lots of updates

add ecnounter alpha
pull out astral travel to own file
zine prep
fix multi-row table headers
This commit is contained in:
Eric Woodward 2024-04-14 22:06:30 -04:00
parent e1b7697757
commit f9a3003d70
77 changed files with 1604 additions and 255 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.14.2",
"version": "0.14.3",
"description": "",
"main": "index.js",
"scripts": {

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@ -0,0 +1,11 @@
- Exact species depends on terrain.
- In groups of 3+, only 25% are male.
- Females and young do not have a butt attack, and will typically try to flee.
### Stampede
Herds of 20+ can stampede, trampling nearly anything in their path.
- 75% chance each round.
- +4 to hit humanoid (or smaller) creatures.
- Deals 1d20 damage.

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@ -1,13 +1,20 @@
- Humanoid form usually retains some characteristics from their animal form.
- While in animal form, immune to mundane, non-silver weapons.
- Immune to mundane, non-silver weapons.
- Capable of shifting between their (natural) humanoid form, animal form, and a hybrid form.
- Must change into and remain in hybrid or animal form during a full moon.
- Humanoid form usually retains some characteristics from animal form.
- While in animal form, can only speak with animals of that type.
- Cannot where armor, as it limits their ability to shapeshift.
- Cannot wear armor, as it limits their ability to shapeshift.
- Cannot use weapons while in animal form.
- May summon 1d2 animals associated with their animal form from the surrounding area.
- Animals arrive in 1d4 rounds.
- When hit with wolfsbane, must **Save vs Poison** or flee, as with the [Scare spell](/spells/calm.html#scare).
- When killed in animal form, reverts to humanoid form.
- When killed in animal or hybrid form, reverts to humanoid form.
- Can smell other werebeasts.
- Some animals can smell werebeasts, and are afraid of them.
- When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must **Save vs Poison** or become infected with therianthropy.
- The disease takes 2d12 days to full infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and typically run by the referee).
### Infection
When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must **Save vs Poison** or become infected with therianthropy.
- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).

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@ -8,11 +8,17 @@
* https://www.itsericwoodward.com/licenses/mit
****************************************************************************/
// TODO: Add quick buttons to roll specific dice and add them to the box, along with [X] to clear
// adding a dice looks for a matching die in the pattern and increments how many there are, or appends (if no match)
// so clicking "d6" 3x gives you "3d6" in box
// Die Roller script
const addRollerForm = () => {
const rollerForm = document.getElementById('js-rollerForm'),
rollerInput = document.getElementById('js-rollerInput'),
rollerOutput = document.getElementById('js-rollerOutput');
rollerOutput = document.getElementById('js-rollerOutput'),
isExpressionRE =
/(?:(?:^|[-+_*/])(?:\s*-?\d*d?\d+(\.\d+)?(?:[+-]\s*\d*d?\d+)?\s*))+$/i;
// double-click [x] to clear list
rollerForm.addEventListener('reset', (e) => {
@ -26,18 +32,24 @@ const addRollerForm = () => {
const newEl = document.createElement('li'),
// support multiple sets of dice
rolls = rollerInput.value.split(/,\s+/);
rolls = rollerInput.value.split(/,\s*/);
newEl.innerText = rolls
.map((roll) => {
const result = dice.roll(roll),
stringifiedResult = dice.stringify(result);
console.log(
{ roll, result, stringifiedResult },
isExpressionRE.test(roll)
);
return `${stringifiedResult.replaceAll(
'!!!mods listing not yet complete!!!',
''
)}${
// only show total if there's multiple dice thrown in a set
stringifiedResult.includes(',') ? ` = ${+result}` : ''
stringifiedResult.includes(',') || isExpressionRE.test(roll)
? ` = ${+result}`
: ''
}`;
})
.join(', ');
@ -75,7 +87,7 @@ const RoomTypes = {
const roomForm = document.getElementById('js-roomForm'),
roomOutput = document.getElementById('js-roomOutput');
roomForm.addEventListener('submit', (e) => {
roomForm?.addEventListener('submit', (e) => {
e.preventDefault();
const newEl = document.createElement('li'),
@ -87,7 +99,7 @@ const RoomTypes = {
newEl.innerText = `${roomType}${
hasTreasure ? ' (Treasure)' : ''
} {${roomVal},${treasureVal}}`;
roomOutput.prepend(newEl);
roomOutput?.prepend(newEl);
});
};
@ -104,7 +116,7 @@ const shuffleContainer = (parent) => {
},
addComplicationForm = () => {
const complicationForm = document.getElementById('js-complicationForm');
complicationForm.addEventListener('submit', (e) => {
complicationForm?.addEventListener('submit', (e) => {
e.preventDefault();
shuffleContainer('js-complicationList');
});
@ -113,7 +125,7 @@ const shuffleContainer = (parent) => {
const complicationForm = document.getElementById(
'js-astralComplicationForm'
);
complicationForm.addEventListener('submit', (e) => {
complicationForm?.addEventListener('submit', (e) => {
e.preventDefault();
shuffleContainer('js-astralComplicationList');
});

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@ -1,6 +1,5 @@
<!-- BOTTOM BEGIN -->
</div>
<script crossorigin="anonymous" integrity="sha256-vFJF6miPDNSrafNXVTnhlyLp9aVv/tH5xjVBsXjhp3s=
sha384-oFDC2zCaOoiM9ShzquOEMnrv+YV6bdMWRtV+K6mfX9AFQ7RqJImN37BUchETbFs7
sha512-db4RL1xfLIIz9aHBKt8iIIbjR71P/P/A7wJCFyX+6l7pjrI2lY4Tr39H5CCP8JlgxgFAl+z/SCuGoA10AJvLrg=="

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@ -70,6 +70,7 @@
<li><a href="/astral/factions/index.html">Factions</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/travel.html">Travel</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>
</ul>
</details>

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@ -1,6 +1,6 @@
---
title: Astral Adventuring
description: Notes and rules for adventuring in the astral plane.
description: Notes and rules for playing (or running) adventures on the astral plane.
date_pub: 2023-02-19T15:10:00-05:00
section: astral
content_type: feature
@ -9,49 +9,13 @@ short_code: aa1
[[toc]]
### Astral Travel Procedure
The steps to take for each phase of astral travel:
1. **Setup**: Referee describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results.
6. **End of Phase**: The referee updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 2 checks.
1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
6. **No Complications**
**Distance**
- Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed).
- Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels.
- If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
**Frequency of Check**
- In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase).
- Near a [port](#portals) or [outpost](#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
### Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
- Creatures move up to 10x faster when moving with the current (or faster).
- Vessels designed to ride on these currents are called **astral cruisers**.
- They can use the currents to move at [travel speed](/astral/vessels#travel-speedl).
- They can use the currents to move at [travel speed](/astral/vessels.html#travel-speed).
### Distance and Measurement
@ -67,44 +31,6 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
- -4 to attack rolls.
- Range is 1 mile.
<!--
### Chases
#### Evading
Evasion chance is determined by difference between the movement rates of the two sides, listed in the table below.
- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
- **Failure**: Continue to **Pursuit**.
#### Pursuit
- Time passes in rounds.
- Pursuit begins at normal encounter distance.
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Ship-Based Evasion
- Vessels use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
| Fleeing Sides Movement Rate | Chance of Evasion |
| -------------------------------------- | ----------------- |
| Faster than pursuer | 80% |
| 030 per round slower than pursuer | 50% |
| 3160 per round slower than pursuer | 40% |
| 6190 per round slower than pursuer | 35% |
| 91120 per round slower than pursuer | 25% |
| 121+ per round slower than pursuer | 10% |
[Astralborne Evasion Chance]
</div>
-->
### Fragments
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
@ -139,12 +65,6 @@ A stronghold, shop, or town in the astral plane, usually established on a large
- Those interested in trade will have one (or more) docks for passing ships.
- Outposts with [permanent portals](#portals) to other planes are called **ports**.
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
- Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Portals
Usually manifest as flat, shimmering discs of various colors that appear to float in place.
@ -158,36 +78,16 @@ Usually manifest as flat, shimmering discs of various colors that appear to floa
- Temporary portals which lead from the astral to other planes are called **pools**.
- Permanent portals which lead from the astral to other planes are called **ports**, and are usually established on a island and attached to an [outpost](#outposts).
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this.
### Temperature
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate.
### Time
- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a material plane.
- Spells cast in the Astral plane appear to last 3 times as long as listed
- The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
- The effects of time don't happen while on the astral plane. This means that characters in the astral plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping.
### Travel
Travel by astral cruiser (via the [astral currents](#astral-currents)) to any known location within the astral plane usually takes 3-30 days.
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
- Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else.
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island).
- If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards).
### Visibility
- An astral body (such as a [fragment](#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
- Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
- Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.

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@ -4,11 +4,13 @@ description: A conglomerate of harbormasters, ship captains, and mining companie
date_pub: 2023-10-01T12:57:00-04:00
section: astral
content_type: feature
short_code: atu
short_code: afa
status: hidden
---
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports.
_Major Faction_
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports on the [astral plane](../index.html).
- Ports include portals to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Maintain excellent maps of all of the astral currents that run between affiliated ports which only their licensed navigators can use.

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@ -0,0 +1,14 @@
---
title: Astral Trade Union
description: The "guild of guilds" for most arcane spellcasters.
date_pub: 2024-04-08T22:20:41.000-04:00
section: astral
content_type: feature
short_code: afc
status: hidden
---
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](./astral-trade-union.html), although many of the guilds within are known to work with other factions to further their own agendas.

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@ -12,7 +12,7 @@ The Astral Plane is an impossibly large, unfathomably vast plane, which is belie
- Rumored to be infinite in scale.
- Looks like a boundless, open sky, the color of pinkish-purple.
- Filled with sporadic clouds of swirling, brightly-colored psychic vapor.
- Distant arcs of light and dark energy occasionally cascade across the sky.
- Distant arcs of light and dark energy occasionally cascade across the sky, like streaks of white and black lightning.
- Everything appears to have a vague, silvery sheen applied to it.
- Gives off a perpetual twilight, bright enough to read, but still much dimmer than daylight.
- Known as "the swirling void", or "boundless infinities".
@ -26,6 +26,7 @@ The Astral Plane is an impossibly large, unfathomably vast plane, which is belie
- [Factions](./factions/index.html)
- [Monsters](/bestiary/index.html)
- [Timeline](./timeline.html)
- [Travel](./travel.html)
- [Vessels](./vessels.html)
<!--
- [Xynohpus Cove](./xynohpus-cove.html)

108
src/pages/astral/travel.md Normal file
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@ -0,0 +1,108 @@
---
title: Astral Travel
description: Notes and rules for traveling in the astral plane.
date_pub: 2024-04-08T22:39:32.000-04:00
section: astral
content_type: feature
short_code: atr
---
### Travel Resolution Procedure
The steps to take for each phase of astral travel:
1. **Setup**: Referee describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results.
6. **End of Phase**: The referee updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 2 checks.
1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
6. **No Complications**
**Distance**
- Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed).
- Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels.
- If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
**Frequency of Check**
- In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase).
- Near a [port](./adventuring.html#portals) or [outpost](./adventuring.html#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
<!--
### Chases
#### Evading
Evasion chance is determined by difference between the movement rates of the two sides, listed in the table below.
- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
- **Failure**: Continue to **Pursuit**.
#### Pursuit
- Time passes in rounds.
- Pursuit begins at normal encounter distance.
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Ship-Based Evasion
- Vessels use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
| Fleeing Sides Movement Rate | Chance of Evasion |
| -------------------------------------- | ----------------- |
| Faster than pursuer | 80% |
| 030 per round slower than pursuer | 50% |
| 3160 per round slower than pursuer | 40% |
| 6190 per round slower than pursuer | 35% |
| 91120 per round slower than pursuer | 25% |
| 121+ per round slower than pursuer | 10% |
[Astralborne Evasion Chance]
</div>
-->
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
- Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this.
### Travel Times
Travel by astral cruiser (via the [astral currents](./adventuring.html#currents)) to any known location within the astral plane usually takes 3-30 days.
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
- Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else.
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island).
- If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards).
### Visibility
- An astral body (such as a [fragment](./adventuring.html#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
- Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
- Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.

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@ -0,0 +1,272 @@
---
title: Xynohpus Cove
description: TBD
date_pub: 2023-10-01T17:23:45-04:00
section: campaign
content_type: feature
short_code: axc
status: hidden
---
A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, and a single, two-story warehouse.
- Located on a oblong fragment of earth, about 200' across by 50' around.
- 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane.
- A large magical clock above the portal shows the [current time](./adventuring.html#calendar) both on the astral plane and in Portown.
- Usually has 1-2 ships in dock.
- Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus.
### Locations
### 1 - Unkhlar's Ironworks
- A fairly-modest blacksmith's workshop, small, dingy, with several globes of flame stacked in the corner.
- Run by Unkhlar Thildison, a thin dwarven male with short copper hair and green eyes.
- Sells custom-made light globes and dwarven unitools, along with weapons and armor.
**Stock**
- 2x Dwarven Unitools ()
- 2x Regular Light Globes ()
- 2x Improved Light Globes ()
- 1x suit of plate armor ()
- 1x suit of chainmail ()
- 2x shields ()
- 2x longswords ()
### 2 - The Armory
- Strong, 2-story, half-timbered building, that serves as the headquarters of the town guard when stationed at the cove.
- Bottom story is a large, divided cage which is used to detain thieves and scofflaws, usually holds prisoners temporarily before shipping them back to Portown.
- Always at least 1 guard in the armory, in addition to the 2 making the rounds, and the 2 guarding the gateway.
### 3 - Sapphire Shark
- Long bar runs along most of the back wall.
- People standing and sitting at perpendicular gravities to each other.
- Tables and chairs clustered in the center of each wall (and the ceiling), with people freely standing about.
- Everyone's drinks are served in small globes with straw-like protrusions.
- Bartender is an apparently exasperated (and sweaty) large human male.
- Most 2nd shifts, a waitress () is also workingan athletic felinar female
#### Menu
Drinks
- Natural Spring Water - 2 sp
- Coffee - 1 sp
- Dragonberry juice - 3 sp
- Bloo Milk - 1 sp
Wine
- Bloodwine - 3 sp
- Evermead - 2 sp
- Fire Wine - 5 sp
- Glowfie - 4 sp
- Topaz - 3 sp
- Westgate Ruby - 2 sp
- Wizard's Choice - 5 sp
Liquor
- Cherry Fire - 1 sp
- Death Wish - 3 sp
- Elverquis - 2 sp
- Seawin - 1 sp
- Whiskey - 2 sp
Ale
- Bleak Stout - 1 sp
- Dragon's Breath - 3 sp
- Golden Sands Ale - 2 sp
- Halfling's Best - 3 sp
- Purple Noble - 2 sp
- Shadowdark Ale - 4 sp
Food
- Bloodhawk Breast from Krynn - 1 gp
- Sea Serpent Sushi Roll - 3 gp
- Mimic Tongue in Sauce - 2 gp
- Owlbear Steak & Eggs - 4 gp
- Tarrasque Ribeye - 5 gp
### 4 - Warehouse
- 2 storey, multiple (locked) entrances on the bottom floor (and a large locked trap door on the top)
### 5 - Amary's Emporium
- Run by Amaryllis the Alchemist
- Appears to be bigger on the inside.
- Lots of books, hints of "other services".
- She buys live animals and rare creature bits.
- Potions / Supplies
- healing - 100 gp
- 1gp for mystery potion
- 10gp for orbs of light
- Also carries "Sorcerer: The Summoning"
#### Emporium Stock
<!--
Random Potions
- https://litrpgreads.com/blog/100-fun-dnd-random-potion-effects-to-surprise-your-players
- https://www.dndspeak.com/2017/12/24/100-random-potion-effects/
Random Trinkets
- https://www.thievesguild.cc/tables/trinkets
-->
Potions
- Clairvoyance - 250 gp
- Control Giant - 350 gp
- Delusion - 250 gp
- Diminution - 100 gp
- Divination - 500 gp
- ESP - 100 gp
- Flying - 200 gp
- Gaseous Form - 150 gp
- Growth - 100 gp
- Healing (1d6+1) - 50 gp
- Healing, Greater (2d6+2) - 125 gp
- Healing, Supreme (3d8+3) - 300 gp
- Invisibility - 300 gp
- Invulnerability - 300 gp
- Levitation - 150 gp
- Poison - 100 gp
- Polymorph Self - 300 gp
- Raise Dead - 2500 gp
- Remove Curse - 200 gp
- Speak with Dead - 200 gp
- Random Potion - 2 gp
Equipment
- Acid (vial) - 1 gp
- Alchemist's Fire (flask) - 5 gp
- Antitoxin - 1 gp
- Bottle (glass) - 2 gp
- Flask or Tankard - 5 sp
- Elemental Fire Globe - 200 gp
- Elemental Water Globe - 200 gp
- Ink (1 ounce bottle) - 1 gp
- Ink, Gold (1 spell level) - 100 gp
- Jug or Pitcher - 5 sp
- Light Orb - 10 gp
- Oil (flask) - 2 gp
- Paper / parchment (2 sheets) - 1 gp
- Vial - 1 gp
Scrolls
- [Continual Light](/spells/continual-light.html) - 150 gp
- Haste - 500 gp
- Massmorph - 1200 gp
- Polymorph others - 1000 gp (x2)
- Detect Magic (A) - 25 gp
- Light (A) - 50 gp
Live Animals
- spider - 10gp
- bat - 20gp
- newt - 5gp
Random Potions (1 gp each)
- Clairaudience
- Clairvoyance
- Control Animal
- Control Dragon
- Control Giant
- Control Human
- Control Plant
- Control Undead
- Delusion
- Diminution
- ESP
- Fire Resistance
- Flying
- Gaseous Form
- Giant Strength
- Growth
- Healing (1d6+1)
- Healing, Greater (2d6+3)
- Healing, Supreme (4d6+7)
- Heroism
- Invisibility
- Invulnerability
- Levitation
- Longevity
- Polymorph Self
- Potion of Speed
- Treasure Finding
### 6 - The Obelisk of Law
- Maintained by Zohar, Keeper of the Obelisk
- Open temple of Law
- A monolith of polished stone, with a praying circle around it.
- Primarily dedicated to Phoris, but other Law gods are listed as well, including Endrion (Dragon god of Law).
### 7 - Harbormaster's Office
- Office of Lord Stengar
- Fine wooden desk and chairs.
- Bronze suit of armor in corner.
- Several knick-knacks seres as reminders of various deals he's put together.
### NPCs
- **Amaryllis (Amary), the Alchemist**
- A polite and pretty (but bored) human female
- Owns and runs Amary's Emporium, the port's magic shop
- Smarter than she appears.
- Wears long, dark-colored dresses.
- Has connections with the [Grand Consortium](./factions/index.html#the-consortium).
- Seems to be developing a relationship with Segu.
- Took the demonic scroll from Segu to destroy it.
- Claims to be able to muster a "Wizard Army".
- Is the daughter of Xynohpus himself.
- Upstairs is a teleportation circle, part of the CTN (Consortium Teleportation Network).
- Only open to Consortium members.
- **Lord Stengar Muziv**
- Human noble harbormaster (Level 0)
- Dresses in fine purple silks
- Hopes to use his position as tradelord to gain favor with ruling houses of Portown.
- Always seems preoccupied, tends to fly off the handle at Fenwick when he screws up (and oftentimes when he doesn't).
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Fenwick C. Fizzlebell**
- Harbormaster's Assistant / Secretary
- Fussy gnome dressed all in yellow
- Always appears to be in over his head
- Constantly apologizing for his failure, looks at the ground
- **Rocky**
- Fenwick's living statue
- Exquisitely carved statue of human male
- Apparently mute
- Also serves as Fenwick's transportation and muscle
- **Unkhlar Thildison**
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Has a pet spider named Therva that occasionally hangs out on his shoulder.
<!--
- Actually an assassin
- He wears leather armor (disguised as a blacksmith's apron and gloves) and wields a poisoned short sword and dagger
- Has an animal companion, a giant spider named Therva
- Actual name is Festi
-->

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@ -0,0 +1,59 @@
---
title: Bloodmage (Creature)
description: The bloodmage creature for OSR gaming.
date_pub: 2023-04-23T18:52:00-04:00
section: bestiary
content_type: feature
short_code: bbm
---
An arcane spellcaster that uses their own life force, rather than their memories, to cast spells.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ---------------------------------------------------------------- |
| **Hit Dice** | 1\* (4hp) |
| **Armor Class** | 10 |
| **Movement** | 40' |
| **Attacks** | 1 @ dagger (1d4) or spell |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Saving Throws** | D13 W14 P13 B16 S15 [Wizard 1](/classes/wizard.html#advancement) |
| **Morale** | 7 |
</div>
- Casts spells by shedding blood (1 HP / spell level cast).
- Has 1d4-1 spells available (determined by level).
- Typically carries a spellbook (or equivalent) with all known spells in it.
- Non-human bloodmages may have [additional abilities or modified statistics](./nonhuman-modifiers.html).
- 50% chance groups of 4+ are led by a higher level bloodmage (1d4 HD higher).
- Roll or determine spells as needed.
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available | Saving Throws |
| :----------: | :-: | :-: | :-----: | :----: | :----: | :--------------: | :-----------------: |
| 3d6\* | 13 | 11 | +1 | 1d4 | 7 | 1d6-1 | D13 W14 P13 B16 S15 |
| 5d6\*\* | 22 | 12 | +2 | 1d4+1 | 8 | 1d8-1 | D13 W14 P13 B16 S15 |
| 7d6\*\* | 31 | 13 | +3 | 1d4+1 | 8 | 1d10-1 | D11 W12 P11 B14 S12 |
| 9d6\*\*\* | 40 | 14 | +4 | 1d6+1 | 9 | 2d6-2 | D11 W12 P11 B14 S12 |
| 11d6\*\*\* | 49 | 15 | +6 | 1d6+2 | 9 | 2d8-2 | D8 W9 P8 B11 S8 |
| 13d6\*\*\*\* | 58 | 17 | +8 | 1d6+2 | 10 | 2d10-2 | D8 W9 P8 B11 S8 |
[Higher-Level Bloodmages]
</div>
#### Short Stat Blocks
```
> HD 1d6* (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
> HD 3d6* (10 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 7
> HD 5d6** (17 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8
> HD 7d6** (24 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 8
> HD 9d6*** (31 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 9
> HD 11d6*** (38 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 9
> HD 13d6**** (45 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 10
```

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@ -0,0 +1,59 @@
---
title: Druid (Creature)
description: The druid creature for OSR gaming.
date_pub: 2024-02-03T15:35:58.000-04:00
section: bestiary
content_type: feature
short_code: bdr
status: draft
---
Neutral warrior-priest-healers who defend natural habitats.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------------------------------ |
| **Hit Dice** | 1 (4hp) |
| **Armor Class** | 17 (plate) |
| **Movement** | 20' |
| **Attacks** | 1 @ mace (1d6) |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Save As** | [Cleric](/classes/cleric.html#advancement) |
| **Morale** | 7 |
</div>
- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
- **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait.
- [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human clerics may have additional abilities or modified statistics.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | MV | Atk Mod | Damage | Morale |
| :-: | :-: | :-: | :-: | :-----: | :----: | :----: |
| 3 | 13 | 17 | 20' | +2 | 1d6 | 8 |
| 5 | 22 | 18 | 20' | +4 | 1d6+1 | 8 |
| 7 | 31 | 19 | 30' | +6 | 1d6+1 | 9 |
| 9 | 40 | 19 | 30' | +7 | 1d6+1 | 10 |
| 11 | 49 | 20 | 30' | +8 | 1d6+2 | 11 |
| 13 | 58 | 20 | 40' | +9 | 1d6+2 | 12 |
[Higher-Level Clerics]
</div>
### Short Stat Blocks
```
> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7
> HD 3 (13 hp), AC 17; MV 20'; Atk 1 (+2) @ 1d6 (mace); AL Any; ML 8
> HD 5 (22 hp), AC 18; MV 20'; Atk 1 (+4) @ 1d6+1 (mace); AL Any; ML 8
> HD 7 (31 hp), AC 19; MV 30'; Atk 1 (+6) @ 1d6+1 (mace); AL Any; ML 9
> HD 9 (40 hp), AC 19; MV 30'; Atk 1 (+7) @ 1d6+1 (mace); AL Any; ML 10
> HD 11 (49 hp), AC 20; MV 30'; Atk 1 (+8) @ 1d6+2 (mace); AL Any; ML 11
> HD 13 (58 hp), AC 20; MV 40'; Atk 1 (+9) @ 1d6+2 (mace); AL Any; ML 12
```

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@ -0,0 +1,32 @@
---
title: Herd Mammal, Giant
description: A giant herd mammal creature for OSR gaming.
date_pub: 2024-04-14T14:16:39.000-04:00
section: bestiary
content_type: feature
short_code: bhmg
status: hidden
---
Giant herd mammal (ex: elk or moose) that inhabits the hills and plains of legend.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 8 (18hp) |
| **Armor Class** | 14 |
| **Attacks** | 1 (+7) @ 1d12 (butt) |
| **Movement** | 40' |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 7 |
| **Alignment** | Neutral |
| **XP** | 650 |
</div>
- 10-12' long, 10' antler span, 1 ton weight
### Herd Mammal
!!!include(bestiary/herd-mammal.md)!!!

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@ -0,0 +1,9 @@
---
title: Herd Animal, Small
description: A small herd animal creature for OSR gaming.
date_pub: 2024-04-14T14:02:38.000-04:00
section: bestiary
content_type: feature
short_code: bhas
status: draft
---

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@ -0,0 +1,9 @@
---
title: Herd Animal, Small
description: A small herd animal creature for OSR gaming.
date_pub: 2024-04-14T14:02:38.000-04:00
section: bestiary
content_type: feature
short_code: bhas
status: draft
---

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@ -0,0 +1,9 @@
---
title: Herd Animal, Small
description: A small herd animal creature for OSR gaming.
date_pub: 2024-04-14T14:02:38.000-04:00
section: bestiary
content_type: feature
short_code: bhas
status: draft
---

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@ -0,0 +1,15 @@
---
title: Herd Mammal
description: One of a variety of mammals that live in large, grazing herds in the wild.
date_pub: 2024-04-14T14:02:38.000-04:00
section: bestiary
content_type: feature
short_code: bhm
status: hidden
---
One of a variety of mammals that live in large, grazing herds in the wild.
!!!include(bestiary/herd-mammal.md)!!!
- [Giant Herd Mammal](./herd-mammal-giant.html)

View File

@ -24,6 +24,7 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Horse](./horses/): A four-legged herd animal with a long head, often domesticated and used for transportation or agriculture.
- [Knight](./knight.html): A cavalier with a code, often found mounted and on a quest.
- [Megatherium](./megatherium.html): Giant, peaceful ground sloth.
- [Mimic](./mimic.html): A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
- [Minotaur](./minotaur.html): Large, aggressive humanoid with a bull head and a propensity for labyrinths.
- [Mule](./mule.html): A horse / donkey hybrid used as a beast of burden.

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@ -0,0 +1,38 @@
---
title: Kho'pru
description: TBD
date_pub: 2024-04-14T16:44:25.000-04:00
section: bestiary
content_type: feature
short_code: bku
status: hidden
---
Intelligent, heat-loving amphibians with smooth heads, large eyes, tentacled sphincter-mouths, humanoid torsos with webbed, clawed hands, and 3 fluke-like tails for their lower bodies, with each tail ending in a sharp claw.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------------------------------------------------------- |
| **Hit Dice** | 8+4 (40hp) |
| **Armor Class** | 16 (natural) |
| **Movement** | 10' / 50' Swim |
| **Attacks** | 1 (+7) @ 1d4 (bite), 1 (+7) @ 3d6 (tail squeeze) OR [Charming Power](#charming-power) |
| **Alignment** | Chaotic |
| **Saving Throws** | D8 W9 P10 B10 S12 (F9) |
| **Morale** | 7 |
| **XP** | 650 |
</div>
- +2 on saves vs magic.
- Attacks by biting while wrapping tails around victim.
### Charming Power
- Rather than attacking, may force target within 30' to **Save vs Death** or become willing servant of the Kho'pru.
- Kho'pru gains access to memories of victim.
- While charmed, victim appears normal, but is secretly committed to Kho'pru.
- Victim gets new save every month.
- Charm can be broken by **Dispel Magic** or death of controlling kho'pru.
- On successful save, immune to charming power from kho'pru for 24 hours.

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@ -0,0 +1,26 @@
---
title: Megatherium
description: Giant, peaceful ground sloth.
date_pub: 2024-04-14T15:34:00.000-04:00
section: bestiary
content_type: feature
short_code: bme
status: hidden
---
Giant (24' tall when standing erect), peaceful ground sloth.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------ |
| **Hit Dice** | 11 (49hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 20' |
| **Attacks** | 2 (+8) @ 2d6 (claw) |
| **Alignment** | Neutral |
| **Saving Throws** | D10 W11 P12 B13 S14 (F6) |
| **Morale** | 7 |
| **XP** | 1100 |
</div>

View File

@ -8,9 +8,10 @@ short_code: bwe
status: hidden
---
Humanoids infected by therianthropy, whereby they may shapeshift into an animal form.
Humanoids infected by therianthropy, cursed to shapeshift into an animal form.
!!!include(bestiary/werebeast.md)!!!
- [Werespider](./werespider.html): Humanoid cursed to shapeshift into a semi-intelligent giant spider.
- [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.

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@ -0,0 +1,58 @@
---
title: Werespider
description: Humanoid cursed to shapeshift into a semi-intelligent giant spider.
date_pub: 2024-03-14T23:34:45.000-04:00
section: bestiary
content_type: feature
short_code: bwes
status: hidden
---
Humanoid cursed to shapeshift into a semi-intelligent giant spider.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| **Hit Dice** | 3\* (13hp) |
| **Armor Class** | 13 (10 in humanoid form) |
| **Attacks** | 1 (+2) @ 1d6 (bite) + poison OR or 1 (+2) @ 1d8 ([sword or other weapon](https://www.planarvagabond.com/rules/combat.html#weapons)) |
| **Movement** | 20' / 40' on web |
| **Saving Throws** | D13 W14 P13 B16 S15 (W3) |
| **Morale** | 7 |
| **Alignment** | Neural |
| **XP** | 300 |
</div>
- When bit, victim must **Save vs Poison** or die.
### Werebeast
!!!include(bestiary/werebeast.md)!!!
### Hybrid Form
Appears as large, hump-backed spider with 4 eyes.
- Also has 2 front limbs that end in flexible digits, used for tools, weapons, and spellcasting.
### As Spellcasters
Werespiders have a natural inclination towards magic, and are often capable of casting spells.
- Spells can only be cast when in humanoid or hybrid form.
- Spellcasting werespiders get an additional `*` when calculating XP
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | XP |
| :-: | :-: | :-----: | :-----: | :-: |
| 4\* | 18 | 13 / 10 | +3 | 125 |
| 5\* | 21 | 14 / 11 | +4 | 225 |
[Higher-Level werespiders]
</div>

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@ -1,6 +1,6 @@
---
title: Weretiger
description:
description: Humanoid cursed to shapeshift into a semi-intelligent tiger.
date_pub: 2024-03-14T23:34:45.000-04:00
section: bestiary
content_type: feature
@ -12,16 +12,16 @@ Humanoid cursed to shapeshift into a semi-intelligent tiger.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------- |
| **Hit Dice** | 5\* (22hp) |
| **Armor Class** | 16 (10 in humanoid form) |
| **Attacks** | 2 (+4) @ 1d6 (claw), 1 (+4) @ 2d6 (bite) |
| **Movement** | 50' |
| **Saving Throws** | D10 W11 P12 B13 S14 (5) |
| **Morale** | 9 |
| **Alignment** | Neural |
| **XP** | 300 |
| | |
| ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| **Hit Dice** | 5\* (22hp) |
| **Armor Class** | 16 (10 in humanoid form) |
| **Attacks** | 2 (+4) @ 1d6 (claw), 1 (+4) @ 2d6 (bite) or 1 (+4) @ 1d8 ([sword or other weapon](https://www.planarvagabond.com/rules/combat.html#weapons)) |
| **Movement** | 50' |
| **Saving Throws** | D10 W11 P12 B13 S14 (5) |
| **Morale** | 9 |
| **Alignment** | Neural |
| **XP** | 300 |
</div>

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@ -1,6 +1,6 @@
---
title: Werewolf
description:
description: Humanoid cursed to shapeshift into a semi-intelligent, pack-hunting wolf.
date_pub: 2024-03-14T23:34:45.000-04:00
section: bestiary
content_type: feature
@ -12,16 +12,16 @@ Humanoid cursed to shapeshift into a semi-intelligent, pack-hunting wolf.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------ |
| **Hit Dice** | 4\* (18hp) |
| **Armor Class** | 14 (10 in humanoid form) |
| **Attacks** | 1 (+3) @ 2d4 (bite) |
| **Movement** | 60' |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 8 |
| **Alignment** | Chaotic |
| **XP** | 125 |
| | |
| ----------------- | ----------------------------------------------------------------------------------------------------------------------- |
| **Hit Dice** | 4\* (18hp) |
| **Armor Class** | 14 (10 in humanoid form) |
| **Attacks** | 1 (+3) @ 2d4 (bite) or 1 (+3) @ 1d8 ([sword or other weapon](https://www.planarvagabond.com/rules/combat.html#weapons)) |
| **Movement** | 60' |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 8 |
| **Alignment** | Chaotic |
| **XP** | 125 |
</div>

View File

@ -2,7 +2,6 @@
title: Wizard (Creature)
description: The wizard creature for OSR gaming.
date_pub: 2023-04-23T18:52:00-04:00
date_upd: 2023-05-12T22:59:00-04:00
section: bestiary
content_type: feature
short_code: bwz
@ -12,33 +11,35 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------------------------------ |
| **Hit Dice** | 1d4\* (3hp) |
| **Armor Class** | 10 |
| **Movement** | 40' |
| **Attacks** | 1 @ dagger (1d4) or spell |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Save As** | [Wizard](/classes/wizard.html#advancement) |
| **Morale** | 7 |
| | |
| ------------------- | ---------------------------------------------------------------- |
| **Hit Dice** | 1d6\* (3hp) |
| **Armor Class** | 10 |
| **Movement** | 40' |
| **Attacks** | 1 @ dagger (1d4) or spell |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Saving Throws** | D13 W14 P13 B16 S15 [Wizard 1](/classes/wizard.html#advancement) |
| **Morale** | 7 |
</div>
- **Leader**: 50% chance groups of 4+ are led by a higher level wizard (1d4 HD higher). Roll or determine spells as needed.
- **Spells**: 1d4-1 spells available (determined by level).
- [**Non-human Modifiers**](./nonhuman-modifiers.html): Non-human wizards may have additional abilities or modified statistics.
- Has 1d4-1 spells available (determined by level).
- Typically carries a spellbook (or equivalent).
- Non-human wizards may have [additional abilities or modified statistics](./nonhuman-modifiers.html).
- 50% chance groups of 4+ are led by a higher level wizard (1d4 HD higher).
- Roll or determine spells as needed.
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available |
| :----------: | :-: | :-: | :-----: | :----: | :----: | :--------------: |
| 3d4\* | 10 | 11 | +1 | 1d4 | 7 | 1d6-1 |
| 5d4\*\* | 17 | 12 | +2 | 1d4+1 | 8 | 1d8-1 |
| 7d4\*\* | 24 | 13 | +3 | 1d4+1 | 8 | 1d10-1 |
| 9d4\*\*\* | 31 | 14 | +4 | 1d6+1 | 9 | 2d6-2 |
| 11d4\*\*\* | 38 | 15 | +6 | 1d6+2 | 9 | 2d8-2 |
| 13d4\*\*\*\* | 45 | 17 | +8 | 1d6+2 | 10 | 2d10-2 |
| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available | Saving Throws |
| :----------: | :-: | :-: | :-----: | :----: | :----: | :--------------: | :-----------------: |
| 3d6\* | 10 | 11 | +1 | 1d4 | 7 | 1d6-1 | D13 W14 P13 B16 S15 |
| 5d6\*\* | 17 | 12 | +2 | 1d4+1 | 8 | 1d8-1 | D13 W14 P13 B16 S15 |
| 7d6\*\* | 24 | 13 | +3 | 1d4+1 | 8 | 1d10-1 | D11 W12 P11 B14 S12 |
| 9d6\*\*\* | 31 | 14 | +4 | 1d6+1 | 9 | 2d6-2 | D11 W12 P11 B14 S12 |
| 11d6\*\*\* | 38 | 15 | +6 | 1d6+2 | 9 | 2d8-2 | D8 W9 P8 B11 S8 |
| 13d6\*\*\*\* | 45 | 17 | +8 | 1d6+2 | 10 | 2d10-2 | D8 W9 P8 B11 S8 |
[Higher-Level Wizards]
@ -47,11 +48,11 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
#### Short Stat Blocks
```
> HD 1d4* (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
> HD 3d4* (10 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 7
> HD 5d4** (17 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8
> HD 7d4** (24 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 8
> HD 9d4*** (31 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 9
> HD 11d4*** (38 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 9
> HD 13d4**** (45 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 10
> HD 1d6* (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
> HD 3d6* (10 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 7
> HD 5d6** (17 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8
> HD 7d6** (24 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 8
> HD 9d6*** (31 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 9
> HD 11d6*** (38 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 9
> HD 13d6**** (45 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 10
```

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@ -0,0 +1,105 @@
---
title: One Night...
description: Information specific to my one-shot RPG, "One Night on White Plume Mountain".
date_pub: 2024-03-09T15:57:02.000-04:00
section: campaigns
content_type: feature
short_code: c0n
---
_Greetings, adventurers!_
_You have been cordially invited to spend **One Night in the White Plume Mountain**, seeking 3 ancient relics that have been stolen by an evil wizard!_
- _**ENTER** the wizard's dungeon, a dizzying maze of tricks, traps, and challenges galore!_
- _**FIGHT** dozens of monsters (or befriend them, if you can) as you make your way deeper into the mountain!_
- _**FIND** the ancient lost relics and get out alive - if you can!_
_**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you fail, as so many others?_
### The Game
- Looking for up to 7 players to play in a 3-4 hour game on Sunday afternoon, 2024/03/25.
- We'll be running through a (slightly) varied version of the classic D&D Module, **White Plume Mountain**.
- We'll use the same HOSR / Planar Vagabond rules as last time (based on classic D&D / Old School Essentials).
- The theme is fairly heroic: characters are powerhouses among the level-0 civilian population.
- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama.
### Characters
- Anyone who already has a character with me, either from a previous one-shot or an ongoing campaign, is free to either use that character or create a new one.
- [Character creation rules](/rules/basics.html#character-creation)
- PCs can be any [race](/races/) or [class](/classes/) here or in OSE (although I'm always willing to entertain a custom race or class, if that's your thing).
- Starting levels will be based on number of players, but I'm aiming for 45-50 total party levels (so probably level 7, 8, or 9).
- When you make a character, start as a level 7, but I may bump everyone up as we get closer to the game.
- I'd be glad to meet with anyone to build characters, either 1x1 or in a group, but I'd like all the players to have characters ready to go before the start of the game.
### The Setup
- Three legendary artifacts have been stolen, and all within a day of each other:
- **Wylm, the Eternal Rest**: A dwarven warhammer said to be blessed by Kud, dwarven god of law, and stolen from his great temple in the heart of the Frostpeak mountains.
- **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 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, 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
Below are some suggested religious factions for clerics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
- [Other known deities of the multiverse](/deities/)
### The Poem
The following poem was left at each crime scene.
> Search ye far or search ye near<br/>
> You'll find no trace of the three<br/>
> Unless you follow instructions clear<br/>
> For the weapons abide with me.
>
> North past forest, farm and furrow<br/>
> You must go to the feathered mound<br/>
> Then down away from the sun you'll burrow<br/>
> Forget life, forget light, forget sound.
>
> To claim Wha'yve, you must do battle<br/>
> With the Beast in the Boiling Bubble<br/>
> Crost cavern vast, where chain-links rattle<br/>
> Lies Wylm, past water-spouts double.
>
> Bla'kra'zur yet remains to be won<br/>
> Underneath inverted ziggurat.<br/>
> That garnered, think not that you're done<br/>
> For now you'll find you are caught.
>
> I care not, former owners brave<br/>
> What heroes you seek to hire.<br/>
> Though mighty, I'll make each one my slave...<br/>
> Or send them to the fire.
>
> Khyr-Aptys

106
src/pages/classes/adept.md Normal file
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@ -0,0 +1,106 @@
---
title: Adept
description:
date_pub: 2024-03-05T22:49:24.000-04:00
section: classes
content_type: feature
short_code: cad
status: hidden
---
Holy (or unholy) warrior-priests who use their skills to serve one or more deities.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
| **Languages** | Alignment, Common |
</div>
### Adept Skills
- 30' range
- Roll 1d100, result under score is success.
- Referee should roll in secret for detect magic (DM).
<div class="dividedTableWrapper">
FIXME - Don't like these scores - can I somehow translate them into d20s? Or even d6s, based on the optional d6 thief rule?
| Level | BL | DM | KA | PU | RF | TU |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 10 | 30 | 20 | 20 | 25 | 50 |
| 2 | 35 | 50 | 35 | 23 | 55 | 55 |
| 3 | 40 | 55 | 40 | 25 | 60 | 60 |
| 4 | 45 | 60 | 45 | 26 | 65 | 65 |
| 5 | 50 | 65 | 50 | 35 | 70 | 70 |
| 6 | 55 | 70 | 55 | 45 | 75 | 75 |
| 7 | 60 | 75 | 60 | 55 | 80 | 80 |
| 8 | 65 | 80 | 65 | 65 | 83 | 85 |
| 9 | 70 | 85 | 70 | 70 | 86 | 90 |
| 10 | 71 | 90 | 75 | 75 | 90 | 95 |
| 11 | 72 | 95 | 80 | 80 | 92 | 100 |
| 12 | 73 | 97 | 85 | 85 | 95 | 105 |
| 13 | 74 | 98 | 90 | 90 | 98 | 110 |
| 14 | 75 | 99 | 95 | 95 | 99 | 115 |
[Adept Skills Chance of Success]
</div>
- **Bless (BL)**: Once per turn, may give allies +1 to attack and damage rolls for one round per adept level.
- **Detect Magic (DM)**: Must spend one turn concentrating on target to activate, failed rechecks allowed.
- **Know Alignment (KA)**: Learn alignment of one character, creature, location, or object, can only be tried once per target. On a fail, can't try again until next XP level.
- **Purify (PU)**: Makes food and water safe to consume, affecting up to 6 quarts of liquid, one ration, or fresh food for up to 12 humanoids.
- **Rally / Fear (RF)**: Rally counters effects of magical fear, while Fear forces enemies to make a morale check or flee. May be used once per turn.
- **Turn Undead (TU)**: -5% chance per monster HD, max HD is adept level + 1. On success, 2d6 HD of undead must move away from adept in full retreat until attacked, with lowest HD affected first.
### Divine Magic
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- Can conduct magical research.
### Healing
- From 2nd level, can heal with touch.
- May be used once / day / adept level.
- Either cures 1d4 HP or allows an additional save vs an effect (cure, poison, etc).
### Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 12), who never check morale.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws |||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 3 | 3,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 4 | 6,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 5 | 12,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 6 | 25,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 7 | 50,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 8 | 100,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 9 | 200,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 |
| 10 | 300,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 |
| 11 | 400,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 |
| 12 | 500,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 |
| 13 | 600,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 |
| 14 | 700,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -95,7 +95,7 @@ After 12th level, may attempt to take over an existing assassins' or thieves' gu
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |

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@ -83,7 +83,7 @@ From 9th level, can establish a crew.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |

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@ -99,8 +99,8 @@ Can buy or build a castle or stronghold (and control surrounding lands) at any t
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | AF Bonus |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| AF<br />Bonus |
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 |
| 2 | 2,500 | 2d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 |

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@ -80,7 +80,7 @@ After 12th level, can establish a scene (ex: a venue, club, theater, manor, or t
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells Per Day ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 |
| :-: | :-----: | :----: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: |
| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - |

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@ -60,8 +60,8 @@ After 9th level, may construct a stronghold in the wilderness.
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws ||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 12 | 15 | 16 |
| 2 | 1,800 | 2d8 | 0 | 11 | 12 | 12 | 15 | 16 |

View File

@ -52,8 +52,8 @@ Can make animal sacrifices to heal.
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws |||||| Spells Per Day |||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Max<br />Spell<br />Level |
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 |
| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 |

View File

@ -8,8 +8,150 @@ short_code: cch
status: draft
---
Infravision
Knights who wield weapons of pure arcane magic.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Requirement** | Minimum CHA 9 |
| **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Aestheticism
- Own minimal possessions
- Can only keep one magical weapon, one magical shield, and one magical suit of armor
- Must give at least 10% of income to religious order
### Arcane Magic
- Can cast prepared spells.
- 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)
### Blindsight
- After 5th level, may perceive surrounding environment in a 10' radius, even in total (magical) darkness.
### Channel Magic
- Begins each day with a number of channel points equal to level x 2.
- Can spend a channel point to temporarily gain a +1 bonus to one of the following:
- Attack and damage,
- AC and saving throws, or
- Any single ability score.
- Only one type of bonus may be activated in a round.
- The maximum number of points that can be used for a single bonus is equal to level / 3, rounded down (minimum 1).
### Conjured Weapon
- Can spend a channel point to conjure a weapon of pure arcane energy.
- Weapon can be any type that the conjurer may use.
- The weapon must be purely mechanically powered (ex: sword, axe, bow, crossbow, sling).
- If the conjured weapon is ranged and uses ammunition, it is automatically conjured along with the weapon.
- Once conjured, the weapon remains for 1d6 turns.
- Starting at 2nd level, gains a bonus to attack and damage based on level.
<div class="dividedTableWrapper">
| Min Level | Bonus |
| :-------: | :---: |
| 2 | +1 |
| 6 | +2 |
| 10 | +3 |
</div>
Conjure Light Weapon
Arcane Spellcasting
### Lay on Hands
- Heal 2 HP / level once per day
- After 5th level, may cure disease once per week
### Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 12), who never check morale.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --|
| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --|
| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --|
| 11| D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --|
| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
[Turn Undead Result]
</div>
#### Results
- **Dash (--)**: Turn attempt fails
- **_Number_**: If roll is equal or higher than this number, turn succeeds
- **T**: Turn succeeds
- **D**: Turn succeeds, monsters destroyed
#### Successful Turn
- Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first.
### Warhorse
- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
- If lost, can't get another for at least a year.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells |||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - |
| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - |
| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - |
| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - |
| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 |
| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -40,8 +40,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | Monster Hit Dice ||||||||||||||||
| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
@ -79,8 +79,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||| Spells |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells |||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | - | - | - | - | - |
| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - |

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@ -83,7 +83,7 @@ From 9th level, can establish a crew.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |

View File

@ -66,7 +66,7 @@ After 12th level, can build a stronghold that integrates with a natural setting.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day |||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells Per Day |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
| :-: | :-------: | :---: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | :-: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - |

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@ -42,8 +42,8 @@ Can buy or build a castle or stronghold (and control surrounding lands) at any t
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws ||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,000 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 |

View File

@ -2,7 +2,6 @@
title: Knight (Class)
description:
date_pub: 2023-04-01T19:43:00-04:00
date_upd: 2023-04-24T18:11:00-04:00
section: classes
content_type: feature
short_code: ckn
@ -81,24 +80,23 @@ After 3rd level, can buy or build a castle or stronghold (and control surroundin
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||| Spells |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,500 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 3 | 5,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 4 | 10,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 5 | 18,500 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 6 | 37,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 7 | 85,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 8 | 140,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 9 | 270,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 10 | 400,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 |
| 11 | 530,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 |
| 12 | 660,000 | 9d10+5 | +7 | 6 | 7 | 8 | 8 | 10 |
| 13 | 790,000 | 9d10+6 | +9 | 4 | 5 | 6 | 5 | 8 |
| 14 | 920,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 |
| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,500 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 3 | 5,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 4 | 10,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 5 | 18,500 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 6 | 37,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 7 | 85,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 8 | 140,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 9 | 270,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 10 | 400,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 |
| 11 | 530,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 |
| 12 | 660,000 | 9d10+5 | +7 | 6 | 7 | 8 | 8 | 10 |
| 13 | 790,000 | 9d10+6 | +9 | 4 | 5 | 6 | 5 | 8 |
| 14 | 920,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 |
[Level Advancement]

View File

@ -57,7 +57,7 @@ Know a number of Mystic Powers based on their level, shown on the Level Advancem
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystic<br />Powers |
| Level | XP | HD | Atk<br />Mod | AC | Saving Throws ||||| Mystic<br />Powers |
| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: |
| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 |

View File

@ -60,8 +60,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | Monster Hit Dice ||||||||||||||||
| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
@ -102,8 +102,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||| Spells |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 |
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells |||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |

View File

@ -43,8 +43,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | Monster Hit Dice ||||||||||||||||
| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
@ -82,8 +82,8 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper levelTable">
| | | | | Saving Throws |||||| Spells Per Day |||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
| Level | XP | HD | Atk<br />Mod | Saving Throws |||||| Spells Per Day |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |
| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - |

View File

@ -89,7 +89,7 @@ Pick one at 2nd, 5th, 9th, and 14th level.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells Per Day ||||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |

View File

@ -84,7 +84,7 @@ From 10th level, 90% chance to cast arcane spells from scrolls.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |

View File

@ -47,7 +47,7 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day[^spells] |||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells Per Day[^spells] |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - | - |

View File

@ -44,7 +44,7 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||||
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells Per Day ||||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |

View File

@ -1,13 +1,13 @@
---
title: Deities of the Multiverse
description: A list of various deities, demigods,
description: Some of the various gods, goddesses, and other elevated beings worshipped across the multiverse.
date_pub: 2023-12-10T16:31:32.000-04:00
section: gods
content_type: feature
short_code: d1
---
Some of the various gods and goddesses worshipped across the multiverse.
Some of the various gods, goddesses, and other elevated beings worshipped across the multiverse.
### Deimhog
@ -25,7 +25,7 @@ Lawful lyffan gods and goddesses of justice.
Lawful goddess of flame and light.
- Epithets: Goddess of the Light.
- Epithets: Goddess of the Light, Mistress of the hearth.
- Goddess of the hearth and civilization.
### Morrigan
@ -128,3 +128,49 @@ Neutral god of fire
- Epithets: King in the Flames
- Symbol: Encircled symbol for the element of fire.
- Ruler of Pyrea, the elemental plane of fire.
<!--
- Need some male gods (or more non-gendered ones)
- one based on the orc-eye guy from the first dungeon crawl campaign we did
- a neutral one based on buddhism - church of the laughing child - possibly based on the weird cult my 5E group ran into
- a generic Tao/ force one (the church of the way) - fatalistic
- raid your old 5E game
- reincarnated kid
- whoever Donnie worshipped
- the angel cult that was taking over - why not include them as a background thing?
- Vy'ken - later (or as example?)
- Can I tie this in with something they've seen or heard about - the viking healers / soul collectors?
- The Priests of Ahm'Shiir
+ Devoted to a charismatic leader who died approx 100ya, but has been reborn multiple times on diff planes (also prophesyizing his own return).
+ A pacifist order, sworn only to heal and help.
+ believe that when the Shiir is reborn 20 times, he will lift all of his devoted followers up, and they will build a heavenly plane of their own.
+ The Order of the Sacred Vow
- WAIT - Maybe not!
- This feels a bit close to a couple diff bits-and-pieces in the multiverse, this might just confuse things further.
+ Not-quite initiates are called "Seekers of the Sacred Vow"
+ Those who have committed to the vow, but who are otherwise unaffiliated with the church (the congregation, if you will) are the "speakers of the sacred vow".
+ Those who run the church are the "keepers of the sacred vow".
+ The clerics / paladins for the church are the "defenders of the sacred vow".
+ The highest level of the church may even have a "elders of the sacred vow" or somesuch.
+ the church is actually organized around an angel named Azra (known as the "Seraph of Authority")
+ **BUT** what is the sacred vow?
**About the Sacred Vow**
- It's actually a vow to serve the archangel Azra, "Seraph of Authority", "Avatar of Law"
- The downside is that Azra has been tainted / broken by the effects of the undead armies and/or Ashiok and/or Bolas and/or T
- Her armies can (and will) remain on the march / prevalent throughout.
- the Elders of the Vow (the first generation priests) reached out to their gods who sent them an angel named Ava, the Seraph of Authority, to help spread the word of the vow. The angel sent to them became central to both the running of the religion, becoming known as "the Living Vow"
- What no one knows is that the issues with the undead have given her visions whcih have driven her mad, and tehchurch bcomes even mpre zealous.
+ The Blessed Fellowship
+ Devoted to the gods of love - not just 1 god, but any god aligned with love.
+ Gods of Love
+ Mymeyr, God of Love
+ Alzot, God of Weddings
+ Essyn, Goddess of Pleasure
-->

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@ -0,0 +1,33 @@
---
title: Astral Booster
description: A magical device used to increase the wearer's speed in the astral plane.
date_pub: 2023-09-13T23:14:00-04:00
section: magic items
content_type: feature
short_code: m1ab
status: hidden
---
A magical device used to increase the wearer's speed in the astral plane.
- Only functions on the astral plane.
- Begins each phase with 1d4 + 4 charges.
- While worn, grants the following abilities:
- Wearer may say a command word (_Sae'lo_) to use a charge and move at a base speed of INT x 10 yards / round for the next turn.
- Wearer may say a command word (_So'no_) to use a charge and double their base speed to INT x 20 yards / round until the end of the round.
- Wearer may say a command word (_So'no'la_) to use 2 charges and triple their base speed to INT x 30 yards / round until the end of the round.
- Only one command word may be spoken each round.
### Booster Belt
A leather belt with a round silver buckle etched with arrows and swirling symbols.
### Booster Ring
<div class="imgWrapper">
![A booster ring, created with [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/booster-ring.jpg 'A booster ring')
</div>
A silver ring etched with arrows and swirling symbols.

View File

@ -5,7 +5,7 @@ date_pub: 2023-02-19T18:46:00-05:00
date_upd: 2023-04-23T23:43:00-04:00
section: magic items
content_type: feature
short_code: mac
short_code: m1ac
---
<div class="imgWrapper">

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@ -0,0 +1,17 @@
---
title: Stormfury, the Avenger
description: A magical longsword that counter-attacks anyone who attacks its wielder.
date_pub: 2023-05-15T22:04:00-04:00
section: magic items
content_type: feature
short_code: m1sa
---
A magical longsword that counter-attacks anyone who attacks its wielder.
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- Wielder always attacks at the end of the round.
- After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round.
- Each revenge attack is rolled separately.
!!!include(weapons/longsword-properties.md)!!!

View File

@ -4,7 +4,7 @@ description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: mdtdbg
short_code: m1bdbg
status: hidden
---

View File

@ -4,7 +4,7 @@ description:
date_pub: 2024-02-24T22:24:00.000-04:00
section: magic items
content_type: feature
short_code: mdtdbg
short_code: m1bdb
status: hidden
---

View File

@ -1,11 +1,12 @@
---
title: Booster Ring
description: A magical ring that can be used to increase the wearer's speed in the astral plane.
description: A magical device used to increase the wearer's speed in the astral plane.
date_pub: 2023-09-13T23:14:00-04:00
section: magic items
content_type: feature
short_code: mbr
short_code: m1ab
status: hidden
redirect: /magic-items/astral-booster.html
---
<div class="imgWrapper">
@ -14,7 +15,7 @@ status: hidden
</div>
A silver ring etched with arrows and swirling symbols.
A silver ring etched with arrows and swirling symbols which can increase the wearer's speed in the astral plane.
- Only functions on the astral plane.
- Begins each phase with 1d4 + 4 charges.
@ -23,4 +24,3 @@ A silver ring etched with arrows and swirling symbols.
- Wearer may say a command word (_So'no_) to use a charge and double their base speed to INT x 20 yards / round until the end of the round.
- Wearer may say a command word (_So'no'la_) to use 2 charges and triple their base speed to INT x 30 yards / round until the end of the round.
- Only one command word may be spoken each round.
- Command words may be spoken as free actions.

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@ -0,0 +1,32 @@
---
title: Cape of Muun'teh'bahn'k
description: A black cape with red and gold arcane symbols sewn into the trim.
date_pub: 2023-03-13T01:22:00-04:00
section: magic items
content_type: feature
status: hidden
---
<div class="imgWrapper">
![The Cape of Muun'teh'bahn'k, created with [Copilot](https://copilot.microsoft.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
</div>
A black and red cape decorated with gold arcane symbols.
- Smells faintly of brimstone.
### Sentience
A demon of travel named Muun'teh'bahn'k is bound in the form of a cape.
- **Alignment**: Chaotic
- **Intelligence**: 12
- **Communication**: Can speak to (and through) the cape's wielder.
### Teleport
While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day.
- When cast this way, the cape and wearer vanish in a cloud of smoke and appear at their destination in a similar cloud of smoke.

View File

@ -17,7 +17,7 @@ A small cube (1" per side) of smooth, black stone which has been carved with run
### Activation
When the command word ("bolt") is spoken, a lightning bolt leaps from it, landing at target point up to 180' away, and continuing in a 5'-wide path for 60'.
When the command word ("bolt") is spoken, a bolt of lightning leaps from it, landing at target point up to 180' away, and continuing in a 5'-wide path for 60'.
- Deals 6d6 damage to creatures caught in it (**Save vs Wielded** for half damage).
- If the bolt hits a solid barrier before it reaches its full length, it is reflected, traveling back towards the chamber for the remaining distance.

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@ -0,0 +1,17 @@
---
title: Dwarven Unitool
description: A magical device of Dwarven construction 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.
date_pub: 2024-04-07T00:53:28.000-04:00
section: magic items
content_type: feature
short_code: m1du
---
A magical device of Dwarven construction 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.
- Can duplicate any tool which consists only of simple mechanisms and can eb shaped from a foot-long piece of metal.
- Cannot be used to replicate complex tools, like a handloom, crossbow, or sextant.
- Can only be used in place of a missing or broken part of a vehicle or machine if a mundane tool would also work in that place.
- Known tools that can be replicated: bucket, chisel, crowbar, hatchet, mallet, miner's pick, plane, pot, saw, shears, shovel, sledgehammer, tongs, trowel.
<em>Adapted from [Mror Army Tool by Exthalion](https://living-eberron.fandom.com/wiki/Shopping_%26_Magic_Items#Mror_Army_Tool)</em>

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@ -4,7 +4,7 @@ description: A magical feather that can summon a gargantuan bird.
date_pub: 2024-03-17T21:26:57.000-04:00
section: magic items
content_type: feature
short_code: mffb
short_code: m1fb
---
A small, magical feather that summons a gargantuan bird when tossed into the air.

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@ -4,7 +4,7 @@ description: A magical feather that can conjure an elegant boat.
date_pub: 2024-03-17T21:37:13.000-04:00
section: magic items
content_type: feature
short_code: mff0
short_code: m1f0
---
A small, magical feather that conjures an elegant, bird-shaped boat when tossed into the air.

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@ -4,7 +4,7 @@ description: Small, magical feathers which trigger an effect when tossed into th
date_pub: 2023-11-23T22:52:22.000-04:00
section: magic items
content_type: feature
short_code: mff
short_code: m1f
---
Small, magical feathers which trigger an effect when tossed into the air.

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@ -4,7 +4,7 @@ description: A magical feather that can conjure a giant oak tree.
date_pub: 2024-03-17T21:37:54.000-04:00
section: magic items
content_type: feature
short_code: mfft
short_code: m1ft
---
A small, magical feather that conjures a giant oak tree when tossed into the air.

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@ -4,7 +4,7 @@ description: A magical feather that can conjure a huge leather whip.
date_pub: 2024-03-17T21:39:29.000-04:00
section: magic items
content_type: feature
short_code: mffw
short_code: m1fw
---
A small, magical feather that conjures a huge leather whip when tossed into the air.

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@ -20,6 +20,7 @@ Below you'll find a growing list of magic items that can be found across the mul
- [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).
- [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 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.

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@ -0,0 +1,22 @@
---
title: Light Globe
description: A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover.
date_pub: 2024-04-07T00:25:18.000-04:00
section: magic items
content_type: feature
short_code: m11g
---
A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover, allowing the amount of light given off to be adjusted by twisting the cover.
- Light generated is as per [Continual Light spell](spells/continual-light.html).
- Shines in 30' radius.
- Bright as full daylight, effects creatures as with daylight.
- Can be dimmed (or covered completely) by twisting the outer metal cover.
- Often seen used in the astral plane, do to normal fire not burning there.
### Improved Light Globe
Same features as a standard light globe, plus:
- Twisting cover a different way focuses the light into a beam, 60 long and 20 wide (like a bullseye lantern).

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@ -0,0 +1,23 @@
---
title: Shield of Dancing
description: TBD
date_pub: 2024-02-18T21:02:20.000-04:00
section: magic items
content_type: feature
short_code: m1sh
status: draft
---
- needs a new name, but:
- a shield that can be thrown, bouncing hither and yon (doing damage), before coming back.
- Like a Sword of Dancing meets Cap's shield.
### Dancing Sword
_Weapon (any sword), very rare (requires [attunement](#section-attunement))_
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

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@ -1,11 +1,11 @@
---
title: "Sorcery: the Summoning"
title: 'Sorcery: the Summoning'
description:
date_pub: 2023-02-19T20:59:00-05:00
section: magic items
content_type: feature
short_code: mists
status: draft
status: hidden
---
- POpular card game, simulates a battle between two powerful mages

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@ -0,0 +1,19 @@
---
title: Sword of Dancing
description: TBD
date_pub: 2024-02-18T21:02:20.000-04:00
section: magic items
content_type: feature
short_code: m1sd
status: draft
---
### Dancing Sword
_Weapon (any sword), very rare (requires [attunement](#section-attunement))_
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

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@ -1,18 +1,17 @@
---
title: The Venger
title: The Avenger
description: A magical longsword that counter-attacks anyone who attacks its wielder.
date_pub: 2023-05-15T22:04:00-04:00
date_upd: 2023-05-29T18:14:00-04:00
section: magic items
content_type: feature
short_code: mtvg
short_code: mtav
---
A magical longsword that counter-attacks anyone who attacks its wielder.
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- Wielder always attacks at the end of the round.
- After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round.
- Each revenge attack is rolled separately.
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- Wielder always attacks at the end of the round.
- After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round.
- Each revenge attack is rolled separately.
!!!include(weapons/longsword-properties.md)!!!

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@ -316,13 +316,17 @@ Starting HP is based class and race. When damage is taken, HP is lost.
#### Healing
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP.
- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
- Certain potions of healing can also be used:
- Drinking a healing potion restores up to 1d6+1 HP.
- Imbibing a potion of greater healing restores up to 2d6+2 HP.
- Quaffing a potion of supreme healing restores up to 3d8+3 HP.
### Knowledge
**Identifying (Magic) Items**: Spellcasters get INT check
**Identifying (Magic) Items**: Spellcasters get INT check.
**Medical Treatment**: INT check, success restores ability to move and fight (after nearly dying).
**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
- Can't be used on oneself.

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@ -0,0 +1,25 @@
---
title: Ball of Fire
description: The Ball of Fire spell for OSR gaming.
date_pub: 2024-03-30T11:24:00.000-04:00
section: spells
content_type: feature
short_code: sbf
tags: arcane
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 3 |
| **Duration** | Instant |
| **Range** | 240' |
</div>
A ball of flame streaks towards a target point within range and explodes.
- Creatures within 20' radius of target point take 1d6 damage per caster level (5d6 minimum).
- Victims may **Save vs Spells** for half damage.
- Explosion spreads around corners and ignites flammable objects.

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@ -0,0 +1,25 @@
---
title: Bolt of Lightning
description: The Bolt of Lightning spell for OSR gaming.
date_pub: 2024-03-30T11:48:29.000-04:00
section: spells
content_type: feature
short_code: sb1
tags: arcane
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 3 |
| **Duration** | Instant |
| **Range** | 180' |
</div>
A bolt of lightning leaps from target point within range, continuing in a 5'-wide path for 60'.
- Deals 1d6 per damage per caster level (minimum 5d6) to creatures caught in it
- Victims may **Save vs Spells** for half damage.
- If the bolt hits a solid barrier before it reaches its full length, it is reflected, traveling in the direction of the caster for the remaining distance.

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@ -5,7 +5,7 @@ date_pub: 2023-12-09T14:41:19.000-04:00
section: spells
content_type: feature
short_code: sc1
tags: arcane
tags: arcane divine
---
<div class='headlessTableWrapper'>

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@ -13,7 +13,7 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Black Tentacles (4 AD)](./black-tentacles.html)
- [Calm / Scare (1 AD)](./calm.html)
- [Color Spray (1 A)](./color-spray.html)
- [Continual Light (2 AD)](./continual-light.html)
- [Continual Light / Continual Darkness (2 AD)](./continual-light.html)
- [Cure Light Wounds / Cause Light Wounds (1 D)](./cure-light-wounds.html)
- [Detect Magic (1 ADR)](./detect-magic.html)
- [Dimension Jump (4 A)](./dimension-jump.html)

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@ -0,0 +1,91 @@
---
title: Encounter Roller (Alpha)
description: TBD
date_pub: 2024-04-13T13:44:11.000-04:00
section: tools
content_type: feature
short_code: er
status: hidden
---
<script crossorigin="anonymous" integrity="sha256-oTzJ337+krSUvt6QB4uj3ko3zlJBULbMdYxFgyYK6fc=
sha384-Jp3amSrLOinxKymki4BiCwi2qhSuGsCFUjp3pUIcTustcE6zNtO4Abs15kJItBw7
sha512-M5+Z/3zFT8rPTGzrvRGPrBvUYSsgqbTy4ZvnJqjW1jXvtfeMvGxZm6ZaQYSJSBSt8iz/WtnBdHQ/CuIy/nis2A=="
src="/scripts/lib/dice-v2.0.0.min.js"></script>
<script type="module" src="/scripts/tools.js"></script>
<noscript>
<p>Sorry, most of the Referee's Tools require JavaScript to work.</p>
<p>Please enable it or try using a different browser.</p>
</noscript>
<div class="refereeTools">
<details class="toolDetails" open>
<summary>
<h3>Die Roller</h3>
</summary>
<form id="js-rollerForm" class="rollerForm">
<input id="js-rollerInput" type="text" value="d6+d8+d10" />
<input type="reset" value="x" />
<input type="submit" value="Roll" />
</form>
<ul class="rollerOutput" id="js-rollerOutput"></ul>
<p class="rollerLink">Powered by <a href="https://github.com/lordnull/dice.js" target="_blank">Dice.js</a></p>
</details>
</div>
**Total** => Which Creature
### D6: Group Size
Based on TPL
<div class="dividedTableWrapper">
| d6 | Result |
| :-: | :------: |
| 1 | 50% TPL |
| 2 | 75% TPL |
| 3 | 100% TPL |
| 4 | 125% TPL |
| 5 | 150% TPL |
| 6 | 175% TPL |
[Group Size]
</div>
### D8: Reaction
- -1 for aggressive NPCs, +1 for passive / friendly ones
<div class="dividedTableWrapper">
| d8 | Result |
| :-: | :--------------------------------------: |
| 1 | Attack => -2 to 2d6 |
| 2-3 | Hostile (may attack) => -1 to 2d6 |
| 4-5 | Uncertain, neutral |
| 6-7 | Indifferent (may negotiate) => +1 to 2d6 |
| 8 | Friendly => +2 to 2d6 |
[Reaction]
</div>
### D10: Distance
- Starting Distance = result x 10'
### Special Results
**Doubles** => Surprise, which doubles determines who gets it:
- low doubles (d6 + d8): monsters get it
- mixed doubles (d6 + d10): PCs get it
- high doubles (d8 + d10): double surprise, miss each other
**Triples** => Roll again, two encounters are happening at same time.
https://playfulvoid.game.blog/2024/03/27/double-overloading-the-random-encounter-table/

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@ -74,6 +74,6 @@ short_code: t1
</ol>
</details>
- [Referee's Screen](/tools/referee-screen)
- [Referee's Screen](/tools/referee-screen.html)
</div>