add wilderness rules

minor fixes
This commit is contained in:
Eric Woodward 2024-03-04 16:48:32 -05:00
parent f65d0e68d1
commit a4a5e77db1
8 changed files with 283 additions and 74 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.12.3",
"version": "0.13.0",
"description": "",
"main": "index.js",
"scripts": {

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@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.12.3 / 2024-02-25
Version 0.13.0 / 2024-03-04
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

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@ -15,7 +15,7 @@ A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature wit
| ----------------- | ---------------------------------------- |
| **Hit Dice** | 5 (22hp) |
| **Armor Class** | 14 |
| **Attacks** | 2 (+4) @ 1d8 (claw), t (+4) @ 1d8 (bite) |
| **Attacks** | 2 (+4) @ 1d8 (claw), 1 (+4) @ 1d8 (bite) |
| **Movement** | 40' |
| **Saving Throws** | D12 W13 P14 B15 S16 (5) |
| **Morale** | 9 |
@ -25,3 +25,9 @@ A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature wit
</div>
If target is hit both claws in same round, they must **Save vs Paralysis** or owl bear hugs for an extra 2d8 damage.
#### Short Stat Block
```
> HD 5 (22 hp), AC 14; MV 40'; 2 (+4) @ 1d8 (claw), 1 (+4) @ 1d8 (bite); AL N; ML 9; XP 175
```

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@ -0,0 +1,51 @@
---
title: Shade
description: The shade creature for OSR gaming.
date_pub: 2024-02-22T22:34:16.000-04:00
section: bestiary
content_type: feature
short_code: bsh
---
Dark, incorporeal, intelligent, and wholly malevolent (living) creatures that look (and move) like shadows.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **Hit Dice** | 2+2\* (11 hp) |
| **Armor Class** | 12 |
| **Movement** | 30' |
| **Attacks** | 1 (+2) @ 1d4 + strength drain (touch) |
| **Alignment** | Chaotic |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 12 |
| **XP** | 35 |
</div>
- 5-in-6 chance of having stealth.
- Immune to damage from non-magical weapons.
- Immune to sleep and charm effects (including spells).
- Groups of 4+ may be led by a higher level shade (1d4 HD higher).
### Strength Drain
- Targets lose 1 STR on a hit.
- Lost STR recovers after 1 hour.
- Targets reduced to 0 STR become shades, serving the one who turned them.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage |
| :---: | :-: | :-: | :-----: | :----: |
| 3+3\* | 17 | 12 | +3 | 1d4 |
| 4+4\* | 22 | 12 | +4 | 1d4+1 |
| 5+5\* | 27 | 13 | +5 | 1d4+1 |
| 6+6\* | 33 | 13 | +6 | 1d6 |
[Higher-Level Shades]
</div>

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@ -11,7 +11,7 @@ short_code: css
| | |
| ------------------ | -------------- |
| **Minimum Crew** | 6 |
| **Minimum Crew** | 12 |
| **Length** | 125' |
| **Beam** | 30' |
| **Cargo Capacity** | 25 tons |

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@ -14,90 +14,154 @@ This list documents all known arcane spells in the multiverse.
### 1st Level
1. Charm Person
2. Detect Magic
3. Floating Disc
4. Hold Portal
5. Light (Darkness)
6. Magic Missile
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism
1. [Calm / Scare](/spells/calm.html)
2. Charm Person
3. Chromatic Orb
4. Color Spray
5. Dancing Lights
6. Detect Illusion
7. Detect Magic
8. Floating Disc
9. Glamour
10. Hold Portal
11. Hypnotize
12. Illusory Sound
13. Light (Darkness)
14. Magic Missile
15. Phantasmal Force
16. Protection from Evil
17. Read Languages
18. Read Magic
19. Shield
20. Sleep
21. Ventriloquism
22. Wall of Fog
### 2nd Level
1. [Continual Light (Continual Darkness)](/spells/continual-light.html)
2. Detect Evil
3. Detect Invisible
4. ESP
5. Invisibility
6. Knock
7. Levitate
8. Locate Object
9. Mirror Image
10. Phantasmal Force
11. Web
12. Wizard Lock
1. Blind / Deafen
2. Blur
3. Captivate
4. [Continual Light (Continual Darkness)](/spells/continual-light.html)
5. Detect Evil
6. Detect Invisible
7. ESP
8. False Aura
9. Hypnotic Pattern
10. Improved Phantasmal Force
11. Invisibility
12. Knock
13. Levitate
14. Locate Object
15. Magic Mouth
16. Mirror Image
17. Phantasmal Force
18. Quasimorph
19. Web
20. Whispering Wind
21. Wizard Lock
### 3rd Level
1. Clairvoyance
2. Dispel Magic
3. Fire Ball
4. Fly
5. Haste
6. Hold Person
7. Infravision
8. Invisibility 10 Radius
9. Lightning Bolt
10. Protection from Evil 10 Radius
11. Protection from Normal Missiles
12. Water Breathing
1. Blacklight
2. Clairvoyance
3. Dispel Illusion
4. Dispel Magic
5. Fear
6. Fire Ball
7. Fly
8. Hallucinatory Terrain
9. Haste
10. Hold Person
11. Infravision
12. Invisibility 10 Radius
13. Lightning Bolt
14. Nondetection
15. Paralyze
16. Phantom Steed
17. Protection from Evil 10 Radius
18. Protection from Normal Missiles
19. Rope Trick
20. Spectral Force
21. Suggestion
22. Water Breathing
23. Wraithform
### 4th Level
1. Charm Monster
2. Confusion
3. Dimension Door
4. Growth of Plants
5. Hallucinatory Terrain
6. Massmorph
7. Polymorph Others
8. Polymorph Self
9. Remove Curse (Curse)
10. Wall of Fire
11. Wall of Ice
12. Wizard Eye
4. Dispel Magic
5. Emotion
6. Growth of Plants
7. Hallucinatory Terrain
8. Illusory Stamina
9. Improved Invisibility
10. Massmorph
11. Minor Creation
12. Phantasmal Killer
13. Polymorph Others
14. Polymorph Self
15. Rainbow Pattern
16. Remove Curse (Curse)
17. Shadow Monsters
18. Solid Fog
19. Veil of Abandoning
20. Wall of Fire
21. Wall of Ice
22. Wizard Eye
### 5th Level
1. Animate Dead
2. Cloudkill
3. Conjure Elemental
4. Contact Higher Plane
5. Feeblemind
6. Hold Monster
7. Magic Jar
8. Pass-Wall
9. Telekinesis
10. Teleport
11. Transmute Rock to Mud (Mud to Rock)
12. Wall of Stone
2. Chaos
3. Cloudkill
4. Conjure Elemental
5. Contact Higher Plane
6. Demi-Shadow Monsters
7. Feeblemind
8. Hold Monster
9. Illusion
10. Looking Glass
11. Magic Jar
12. Major Creation
13. Maze of Mirrors
14. Pass-Wall
15. Projected Image
16. Seeming
17. Shadowcast
18. Shadowy Transformation
19. Telekinesis
20. Teleport
21. Time Flow
22. Transmute Rock to Mud (Mud to Rock)
23. Visitation
24. Wall of Stone
### 6th Level
1. Anti-Magic Shell
2. Control Weather
3. Death Spell
4. Disintegrate
5. Geas (Remove Geas)
6. Invisible Stalker
7. Lower Water
8. Move Earth
9. Part Water
10. Projected Image
11. Reincarnation
12. Stone to Flesh (Flesh to Stone)
1. Acid Fog
2. Anti-Magic Shell
3. Control Weather
4. Dream Quest
5. Disintegrate
6. Geas (Remove Geas)
7. Impersonation
8. Invisible Stalker
9. Lower Water
10. Manifest Dream
11. Mass Suggestion
12. Mislead
13. Move Earth
14. Part Water
15. Permanent Illusion
16. Projected Image
17. Reincarnation
18. Shades
19. Stone to Flesh (Flesh to Stone)
20. Through the Looking Glass
21. Triggered Illusion
22. True Seeing
23. Vision
24. Word of Death

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@ -0,0 +1,20 @@
---
title: Stone of Blinding
description: A magical rock that causes a blinding flash of light on command.
date_pub: 2024-02-18T21:02:20.000-04:00
section: magic items
content_type: feature
short_code: m1sb
---
<div class="imgWrapper">
![A stone of blinding, created with [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-of-blinding.jpg 'A stone of blinding')
</div>
A piece of pumice with rounded edges, about the size of a human fist.
- Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius.
- All unaware creatures within the range must **Save vs Paralyze** or be blinded for 1d6 rounds.
- The command word is in Or'bokk'i, and is difficult for most races to pronounce.

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@ -14,13 +14,13 @@ short_code: uha
The general steps to take when exploring (dungeon, wilderness, etc.)
1. **Setup**: Referee describes the situation
2. **Marching Order**: Party determines general exploration process
2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
3. **Complication Check**: Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 240'
- Wilderness: 12 miles
- Wilderness: 6 miles
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
@ -100,6 +100,74 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
</div>
#### Wilderness Exploration
- Distances and non-magical ranges are tripled (yards rather than feet).
- Areas of breath weapons and spell effects are still measured in feet.
**Flight**
- Unless stated otherwise, flight distance is double that of overland travel.
- Flight speed is not affected by terrain.
- Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD:
- 3 HD: May carry a creature 1/2 the size of a humanoid.
- 6 HD: May carry a creature the size of a humanoid.
- 12 HD: May carry a large creature (ex: horse)
- 24 HD: May carry a huge animal (ex: elephant)
**Foraging**
- May be performed while traveling at normal pace.
- Party has 1-in-6 chance of foraging enough for 1d6 characters
**Hunting**
- Takes a complete day (no travel or resting possible).
- Party has 1-in-6 chance of encountering game.
- This is in addition to normal random encounter chances.
<!--
**Light**
A full moon (or fog, heavy rain, etc., during daytime) with a
clear sky will create an area of dim light. Otherwise, night
and very thick fog will create darkness. See the Dungeon
Adventures section for the effects of darkness.
-->
**Losing Direction**
- At the start of each day, referee should roll to determine if group loses direction.
- Chance of losing direction depends on terrain being traversed:
- Grasslands, plains, clear: 1-in-6
- Hills, mountains, woods, barren areas: 2-in-6
- Swamp, jungle, desert: 3-in-6
**Overland Travel**
- The distance in miles that a character can travel overland in a day (16 hours) under normal conditions (and clear terrain) can be determined by multiplying their base movement rate by .6 (or 3/5).
- 10' / round => 6 miles / day
- 20' / round => 12 miles / day
- 30' / round => 18 miles / day
- 40' / round = 24 miles / day
- Some terrain affects overland speed while traveling through it:
- Maintain roads: Increase speed by 50%.
- Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls).
**Sight**
Characters can usually see 3 miles around (in clear terrain).
- Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook).
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.