspirational Act**: Describe intended outcome and make a skilled check as indicated by GM.
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- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
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- **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).
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- **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.
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### Class Skills
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- **Chivalric Act**: Describe intended outcome and make a skilled check as indicated by GM.
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- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
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- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
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- **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.
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### Class Skills
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- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **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 [
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- 75 [magic items](/magic-items/) to search for,
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- 40 [spells](/spells/) to cast (or dodge),
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- 25 [deities](/deities/) to worship,
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- 19 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_
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- 22 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_
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- the [rules](/rules/) you need to know to keep from getting lost.
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And all 100% _free_!
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src/pages/magic-items/amulet-of-reading-thoughts.md
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src/pages/magic-items/amulet-of-reading-thoughts.md
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---
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title: Amulet of Reading Thoughts
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description: A magical amulet that grants its wearer tha ability to read the thoughts of target creature within 30'.
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date_pub: 2025-04-27T10:42:18.000-04:00
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section: magic items
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content_type: feature
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short_code: mart
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---
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An amulet on a chain that grants its wearer tha ability to read the thoughts of target creature within 30'.
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- Wearer must concentrate for 1 round to activate thought reading ability, and must maintain concentration while reading thoughts.
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- Target may **Save vs Spells** to resist having thoughts read.
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- 5% chance with each use that it misfires, instead broadcasting its wearers thoughts to everyone with within 30'.
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### Greater Amulet of Reading Thoughts
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As above, but the range of effects is 90'.
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src/pages/magic-items/cloak-of-displacement.md
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src/pages/magic-items/cloak-of-displacement.md
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---
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title: Cloak of Displacement
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description: An enchanted cloak that bends light, making wearer difficult to hit.
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date_pub: 2025-04-20T18:16:14.000-04:00
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section: magic items
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content_type: feature
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short_code: mcd
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---
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An enchanted cloak that bends light, making wearer difficult to hit.
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- Wearer gains +2 bonus to AC and saves vs petrification, spells, and wielded items.
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- When wearer takes damage, bonus ends until next round.
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- 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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src/pages/magic-items/elven-boots.md
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src/pages/magic-items/elven-boots.md
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---
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title: Elven Boots
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description: A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
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date_pub: 2025-04-20T18:16:14.000-04:00
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section: magic items
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content_type: feature
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short_code: meb
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---
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A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
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- Wearer can move stealthily (only 1-in-6 chance of being heard).
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- Often found with an [elven cloak](./elven-cloak.html).
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src/pages/magic-items/elven-cloak.md
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src/pages/magic-items/elven-cloak.md
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---
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title: Elven Cloak
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description: An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
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date_pub: 2025-04-20T18:16:14.000-04:00
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section: magic items
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content_type: feature
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short_code: mec
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---
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An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
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- Wearer is nearly invisible (only 1-in-6 chance of being seen)
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- Attacking nullifies the invisibility for 10 minutes (one turn).
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- Often found with a set of [elven boots](./elven-boots.html).
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src/pages/magic-items/flask-of-trapping.md
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src/pages/magic-items/flask-of-trapping.md
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---
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title: The Flask of Trapping
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description: An iron flask, ornately decorated with silver runes and stoppered by a sigil-marked brass plug, which can trap extra-planar creatures.
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date_pub: 2025-05-04T01:07:20.000-04:00
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section: magic items
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content_type: feature
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short_code: mf0t
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status: hidden
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---
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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).
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- The word "or'a'den" is written in high fae on the bottom of the bottle (meaning "obey").
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- When found, 50% chance extra-planar being is already trapped inside.
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### Trapping a Creature
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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'.
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- Target must **Save vs Spells** or be trapped inside.
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- If previously trapped inside, target gets +2 to save and reacts with hostility towards the wielder.
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||||
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### Releasing a Creature
|
||||
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||||
Removing the stopper frees any creature trapped inside.
|
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||||
- If the wielder speaks the command word (_or'a'den_), the creature is forced to serve them for 1 turn (10 minutes).
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- 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
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</div>
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||||
- [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.
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||||
- [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
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||||
- [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.
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- [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.
|
||||
|
12
src/pages/magic-items/robe-of-protection.md
Normal file
12
src/pages/magic-items/robe-of-protection.md
Normal 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.
|
@ -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
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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]]
|
||||
|
||||
|
@ -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.
|
@ -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).
|
||||
|
Loading…
Reference in New Issue
Block a user