updates for wpm

This commit is contained in:
Eric Woodward 2024-03-24 16:28:44 -04:00
parent e0553eebbf
commit e1b7697757
32 changed files with 748 additions and 138 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.14.1",
"version": "0.14.2",
"description": "",
"main": "index.js",
"scripts": {

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@ -35,7 +35,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.14.1 / 2024-03-18
Version 0.14.2 / 2024-03-24
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

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@ -15,7 +15,7 @@ Huge, green, scaly, worm-like creature with several stalk-like appendages, and w
| ----------------- | --------------------- |
| **Hit Dice** | 8 (36hp) |
| **Armor Class** | 15 (natural) |
| **Movement** | 30' |
| **Movement** | 20' |
| **Attacks** | 1 (+7) @ 2d8 (bite) |
| **Alignment** | Neutral |
| **Saving Throws** | D8 W9 P10 B10 S12 (8) |
@ -24,5 +24,6 @@ Huge, green, scaly, worm-like creature with several stalk-like appendages, and w
</div>
- Typically 50' long and 5' in diameter
- Drawn to loud, thumping noises
- Typically 50' long and 5' in diameter.
- Lift top half out of the ground when searching for nearby prey.
- Drawn to loud, thumping noises.

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@ -71,6 +71,11 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
- Can wield any two-handed melee weapon with only one hand.
- Can cast _glamour_ from 2nd level and _invisibility_ from 4th level (once each per day).
### Giantkin
- +2 to saves vs poison, spells, and wielded items.
- Can wield any two-handed melee weapon with only one hand.
### Gnome
- +2 to saves vs spells and wielded items.
@ -87,6 +92,12 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
- May be pretending to be another race.
### Ogre
- +2 to saves vs poison, spells, and wielded items.
- Can see heat signatures up to 60', even in total darkness.
- Can wield any two-handed melee weapon with only one hand.
### Rhinokin
- +2 bonus to saves vs poison, spells, and wielded items.

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@ -14,28 +14,3 @@ Humanoids infected by therianthropy, whereby they may shapeshift into an animal
- [Weretiger](./weretiger.html): Humanoid cursed to shapeshift into a semi-intelligent tiger.
- [Werewolf](./werewolf.html): Humanoid cursed to shapeshift into a semi-intelligent, pack-hunting wolf.
<!--
- Werebear
- Wereboar
- Weredragon
- Werefox
- Werelion - these may be what's going on here.
- Weremoth - mimic?
- Werepanda
- Wererabbit
- Weretiger
- Werewolf
- Devil Swine
- Wererat
- Werecats (black panthers?)
- Weresheep
- Werelizards
- were-thylacines (Tasmanian Tigers, from Howling 3: the Marsupials, have pouches)
- werehawk (ladyhawke)
- Wereseal / selkie
- were-jellyfish (sting of death)
- Skinwalker - super 'thrope? Like a demonic werebeast?
-->

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@ -5,6 +5,7 @@ date_pub: 2024-03-14T23:34:45.000-04:00
section: bestiary
content_type: feature
short_code: bwet
status: hidden
---
Humanoid cursed to shapeshift into a semi-intelligent tiger.

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@ -42,16 +42,22 @@ _**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you f
- **Wha'yve, the Flood**: A gold-and-coral trident rumored to have been made by the goddess Elendaen, queen of the elemental plane of water, which was taken from a private collection in the sunken city of Azutash.
- **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to have a demon bound to it, and which was stolen from the Vaults of Heresies, beneath the White Cathedral of Phoris, in Portown.
- The thief claims to be an ancient wizard named Khyr-Aptys, who ruled over the legendary Realm of Ohk'nar nearly two millenia ago.
- A [poem] left at each crime scene indicates that the thief has taken the items to the White Plume Mountain.
- The thief claims to be a legendary wizard named [Khyr-Aptys](#the-mad-wizard-khyr-aptys).
- A [poem](#poem) left at each crime scene indicates that the thief has taken the items to the White Plume Mountain (the "feathered mound").
### The Mad Wizard, Khyr-Aptys
- Ruled over the legendary Realm of Ohk'nar nearly two millenia ago.
- Known for his cruelty and malice.
- Disappeared (along with his wizard tower) nearly 1300 years ago.
### White Plume Mountain
- A long dormant volcano that has recently started to reignite.
- Several groups have already attempted to retrieve the stolen weapons, but were lost to the horrors of the mountain.
- A party of adventurers, lead by the bloodmage Snar'la and her barbarian husband, Bur-Ket, went in 2 weeks ago, seeking the treasures, but nothing has been heard from them since.
- Likewise, only 3 days ago, a Knight named Sir Godwin Bluutho lead a cadre of 8 veteran fighters in, but again, no word from them since.
- The PCs have been promised a mountain of wealth for each of the items that they can find and bring back, along with guarantees of future favors from the disgruntled former owners (such as land, titles, or even wishes).
- A party of adventurers, lead by the bloodmage Snar'la and her barbarian husband, Bur-Ket, went in 2 weeks ago seeking the treasures, but nothing has been heard from them since.
- Likewise, only 3 days ago, King Joffers of Garyok sent his bravest Knight, Sir Godwin Bluutho, along with a cadre of 8 veteran fighters, but again, no word from them since.
- The PCs have been promised a mountain of wealth for each of the items that they can find and bring back, along with guarantees of future favors from the disgruntled former owners (lands, titles, maybe even wishes).
#### Religious Factions

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@ -4,113 +4,119 @@ description: A list of known arcane spells in the multiverse.
date_pub: 2023-09-16T14:24:00-04:00
section: classes
content_type: feature
short_code: cas
status: hidden
short_code: ckas
---
[[toc]]
This list documents all known arcane spells in the multiverse.
This list documents all known arcane spells in the multiverse, and as such, is a perpetual work-in-progress.
Most that aren't found [here](/spells/) can be found elsewhere (like the [OSE SRD](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells), or the [5E SRD](https://5thsrd.org/), although spells from latter will probably require some translation).
### 1st Level
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
1. [Befriend Animal](/spells/befriend-animal.html)
2. [Calm / Scare](/spells/calm.html)
3. Charm Person
4. Chromatic Orb
5. [Color Spray](/spells/color-spray.html)
6. Dancing Lights
7. Detect Illusion
8. [Detect Magic](/spells/detect-magic.html)
9. Floating Disc
10. [Glamour](/spells/glamour.html)
11. [Grow / Shrink](/spells/grow.html)
12. Hold Portal
13. Hypnotize
14. Illusory Sound
15. [Light / Darkness](/spells/light.html)
16. Magic Missile
17. Protection from Evil
18. [Read Languages](/spells/read-languages.html)
19. [Read Magic](/spells/read-magic.html)
20. [Read Thoughts](/spells/read-thoughts.html)
21. Shield
22. Sleep
23. Ventriloquism
24. Wall of Fog
25. [Whisper](/spells/whisper.html)
### 2nd Level
1. Blind / Deafen
2. Blur
3. Captivate
4. [Continual Light (Continual Darkness)](/spells/continual-light.html)
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
9. [Hidden Step](/spells/hidden-step.html)
10. Hypnotic Pattern
11. Improved Phantasmal Force
12. [Invisibility](/spells/invisibility.html)
13. Levitate
14. Locate Object
15. Magic Mouth
15. [Lock / Knock](/spells/lock.html)
16. Mirror Image
17. Phantasmal Force
17. [Phantasmal Force](/spells/phantasmal-force.html)
18. Quasimorph
19. Web
20. Whispering Wind
21. Wizard Lock
### 3rd Level
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
1. Clairvoyance
2. Dispel Illusion
3. Dispel Magic
4. Fear
5. Fire Ball
6. [Fly](/spells/fly.html)
7. [Haste / Slow](/spells/haste.html)
8. Hold Person
9. Infravision
10. Invisibility 10 Radius
11. Lightning Bolt
12. [Magic Mouth](/spells/magic-mouth.html)
13. [Moonlight](/spells/moonlight.html)
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
20. [Speak in Tongues](/spells/speak-in-tongues.html)
21. [Speak with Dead](/spells/speak-with-dead.html)
22. Spectral Force
23. [Suggestion](/spells/suggestion.html)
24. Water Breathing
25. Wraithform
### 4th Level
1. Charm Monster
2. Confusion
3. Dimension Door
4. Dispel Magic
5. Emotion
6. Growth of Plants
7. Hallucinatory Terrain
1. [Black Tentacles](/spells/black-tentacles.html)
2. Charm Monster
3. Confusion
4. [Dimension Jump](/spells/dimension-jump.html)
5. Dispel Magic
6. Emotion
7. Growth of Plants
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
9. [Illusory Terrain](/spells/illusory-terrain.html)
10. [Improved Invisibility](/spells/improved-invisibility.html)
11. Massmorph
12. Minor Creation
13. Phantasmal Killer
14. [Polymorph Others](/spells/polymorph-others.html)
15. [Polymorph Self](/spells/polymorph-others.html)
16. Rainbow Pattern
17. Remove Curse (Curse)
18. Shadow Monsters
19. Solid Fog
20. Veil of Abandoning
21. Wall of Fire
22. Wall of Ice
23. Wizard Eye
### 5th Level
@ -133,7 +139,7 @@ This list documents all known arcane spells in the multiverse.
17. Shadowcast
18. Shadowy Transformation
19. Telekinesis
20. Teleport
20. [Teleport](/spells/teleport.html)
21. Time Flow
22. Transmute Rock to Mud (Mud to Rock)
23. Visitation

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@ -1,10 +1,10 @@
---
title: Animist
description: The Animist class for OSR gaming.
title: Beast Walker
description: The Beast Walker class for OSR gaming.
date_pub: 2024-03-05T22:35:07.000-04:00
section: classes
content_type: feature
short_code: can
short_code: cbw
---
An adventurer with a special bond with one (or more) animal companions.

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@ -31,6 +31,7 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
- Starts with one spell, learns an additional one each time they level up.
- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table.
- Can conduct magical research.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
### Healing

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@ -7,10 +7,10 @@ content_type: feature
short_code: c1
---
- [Animist](./animist.html): An adventurer with a special bond with one (or more) animal companions.
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [Barbarian](./barbarian.html): An adventurer known for their primitive warrior nature.
- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability.
- [Beast Walker](./beast-walker.html): An adventurer with a special bond with one (or more) animal companions.
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas.

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@ -31,7 +31,7 @@ An arcane magic user with an innate knowledge of certain spells and wild magical
- Each memorized spell may be cast up to once per day.
- Maximum spell level that can be memorized or cast is shown in [Level Advancement](#advancement) table.
- Can conduct magical research.
- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
### Sorcery Points

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@ -29,7 +29,7 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
- Carries a spell book (or equivalent) with known spells in it.
- Number of prepared spells per day shown on [Level Advancement table](#advancement).
- Can conduct magical research.
- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
### Wizard Lore

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@ -0,0 +1,66 @@
---
title: Bla'kra'zur, the Doom Bringer
description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: mdtdbg
status: hidden
---
A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard.
_"Quench my thirst for blood, and I will empower you to greatness!"_
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
- Wielder gains immunity to charm and scare effects.
- Can detect ("smell") creatures with souls within 60'.
### Sentience
- **Alignment**: Chaotic
- **Purpose**: To devour souls.
- Possesses speech and telepathy, in both common and Demonic.
### Soul Devouring
On a killing stroke, the victim's soul is devoured by the blade.
- When a soul is devoured:
- the wielder gains an attack and damage bonus equal to 1/4 of the victim's HD (rounded down),
- the wielder gains 1/2 of the victim's max HP (also rounded down) as temporary HP (lost first), and
- the bonuses last a number of turns equal to level of the victim.
- Devoured souls can't be resurrected.
!!!include(weapons/longsword-properties.md)!!!
<details class='gm-notes'>
<summary>GM Notes</summary>
- Possesses speech and telepathy, in both common and Demonic.
- At the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures the sword killed, nothing happens. If it's under, the wielder must attack the nearest friendly character, and then repeat this roll next round.
- PCs killed by the blade must **Save vs Death** or have their souls devoured by the blade.
- Devouring a soul disincarnates it, separating it from its body and preventing traditional resurrection.
</details>
<!--
- Chaotic Sword +3
- INT 17, EGO 16
- Purpose: To devour souls
- On a killing stroke, temporarily adds killed creatures HD / level to wielders level, for purposes of determining "fighting ability"
- Also gains temporary HP equal to full HP of victim (with damage deducted from temp HP first)
- Bonus lasts a number of turns equal to level of monster killed.
- Souls of killed creatures are devoured, can't be resurrected (through "normal" means)
- The souls are "killed" (disincarnated), so they lose their connections to their own bodies. But, they should be able to be found and returned via a quest or something similar.
- For every 3 days without killing, EGO gains +1, until it can compel it's bearer to kill somebody (at which point EGO returns to 16).
- Negative Energy sword that devours life force on hit.
- if target is undead, life force drain comes from wielder.
- This part should not be made readily apparent to the PCs, unless it comes up.
- Changes
- I like the negative energy thing - that should be fun if they use it on an undead.
- Not sure I get the "adds levels" thing, although the add HP thing makes alot of sense.
- How about instead: "after killing a creature of X HD, add + 1/4 X to melee attacks and damage, and add 1/2 of their full HP as 'Temp HP' (with damage deducted from it first). Both effects last for X turns (and are cumulative with other kills)".
- also - demon may be unleashed once per day? or not?
- what about a berserker rage - at the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures you killed, nothing happens. If it's under, you must attack the nearest friendly character, and then repeat this roll next round.
-->

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@ -0,0 +1,55 @@
---
title: Bla'kra'zur, the Doom Bringer
description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: mdtdbg
status: hidden
---
A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard.
_"Quench my thirst for blood, and I will empower you to greatness!"_
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
- Wielder gains immunity to charm and scare effects.
- Can detect ("smell") creatures with souls within 60'.
### Sentience
- **Alignment**: Chaotic
- **Purpose**: To devour souls.
### Soul Devouring
On a killing stroke, the victim's soul is devoured by the blade.
- When a soul is devoured:
- the wielder gains an attack and damage bonus equal to 1/4 of the victim's HD (rounded down),
- the wielder gains 1/2 of the victim's max HP (also rounded down) as temporary HP (lost first), and
- the bonuses last a number of turns equal to level of the victim.
- Devoured souls can't be resurrected.
!!!include(weapons/longsword-properties.md)!!!
<!--
- Chaotic Sword +3
- INT 17, EGO 16
- Purpose: To devour souls
- On a killing stroke, temporarily adds killed creatures HD / level to wielders level, for purposes of determining "fighting ability"
- Also gains temporary HP equal to full HP of victim (with damage deducted from temp HP first)
- Bonus lasts a number of turns equal to level of monster killed.
- Souls of killed creatures are devoured, can't be resurrected (through "normal" means)
- The souls are "killed" (disincarnated), so they lose their connections to their own bodies. But, they should be able to be found and returned via a quest or something similar.
- For every 3 days without killing, EGO gains +1, until it can compel it's bearer to kill somebody (at which point EGO returns to 16).
- Negative Energy sword that devours life force on hit.
- if target is undead, life force drain comes from wielder.
- This part should not be made readily apparent to the PCs, unless it comes up.
- Changes
- I like the negative energy thing - that should be fun if they use it on an undead.
- Not sure I get the "adds levels" thing, although the add HP thing makes alot of sense.
- How about instead: "after killing a creature of X HD, add + 1/4 X to melee attacks and damage, and add 1/2 of their full HP as 'Temp HP' (with damage deducted from it first). Both effects last for X turns (and are cumulative with other kills)".
- also - demon may be unleashed once per day? or not?
- what about a berserker rage - at the end of a fight, roll a d20. If the number is a natural 20 or over the number of creatures you killed, nothing happens. If it's under, you must attack the nearest friendly character, and then repeat this roll next round.
-->

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@ -0,0 +1,14 @@
---
title: Boots of Leaping and Bounding
description: Magical leather boots that allow unfettered movement and occasional leaps.
date_pub: 2023-02-19T20:59:00-05:00
section: magic items
content_type: feature
short_code: m1blb
---
Magical leather boots that allow unfettered movement and occasional leaps.
- Wearer's movement rate becomes 40', unless it's higher.
- Not affected by encumbrance, armor, etc.
- Can jump up to 3x normal distance.

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@ -4,7 +4,7 @@ description: A magical, elongated, and (apparently) nearly omniscient crystal sk
date_pub: 2023-02-19T20:59:00-05:00
section: magic items
content_type: feature
short_code: mcsj
short_code: m1csj
---
<div class="imgWrapper">

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@ -12,6 +12,13 @@ A high-quality longsword, exquisitely decorated with the fire and dragon iconogr
Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for a great dragon that his grandfather, King Drannyl, often rode into battle.
### Sentience
A fire elemental is bound to the sword.
- **Alignment**: Neutral
- **Communication**: Can speak empathically to the blade's wielder.
### Flaming
Bursts into flame when the command word (_Aegyt_) is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
@ -38,7 +45,7 @@ When the command word (_Vykul_) is spoken while aimed at target point up to 40'
The elemental bound to the sword has 60' infravision and may inform its owner of the location of enemies it can see.
- Can take a 10 seconds to try and find an enemy.
- Can take up to 10 seconds to try and find an enemy.
- Counts as an action in combat.
- 1-in-6 chance of success.
- On a success, wielder can "feel" the distance and direction to the nearest an enemy.

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@ -0,0 +1,13 @@
---
title: Immovable Rod
description: An iron rod with a rune at one end, capable of becoming magically fixed in place.
date_pub: 2024-03-24T13:33:03.000-04:00
section: magic items
content_type: feature
short_code: m11r
---
An iron rod with a rune at one end, capable of becoming magically fixed in place.
- Touching the rune while holding to rod causes the rod to magically remain in its current point in space.
- While active, can hold up to 8000 pounds; more than that deactivates rod.

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@ -17,13 +17,14 @@ Below you'll find a growing list of magic items that can be found across the mul
- [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small, magical feathers which trigger an effect when tossed into the air.
- [Handy Haversack](./sack-of-storing.html#handy-haversack): A backpack with several small pocket dimensions useful for storing things.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [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 magical device for capturing and preserving creatures indefinitely.
- [Lenses of Necroscopy](./lenses-of-necroscopy.html): A magical set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical 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.
- [Ring of Animal Control](./ring-of-animal-control.html): A magical ring that grants its wearer tha ability to control animals.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants its wearer the ability to fire eldritch blasts.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [Sack of Storing](./sack-of-storing.html): A magic bag with its own pocket dimension useful for storing things.

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@ -4,7 +4,7 @@ description: A magical device for capturing and preserving creatures indefinitel
date_pub: 2023-05-07T11:19:00-04:00
section: magic items
content_type: feature
short_code: mjp
short_code: m1jp
---
A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring.

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@ -0,0 +1,114 @@
---
title: Wha'yve, the Flood
description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: m1wtfg
status: hidden
---
An ornate trident, made of copper and coral, and tipped in gold, and decorated with 6 golden glyphs on its handle.
_"Help me serve the queen, and together we will wash away all who stand against her!"_
- +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk.
- **Dehydration**: On a critical hit, after normal damage is calculated, this deals an additional amount of damage equal to 1/2 of the target's remaining HP.
### Sentience
- **Alignment**: Neutral
- **Purpose**: Destroy all who don't worship Elendaen, Queen in the Deep.
- Possesses speech and telepathy, in both common and Aquan (the tongue of water elementals and sea creatures).
### Elemental
Once per day, the elemental bound to this weapon can be released.
- The wielder must maintain concentration on the elemental as with the [Conjure Elemental spell](/spells/conjure-elemental.html), with the exception that, once the wielder's concentration ends or the effect is dispelled, the elemental returns to the weapon.
#### Elemental Powers
When unleashed, the water elemental 16HD creature with the following abilities:
- Can move through water at 16d6 mph,
- Can transport up to 8 human-sized (or smaller) creatures through water for 1d6 hours (without the creatures drowning),
- Can materialize up to 16 gallons of water
- Can destroy 1 earth elemental of equal or lesser size.
- If the size is equal, it destroys them both. Otherwise, the larger one survives.
- Can rust all metal weapons within 20', halving their damage permanently.
- Using this ability destroys the elemental.
- Can enter the respiratory system of up to 16 HD worth of target creatures within 20', dealing drowning damage to each for 1d8 rounds (see drowning).
- Using this ability destroys the elemental.
### Fish Commanding
- Speaking command word causes all fish within 60' to **Save vs Spells** or be charmed.
- On successful save, will remain 10' away from wielder.
- Charmed fish will obey empathic commands from wielder, as long as wielder is in sight.
- Can control movement and behavioral state (angry, hungry, etc.)
- Can be used up to 3 times per day.
### Force Field
When the wielder presses one of the glyphs on the handle, it activates (or deactivates) the force field.
- The trident begins with 36 charges each day.
- The wielder's maximum movement rate is effected by the type of force field being created.
- The force field effects, charges used per turn, and maximum movement rate while active are indicated below:
<div class="dividedTableWrapper util-text-center">
| # | Charges Per Turn | Max Movement Rate | Protects Against |
| :-: | :--------------: | :---------------: | :---------------------------: |
| 1 | 1 | 40' | Wind and gases |
| 2 | 2 | 30' | Non-magical, nonliving matter |
| 3 | 3 | 20' | Non-magical living things |
| 4 | 4 | 10' | Magic |
| 5 | 6 | 10' | Everything |
| 6 | 0 | Normal | Deactivates |
</div>
### Sense Water
The elemental bound to the trident can sense the direction to the nearest supply of water.
### Warning
- Using command word, can detect all hostile marine predators within 240'.
- Takes 1 combat round.
- Can be used up to 3 times per day.
<details class='gm-notes'>
<summary>GM Notes</summary>
- Possesses speech and telepathy, in both common and Aquan (the tongue of water elementals and sea creatures).
- -3 to reaction rolls vs all who don't worship Elendaen, Queen in the Deep (including non-water creatures).
</details>
<!--
- Neutral trident +3 (d8+3 damage)
- +5 for water priests / Aquans / tritons / mermen / etc?
- magical trident grants +1 / +3 for water priests / Aquans / tritons / mermen / etc, with an HD8 water elemental bound to it as well
- 14 INT, 20 EGO
- Purpose: Destroy all who don't worship Elendaen, Queen in the Deep.
- Powers
- **Trident of Fish Commanding** - irrelevant to this adventure, but cool
- **Trident of Warning** - plays into "defense"
- Finds water
- <strike>Grants water breathing and underwater action speed to bearer</strike>
- IF this was a gift for Tritons, they don't need this
- Grants **cube of force** ability
- Possesses speech and telepathy (in common and the tongue of all sea creatures)
- clearly also Aquan
- Dehydrates: on a crit, deals normal damage then dehydrates target for 1/2 of their remaining HP.
- thoughts
- I want this to house a level 8 Water Elemental
- When unleashed, wielder must maintain concentration on the elemental as with https://oldschoolessentials.necroticgnome.com/srd/index.php/Conjure_Elemental, except, once the wielder's concentration ends (willingly or otherwise), the elemental returns to the weapon.
- Can be unleashed once per day
- Created by Elendaen, Queen in the Deep, for one her most loyal servants, and ancient merfolk king named Nerrocen.
- The water elemental bound to the trident is named Sa'loo'la.
- Changes
- Add a curse?
-->

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@ -0,0 +1,80 @@
---
title: Wha'yve, the Flood
description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: m1wtfg
status: hidden
---
An ornate trident, made of copper and coral, and tipped in gold, and decorated with 6 golden glyphs on its handle.
_"Help me serve the queen, and together we will wash away all who stand against her!"_
- +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk.
- **Dehydration**: On a critical hit, after normal damage is calculated, this deals an additional amount of damage equal to 1/2 of the target's remaining HP.
### Sentience
- **Alignment**: Neutral
- **Purpose**: Destroy all who don't worship Elendaen, Queen in the Deep.
### Elemental
Once per day, the elemental bound to this weapon can be released.
- The wielder must maintain concentration on the elemental as with the [Conjure Elemental spell](/spells/conjure-elemental.html), with the exception that, once the wielder's concentration ends or the effect is dispelled, the elemental returns to the weapon.
#### Elemental Powers
When unleashed, the water elemental 16HD creature with the following abilities:
- Can move through water at 16d6 mph,
- Can transport up to 8 human-sized (or smaller) creatures through water for 1d6 hours (without the creatures drowning),
- Can materialize up to 16 gallons of water
- Can destroy 1 earth elemental of equal or lesser size.
- If the size is equal, it destroys them both. Otherwise, the larger one survives.
- Can rust all metal weapons within 20', halving their damage permanently.
- Using this ability destroys the elemental.
- Can enter the respiratory system of up to 16 HD worth of target creatures within 20', dealing drowning damage to each for 1d8 rounds (see drowning).
- Using this ability destroys the elemental.
### Fish Commanding
- Speaking command word causes all fish within 60' to **Save vs Spells** or be charmed.
- On successful save, will remain 10' away from wielder.
- Charmed fish will obey empathic commands from wielder, as long as wielder is in sight.
- Can control movement and behavioral state (angry, hungry, etc.)
- Can be used up to 3 times per day.
### Force Field
When the wielder presses one of the glyphs on the handle, it activates (or deactivates) the force field.
- The trident begins with 36 charges each day.
- The wielder's maximum movement rate is effected by the type of force field being created.
- The force field effects, charges used per turn, and maximum movement rate while active are indicated below:
<div class="dividedTableWrapper util-text-center">
| # | Charges Per Turn | Max Movement Rate | Protects Against |
| :-: | :--------------: | :---------------: | :---------------------------: |
| 1 | 1 | 40' | Wind and gases |
| 2 | 2 | 30' | Non-magical, nonliving matter |
| 3 | 3 | 20' | Non-magical living things |
| 4 | 4 | 10' | Magic |
| 5 | 6 | 10' | Everything |
| 6 | 0 | Normal | Deactivates |
</div>
### Sense Water
The elemental bound to the trident can sense the direction to the nearest supply of water.
### Warning
- Using command word, can detect all hostile marine predators within 240'.
- Takes 1 combat round.
- Can be used up to 3 times per day.

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@ -0,0 +1,50 @@
---
title: Wylm, the Eternal Rest
description: A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: m1weg
status: hidden
---
A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
_"Our duty is to forever hunt for evil, and see it put to rest."_
### Sentience
- **Alignment**: Lawful
- **Purpose**: Kill all trolls, giants, and goblinoids (including goblins, bugbears, and hobgoblins).
### Combat Bonus
Grants a +3 bonus to attack and damage rolls (1d6+3)
- Additional +1 bonus to attack and damage rolls against a troll, giant, or goblinoid creature.
- Additional +1 bonus to attack and damage rolls when wielded by a dwarf.
### Throwing
May be used as a thrown missile weapon (30' / 60' / 90' range).
- Once thrown, returns to wielder's hands at end of round.
### Stunning Shockwave
May be used to strike the ground while speaking the command word (_Wylm_) to send forth a stunning shockwave with a radius of up to 60'.
- All in shockwave must **Save vs Paralyze** or be stunned, unable to move or act for 1d4+2 rounds.
- Up to 45 hp of enemies may be stunned per use (the first 45hp encountered that fail the save, starting at the point of impact and moving out).
!!!include(weapons/warhammer-properties.md)!!!
_Created by Kud, the dwarven god of law, for an ancient monster-hunting paladin missionary named Thoffo Trollsmasher._
<details class='gm-notes'>
<summary>GM Notes</summary>
- Possesses speech and telepathy, in both common and Dwarvish.
- -3 to reaction rolls vs trolls, giants, and goblinoids.
</details>

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@ -0,0 +1,49 @@
---
title: Wylm, the Eternal Rest
description: A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: m1we
status: hidden
---
A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes.
_"Our duty is to forever hunt for evil, and see it put to rest."_
### Sentience
- **Alignment**: Lawful
- **Purpose**: Kill all trolls, giants, and goblinoids (including goblins, bugbears, and hobgoblins).
### Combat Bonus
Grants a +3 bonus to attack and damage rolls (1d6+3)
- Additional +1 bonus to attack and damage rolls against a troll, giant, or goblinoid creature.
- Additional +1 bonus to attack and damage rolls when wielded by a dwarf.
### Throwing
May be used as a thrown missile weapon (30' / 60' / 90' range).
- Once thrown, returns to wielder's hands at end of round.
### Stunning Shockwave
May be used to strike the ground while speaking the command word (_Wylm_) to send forth a stunning shockwave with a radius of up to 60'.
- All in shockwave must **Save vs Paralyze** or be stunned, unable to move or act for 1d4+2 rounds.
- Up to 45 hp of enemies may be stunned per use (the first 45hp encountered that fail the save, starting at the point of impact and moving out).
!!!include(weapons/warhammer-properties.md)!!!
_Created by Zevoka, the dwarven goddess of law, for an ancient monster-hunting paladin missionary named Thoffo Trollsmasher._
<details class='gm-notes'>
<summary>GM Notes</summary>
- -3 to reaction rolls vs trolls, giants, and goblinoids.
</details>

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@ -13,7 +13,7 @@ short_code: rbu
| | |
| --------------------- | ---------------------------- |
| **Requirements** | CON 9 |
| **Requirements** | CON 9+ |
| **Ability modifiers** | +1 STR, -1 WIS |
| **Languages** | Alignment, Common, Goblinoid |
@ -50,18 +50,4 @@ Can see heat signatures up to 60', even in total darkness.
### Fortitude
Natural fortitude and resistance to magic grants bonus to saves vs poison, spells, and wielded items (wands, rods, staves, etc.), based on CON:
<div class="dividedTableWrapper">
| CON | Bonus |
| :---: | :---: |
| 3-6 | 0 |
| 7-10 | +2 |
| 11-14 | +3 |
| 15-17 | +4 |
| 18+ | +5 |
[Fortitude Bonus]
</div>
Gains CON bonus + 2 to all saves vs poison, spells, and wielded items.

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@ -0,0 +1,58 @@
---
title: Giantkin (Race)
description: The Giantkin race for OSR gaming.
date_pub: 2024-03-18T22:19:10.000-04:00
section: races
content_type: feature
short_code: rg1
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------ |
| **Requirements** | Minimum CON 9 and STR 9 |
| **Ability modifiers** | -1 INT, +1 STR |
| **Languages** | Alignment, Common, Giant |
</div>
Large demihumans with a distant relation to giants, usually found near human settlements.
### Available Classes and Max Level
- **Assassin**: 6th
- **Barbarian**: 10th
- **Bard**: 8th
- **Cleric**: 10th
- **Corsair**: 8th
- **Druid**: 11th
- **Fighter**: 8th
- **Knight**: 7th
- **Mystic**: 10th
- **Paladin**: 7th
- **Priest**: 9th
- **Ranger**: 11th
- **Sorcerer**: 10th
- **Thief**: 8th
- **Warlock**: 10th
- **Wizard**: 10th
### Fortitude
Gains CON bonus + 2 to all saves vs poison, spells, and wielded items.
### Large Size
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.
### Rock Throw
Can use rocks as thrown projectiles.
- Range: 50' / 100' / 150'.
- 1d6 damage on hit.

55
src/pages/races/ogre.md Normal file
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@ -0,0 +1,55 @@
---
title: Ogre (Race)
description: TBD
date_pub: 2024-03-18T22:19:10.000-04:00
section: races
content_type: feature
short_code: r0g
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------ |
| **Requirements** | CON 9+, STR 9+ |
| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
| **Languages** | Alignment, Common, Orcish |
</div>
Large, monstrous, powerful demihumans who typically dwell in caves.
### Available Classes and Max Level
- **Assassin**: 5th
- **Barbarian**: 8th
- **Bard**: 5th
- **Cleric**: 8th
- **Corsair**: 6th
- **Druid**: 8th
- **Fighter**: 8th
- **Knight**: 6th
- **Mystic**: 8th
- **Paladin**: 6th
- **Priest**: 7th
- **Ranger**: 9th
- **Sorcerer**: 8th
- **Thief**: 6th
- **Warlock**: 8th
- **Wizard**: 8th
### Fortitude
Gains CON bonus + 2 to all saves vs poison, spells, and wielded items.
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Large Size
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.

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@ -73,10 +73,28 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
</div>
##### Exhaustion
- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
- Exhaustion can be cleared by resting for 30 minutes (3 turns).
#### Other Hazards
- Fall damage is 1d6 / 10'.
- Creatures are assumed to be able to swim at 1/2 their movement speed.
#### Swimming
- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins **drowning**``.
#### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
- When a drowning creature is rescued, it becomes exhausted.
- Once the exhaustion clears, the creature gains back any HP lost to drowning.
#### Urban Navigation
@ -410,4 +428,16 @@ Time is often represented at different scales:
- A watch takes 4 hours.
- A long rest takes 8 hours.
<!--
### Usage Die
Some equipment (including many magic items) have limited uses, tracked via a **Usage Die**.
- The item description will indicate the starting die type.
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
- After dropping a die step from a d4, the magic item has only 1 use remaining.
- When no more uses are left, the item becomes inert.
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
-->
!!!include(license/wotc-cc-by.md)!!!

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@ -54,7 +54,7 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
- Character AC is usually determined by type of **armor** worn.
- **Shields** grant +1 AC when used.
- Can also be destroyed to prevent a hit from inflicting damage.
- Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
<div class="dividedTableWrapper">

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@ -0,0 +1,31 @@
---
title: Explosive Script
description: The Explosive Script spell for OSR gaming.
date_pub: 2024-03-24T12:21:37.000-04:00
section: spells
content_type: feature
short_code: ses
tags: arcane
status: hidden
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 3 |
| **Duration** | Instant |
| **Range** | Touch |
</div>
Writing in on item (book, scroll, map, etc.) detonates when read by anyone beside the caster.
- Caster and any others they give instructions to can read without triggering blast.
- Caster can remove spell at any time.
- Can be dispelled by Dispel Magic.
- Other spellcasters detect on INT check.
- Thieves only have 1-in-20 chance of detecting.
- Deals 6d4+6 damage when read.
- Reader and all within 5' may **Save vs Blast** for 1/2 damage.
- Writing (and item) is destroyed when effect is triggered (unless immune to magical fire).

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@ -19,8 +19,8 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Dimension Jump (4 A)](./dimension-jump.html)
- [Fly (3 A)](./fly.html)
- [Glamour (1 A)](./glamour.html)
- [Grow / Shrink (1 A)](./grow.html)
- [Haste / Slow (2 AD)](./haste.html)
- [Grow / Shrink 1 A)](./grow.html)
- [Haste / Slow (3 AD)](./haste.html)
- [Hidden Step (2 A)](./hidden-step.html)
- [Illusory Terrain (4 A)](./illusory-terrain.html)
- [Improved Invisibility (4 A)](./improved-invisibility.html)
@ -37,6 +37,6 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Read Thoughts (1 A)](./read-thoughts.html)
- [Speak in Tongues (3 AD)](./speak-in-tongues.html)
- [Speak with Dead (3 ADR)](./speak-with-dead.html)
- [Suggestion (3 A_n](./suggestion.html)
- [Suggestion (3 A)](./suggestion.html)
- [Teleport (5 A)](./teleport.html)
- [Whisper (1 AD)](./whisper.html)