Compare commits
16 Commits
15d51f4e1e
...
beta-versi
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4a2c27e914 |
1
.vscode/settings.json
vendored
1
.vscode/settings.json
vendored
@@ -28,6 +28,7 @@
|
||||
"Nyssa",
|
||||
"Oorg",
|
||||
"Panitube",
|
||||
"pearlescent",
|
||||
"Pordo",
|
||||
"Porma",
|
||||
"psionic",
|
||||
|
@@ -1,11 +1,13 @@
|
||||
#!/usr/bin/bash
|
||||
|
||||
export NVM_DIR="$HOME/.nvm"
|
||||
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh" # This loads nvm
|
||||
|
||||
echo "Commencing with the site build..."
|
||||
echo
|
||||
|
||||
nvm use 18
|
||||
cd pv-web
|
||||
git pull origin main
|
||||
git pull origin beta-version
|
||||
npx weevr build
|
||||
rm -rf old
|
||||
mv public old
|
||||
|
@@ -12,7 +12,7 @@
|
||||
csp: "default-src 'self'; img-src 'self' https://*; media-src 'self' https://*;",
|
||||
robots: 'index,follow',
|
||||
language: 'en-us',
|
||||
copyright: 'Copyright 2023 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.',
|
||||
copyright: 'Copyright 2025 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.',
|
||||
basePath: '',
|
||||
uri: 'https://www.planarvagabond.com',
|
||||
search_uri: 'www.planarvagabond.com',
|
||||
|
@@ -13,12 +13,12 @@ Can summon creatures from the surrounding area.
|
||||
|
||||
- Takes 1 round to activate.
|
||||
- Can summon the following types and quantities of animals:
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||||
- 1d10 x 10 rats,
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||||
- 5d4 giant rats,
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||||
- 1d10 x 10 bats,
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- 3d6 giant bats,
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||||
- 3d6 wolves, or
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- 2d4 dire wolves.
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||||
- 1d10 x 10 [rats](/bestiary/rats/rat.html),
|
||||
- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
|
||||
- 1d10 x 10 [bats](/bestiary/bats/bat.html),
|
||||
- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
|
||||
- 3d6 [wolves](/bestiary/wolves/wolf.html), or
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- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).
|
||||
|
||||
### Charming Gaze
|
||||
|
||||
|
@@ -21,3 +21,9 @@ When a humanoid loses more than 1/2 of their max hit points from the natural att
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||||
|
||||
- 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 GM, at least while transformed).
|
||||
|
||||
### Paralyzing Terror
|
||||
|
||||
Any level 0 character seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
|
||||
|
||||
- Paralysis is broken if werebeast attacks them or goes out of sight.
|
||||
|
@@ -3,7 +3,7 @@
|
||||
1. [Calm / Scare](/spells/calm.html)
|
||||
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
|
||||
3. Detect Evil / Detect Good
|
||||
4. [Detect Magic](/spells/detct-magic.html)
|
||||
4. [Detect Magic](/spells/detect-magic.html)
|
||||
5. [Light / Darkness](/spells/light.html)
|
||||
6. Protection from Evil / Protection from Good
|
||||
7. Purify Food and Water / Spoil Food and Water
|
||||
|
@@ -1,4 +1,4 @@
|
||||
Copyright © 2023-2024 [Eric Woodward](https://www.itsericwoodward.com/)
|
||||
Copyright © 2023-2025 [Eric Woodward](https://www.itsericwoodward.com/)
|
||||
|
||||
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution-ShareAlike 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
|
||||
|
||||
|
@@ -1,3 +1,3 @@
|
||||
### Legal Information
|
||||
|
||||
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
|
||||
> This work includes material taken from the System Reference Document v5.1 (“SRD 5.1”) and/or v5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. SRD 5.1 and SRD 5.2.1 are both licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
|
||||
|
5
src/assets/fragments/planes/faewolde-links.md
Normal file
5
src/assets/fragments/planes/faewolde-links.md
Normal file
@@ -0,0 +1,5 @@
|
||||
### More Info
|
||||
|
||||
- [Adventuring](./adventuring.html)
|
||||
- [Realms](./realms.html)
|
||||
- [Hexhall Academy](./hexhall.html): A school for fae built on a mirthland which can still be accessed from the material plane.
|
9
src/assets/fragments/planes/faewolde.md
Normal file
9
src/assets/fragments/planes/faewolde.md
Normal file
@@ -0,0 +1,9 @@
|
||||
_The Plane of Faerie_
|
||||
|
||||
The Faewolde is a plane of wild, primal magic, consisting of a [Great Forest](/planes/near/faewolde/realms.html#the-great-forest) surrounded by various domains (called [the Mirthlands](/planes/near/faewolde/realms.html#the-mirthlands)), and intersecting the material plane at key points called [crossings](/planes/near/faewolde/adventuring.html#crossings).
|
||||
|
||||
- Depending on the season, the plane is ruled by one of the four [seasonal courts](/planes/near/faewolde/realms.html#the-fae-courts).
|
||||
- It is currently the 9th year of winter and the rule of the Night King, O'bron the Cold.
|
||||
- Seasons typically last around 4 years, although some last much longer.
|
||||
- The length of each day and night are random, averaging around 12 hours.
|
||||
- Most last between 9 and 15 hours, although some have been known to last 24 hours or more.
|
@@ -1,10 +1,12 @@
|
||||
- **Ammunition**: Requires ammunition of the indicated type.
|
||||
- **Blunt**: No cutting edge, may be wielded by a cleric.
|
||||
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
|
||||
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
|
||||
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
|
||||
- **Reach**: Grants extra 5' reach for determining melee range.
|
||||
- **Reload**: Takes a round to reload, can only be fired every other round.
|
||||
- **Reload**: After being used the indicated number of times, it takes one full round to reload.
|
||||
- **Slow**: Always attacks last in a round.
|
||||
- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
|
||||
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
|
||||
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
|
||||
- **Two-handed**: Requires two hands to use.
|
||||
|
Before Width: | Height: | Size: 72 KiB After Width: | Height: | Size: 72 KiB |
Before Width: | Height: | Size: 46 KiB After Width: | Height: | Size: 46 KiB |
BIN
src/assets/images/webgnomes.jpg
Normal file
BIN
src/assets/images/webgnomes.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 133 KiB |
@@ -285,6 +285,12 @@ table th {
|
||||
|
||||
/* Classes */
|
||||
|
||||
.alphaLink {
|
||||
border: 1px dashed #F6BC43;
|
||||
margin: 1rem auto;
|
||||
padding: .5rem;
|
||||
}
|
||||
|
||||
.calendarWrapper {
|
||||
border: 1px dashed #fadbb0;
|
||||
border-radius: .5rem;
|
||||
@@ -348,7 +354,7 @@ table th {
|
||||
.dividedTableWrapper {
|
||||
display: block;
|
||||
box-shadow: none;
|
||||
margin: 1rem 0;
|
||||
margin: 0;
|
||||
max-height: 5000px;
|
||||
max-width: 100%;
|
||||
overflow-x: auto;
|
||||
@@ -417,6 +423,11 @@ table th {
|
||||
max-width: 90%;
|
||||
}
|
||||
|
||||
.footnotes {
|
||||
font-size: .75em;
|
||||
line-height: 1.2em;
|
||||
}
|
||||
|
||||
details.gm-notes {
|
||||
border: 1px dashed #885c68;
|
||||
padding-left: 1rem;
|
||||
@@ -457,11 +468,24 @@ a.hiddenLink:hover {
|
||||
z-index: 0;
|
||||
}
|
||||
|
||||
.imgWrapper.fullWidth,
|
||||
.imgWrapper.halfWidth {
|
||||
float: none;
|
||||
margin: .5rem;
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.imgWrapper figure {
|
||||
margin: 0;
|
||||
max-width: 50%;
|
||||
}
|
||||
|
||||
.imgWrapper.fullWidth figure,
|
||||
.imgWrapper.halfWidth figure{
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
|
||||
.imgWrapper figure > a {
|
||||
border-color: transparent;
|
||||
display: inline-block;
|
||||
@@ -864,10 +888,15 @@ a.licenseLink:hover {
|
||||
padding: 0 1em 1em;
|
||||
}
|
||||
|
||||
.pageMain h3 {
|
||||
clear: both;
|
||||
}
|
||||
|
||||
.pageTitle {
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
|
||||
a.pageTitle-link,
|
||||
a.pageTitle-link:visited {
|
||||
color: #e94e5c;
|
||||
@@ -982,7 +1011,9 @@ a.pageTitle-sublink {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
margin: 0;
|
||||
overflow-x: auto;
|
||||
padding: 0;
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.rulesMenu ul li {
|
||||
@@ -991,6 +1022,7 @@ a.pageTitle-sublink {
|
||||
border-right: 2px solid rgba(37, 40, 55, 0.6);
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.rulesMenu ul li:first-child {
|
||||
@@ -1257,6 +1289,11 @@ a.pageTitle-sublink {
|
||||
nav {
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.imgWrapper.halfWidth {
|
||||
margin: .5rem auto;
|
||||
max-width: 480px;
|
||||
}
|
||||
}
|
||||
|
||||
@media all and (min-width: 600px) {
|
||||
@@ -1268,7 +1305,7 @@ a.pageTitle-sublink {
|
||||
float: right;
|
||||
margin: 0 -0.5rem 0 1rem;
|
||||
max-width: 30%;
|
||||
}
|
||||
}
|
||||
|
||||
.imgWrapper figure {
|
||||
max-width: 100%;
|
||||
@@ -1278,6 +1315,10 @@ a.pageTitle-sublink {
|
||||
height: auto;
|
||||
}
|
||||
|
||||
.pageMain h3 {
|
||||
clear: none;
|
||||
}
|
||||
|
||||
.siteTitle-text {
|
||||
text-align: center;
|
||||
}
|
||||
|
@@ -3,28 +3,35 @@ var titlesBySection = {
|
||||
// top-level
|
||||
astral: "Astral Info",
|
||||
campaigns: "Campaigns",
|
||||
campaign: "Campaign Info",
|
||||
campaign: "Astral Campaign Info",
|
||||
classes: "Character Classes",
|
||||
"magic-items": "Magic Items",
|
||||
planes: "Planar Cosmology",
|
||||
planes: "the Cosmology of the Multiverse",
|
||||
races: "Character Races",
|
||||
rules: "House Rules",
|
||||
rules: "Core Rules",
|
||||
|
||||
// campaigns
|
||||
"aeryon": "the World of Aeryon",
|
||||
"one-night": "One Night One-Shots",
|
||||
"mini-campaigns": "Monday Night Mini-Campaigns",
|
||||
|
||||
// creatures
|
||||
"dragons-chromatic": "Chromatic Dragons",
|
||||
"dragons-crystalline": "Crystalline Dragons",
|
||||
"dragons-metallic": "Metallic Dragons",
|
||||
"herd-mammals": "Herd Mammals",
|
||||
|
||||
// planes
|
||||
elemental: "Elemental Planes",
|
||||
material: "Material Planes",
|
||||
near: "Near Planes",
|
||||
near: "the Near Planes",
|
||||
transcendental: "Transcendental Planes",
|
||||
"near-faewolde": "The Faewolde",
|
||||
|
||||
// dragons
|
||||
"dragons-chromatic": "Chromatic Dragons",
|
||||
"dragons-crystalline": "Crystalline Dragons",
|
||||
"dragons-metallic": "Metallic Dragons",
|
||||
|
||||
"herd-mammals": "Herd Mammals",
|
||||
|
||||
equipment: "Equipment Tables",
|
||||
},
|
||||
unlistedSections = ['main'],
|
||||
nestedSubsections = ['near'],
|
||||
fixedSection = page?.section?.replace(/\s+/, '-');
|
||||
%>
|
||||
|
||||
@@ -40,16 +47,24 @@ var titlesBySection = {
|
||||
page.path.endsWith(`${page.subsection.replace('-', '/')}/index.html`)) { %>
|
||||
|
||||
<div class="sectionBackLink-wrapper">
|
||||
<a href="../index.html" class="sectionBackLink">
|
||||
<a href="../" class="sectionBackLink">
|
||||
< Back to Dragons
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<% } else if (page.path && page.subsection && nestedSubsections.includes(page.subsection)) { %>
|
||||
|
||||
<div class="sectionBackLink-wrapper">
|
||||
<a href="../" class="sectionBackLink">
|
||||
< Back to <%= titlesBySection[page.subsection] %>
|
||||
</a>
|
||||
</div>
|
||||
|
||||
<% } else if (page.path && page.subsection &&
|
||||
!page.path.endsWith(`${page.subsection.replace('-', '/')}/index.html`)) { %>
|
||||
|
||||
<div class="sectionBackLink-wrapper">
|
||||
<a href="./index.html" class="sectionBackLink">
|
||||
<a href="./" class="sectionBackLink">
|
||||
< Back to <%= titlesBySection[page.subsection]
|
||||
?? page.subsection.charAt(0).toUpperCase() + page.subsection.slice(1) %>
|
||||
</a>
|
||||
@@ -59,7 +74,7 @@ var titlesBySection = {
|
||||
!(page.path === `${fixedSection}/index.html` || page.path.endsWith(`/${fixedSection}/index.html`))) { -%>
|
||||
|
||||
<div class="sectionBackLink-wrapper">
|
||||
<a href="/<%=fixedSection%>/index.html" class="sectionBackLink">
|
||||
<a href="/<%=fixedSection%>/" class="sectionBackLink">
|
||||
< Back to <%= titlesBySection[fixedSection] ?? page.section.charAt(0).toUpperCase() + page.section.slice(1) %>
|
||||
</a>
|
||||
</div>
|
||||
|
@@ -32,23 +32,23 @@
|
||||
<nav class="navMenu" role="navigation">
|
||||
|
||||
<ul>
|
||||
<li><a href="/bestiary/index.html">Bestiary</a></li>
|
||||
<li><a href="/classes/index.html">Classes</a></li>
|
||||
<li><a href="/deities/index.html">Deities</a></li>
|
||||
<li><a href="/bestiary/">Bestiary</a></li>
|
||||
<li><a href="/classes/">Classes</a></li>
|
||||
<li><a href="/deities/">Deities</a></li>
|
||||
|
||||
<!--
|
||||
<li class="hasSubMenu"><a href="/equipment/index.html" aria-haspopup="true">Equipment</a>
|
||||
<li class="hasSubMenu"><a href="/equipment/" aria-haspopup="true">Equipment</a>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li><a href="/weapons/index.html">Weapons</a></li>
|
||||
<li><a href="/weapons/">Weapons</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
-->
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary><a href="/magic/index.html" aria-haspopup="true">Magic</a></summary>
|
||||
<summary><a href="/magic/" aria-haspopup="true">Magic</a></summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li><a href="/magic-items/index.html">Items</a></li>
|
||||
<li><a href="/spells/index.html">Spells</a></li>
|
||||
<li><a href="/magic-items/">Items</a></li>
|
||||
<li><a href="/spells/">Spells</a></li>
|
||||
</ul>
|
||||
</details>
|
||||
</li>
|
||||
@@ -56,41 +56,40 @@
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary>
|
||||
<a href="/planes/index.html" aria-haspopup="true">Planes</a>
|
||||
<a href="/planes/" aria-haspopup="true">Planes</a>
|
||||
</summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary>
|
||||
<a href="/astral/index.html" aria-haspopup="true">Astral Plane</a>
|
||||
<a href="/astral/" aria-haspopup="true">Astral Plane</a>
|
||||
</summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li><a href="/astral/adventuring.html">Adventuring</a></li>
|
||||
<li><a href="/astral/calendar.html">Calendar</a></li>
|
||||
<li><a href="/astral/factions/index.html">Factions</a></li>
|
||||
<li><a href="/bestiary/index.html">Monsters</a></li>
|
||||
<li><a href="/astral/factions/">Factions</a></li>
|
||||
<li><a href="/bestiary/">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>
|
||||
</li>
|
||||
<li><a href="/planes/elemental/index.html">Elemental Planes</a></li>
|
||||
<li><a href="/planes/material/index.html">Material Planes</a></li>
|
||||
<li><a href="/planes/near/index.html">Near Planes</a></li>
|
||||
<li><a href="/planes/transcendental/index.html">Transcendental Planes</a></li>
|
||||
<li><a href="/planes/elemental/">Elemental Planes</a></li>
|
||||
<li><a href="/planes/material/">Material Planes</a></li>
|
||||
<li><a href="/planes/near/">Near Planes</a></li>
|
||||
<li><a href="/planes/transcendental/">Transcendental Planes</a></li>
|
||||
</ul>
|
||||
</details>
|
||||
</li>
|
||||
|
||||
<li><a href="/races/index.html">Races</a></li>
|
||||
<li><a href="/races/">Races</a></li>
|
||||
|
||||
<li><a href="/tools/index.html">Referee's Tools</a></li>
|
||||
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary>
|
||||
<a href="/rules/index.html" aria-haspopup="true">Rules</a>
|
||||
<a href="/rules/" aria-haspopup="true">Rules</a>
|
||||
</summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li><a href="/rules/basics.html">Basics</a></li>
|
||||
@@ -102,51 +101,46 @@
|
||||
</details>
|
||||
</li>
|
||||
|
||||
<li><a href="/tools/">Tools</a></li>
|
||||
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary>
|
||||
<a href="/about.html" aria-haspopup="true">About</a>
|
||||
<a href="/campaigns/" aria-haspopup="true">Campaigns</a>
|
||||
</summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li class="hasSubMenu">
|
||||
<details open>
|
||||
<summary>
|
||||
<a href="/campaigns/index.html" aria-haspopup="true">Campaigns</a>
|
||||
</summary>
|
||||
<ul class="dropdown" aria-label="submenu">
|
||||
<li><a href="/campaigns/index.html">Mini-Campaigns</a></li>
|
||||
<li><a href="/campaigns/.html">One Night...</a></li>
|
||||
<li><a href="/campaign/index.html">Astral Jam</a></li>
|
||||
</ul>
|
||||
</details>
|
||||
</li>
|
||||
|
||||
<li><a href="/licenses/index.html">Licenses</a></li>
|
||||
<li><a href="/campaigns/mini-campaigns/">Mini-Campaigns</a></li>
|
||||
<li><a href="/campaigns/one-night/">One Night One-Shots</a></li>
|
||||
<li><a href="/campaign/">Astral Jam</a></li>
|
||||
</ul>
|
||||
</details>
|
||||
</li>
|
||||
|
||||
<li><a href="/about.html" aria-haspopup="true">About</a></li>
|
||||
|
||||
<li><a href="/licenses/">Licenses</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
|
||||
<nav class="navBar" role="navigation">
|
||||
<ul>
|
||||
<li><a href="/bestiary/index.html">Bestiary</a></li>
|
||||
<li><a href="/bestiary/">Bestiary</a></li>
|
||||
|
||||
<li><a href="/classes/index.html">Classes</a></li>
|
||||
<li><a href="/classes/">Classes</a></li>
|
||||
|
||||
<li><a href="/deities/index.html">Deities</a></li>
|
||||
<li><a href="/deities/">Deities</a></li>
|
||||
|
||||
<li><a href="/magic/index.html">Magic</a></li>
|
||||
<li><a href="/magic/">Magic</a></li>
|
||||
|
||||
<li><a href="/planes/index.html">Planes</a></li>
|
||||
<li><a href="/planes/">Planes</a></li>
|
||||
|
||||
<li><a href="/races/index.html">Races</a></li>
|
||||
<li><a href="/races/">Races</a></li>
|
||||
|
||||
<li><a href="/rules/index.html">Rules</a></li>
|
||||
<li><a href="/rules/">Rules</a></li>
|
||||
|
||||
<li><a href="/tools/index.html">Tools</a></li>
|
||||
<li><a href="/tools/">Tools</a></li>
|
||||
|
||||
<li><a href="/campaigns/index.html">Campaigns</a></li>
|
||||
<li><a href="/campaigns/">Campaigns</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
|
||||
|
@@ -35,7 +35,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
|
||||
<div class="rulesMenu">
|
||||
<div class="rulesVersion">
|
||||
|
||||
Version Beta-0.20.0 / 2025-03-16
|
||||
Version Beta-0.21.0 / 2025-05-30
|
||||
<!--
|
||||
<%=site.version ?? '0.0.0' %>
|
||||
<%=site.lastUpdated ?? '0.0.0' %>
|
||||
|
@@ -76,11 +76,11 @@
|
||||
<meta name="robots" content="<%= getPageField('robots') %>">
|
||||
<meta name="googlebot" content="<%= getPageField('robots') %>">
|
||||
|
||||
<link rel="license" href="/licenses/cc-by-sa/index.html">
|
||||
<link rel="license" href="/licenses/cc-by-sa/">
|
||||
|
||||
<!-- Open Graph -->
|
||||
<meta property="og:type" content="website" />
|
||||
<meta property="og:url" content="<%= site.base_uri %><%= page.path %>" />
|
||||
<meta property="og:url" content="<%= site.base_uri %>/<%= page.path %>" />
|
||||
<meta property="og:site_name" content="<%= site.title %>" />
|
||||
<meta property="og:title" content="<%= getPageField('title') %>" />
|
||||
<meta property="og:locale" content="en_US">
|
||||
@@ -97,7 +97,7 @@
|
||||
<% } else { %>
|
||||
<meta name="twitter:card" content="summary" />
|
||||
<% } %>
|
||||
<meta name="twitter:url" content="<%= site.base_uri %><%= page.path %>" />
|
||||
<meta name="twitter:url" content="<%= site.base_uri %>/<%= page.path %>" />
|
||||
<meta name="twitter:title" content="<%= getPageField('title') %>" />
|
||||
<meta name="twitter:description" content="<%= getPageField('description') %>" />
|
||||
<meta name="twitter:image" content="<%= getPageField('image') %>" />
|
||||
@@ -114,10 +114,10 @@
|
||||
<meta name="twitter:dnt" content="on">
|
||||
|
||||
|
||||
<link rel="start" href="<%= site.base_uri %>/" />
|
||||
<link rel="start" href="<%= site.base_uri%>/" />
|
||||
<link rel="contents" href="/sitemap.xml" title="Sitemap" />
|
||||
<link rel="alternate" type="application/rss+xml" title="Recent Changes" href="/feed" />
|
||||
<link rel="canonical" href="<%= site.base_uri %><%= page.path %>" />
|
||||
<link rel="alternate" type="application/rss+xml" title="Recent Changes" href="/feed.xml" />
|
||||
<link rel="canonical" href="<%= site.base_uri%>/<%= page.path %>" />
|
||||
|
||||
<link rel="stylesheet" href="/styles/imports.css" type="text/css" />
|
||||
<link rel="stylesheet" href="/styles/fonts.css" type="text/css" />
|
||||
|
@@ -1,5 +1,5 @@
|
||||
---
|
||||
title: About
|
||||
title: About...
|
||||
description: All "About" the Guide, the Planar Vagabond, and the site itself.
|
||||
date_pub: 2023-03-06T00:20:00-05:00
|
||||
section: main
|
||||
@@ -7,37 +7,34 @@ content_type: feature
|
||||
short_code: ab1
|
||||
---
|
||||
|
||||
> Don't believe anything you read here.
|
||||
>
|
||||
> The author apparently started using the [Tome of Forbidden Whispers](/magic-items/tome-of-forbidden-whispers.html) to "help with translations", but the book may have taken hold of his mind.
|
||||
>
|
||||
> Consider yourself warned.
|
||||
> <cite>--- PV</cite>
|
||||
### ...the Guide
|
||||
|
||||
### About the Guide
|
||||
The Guide was started in year [5022 CAC](/astral/timeline.html) as a series of small, (mostly) hand-produced pamphlets sold for a few silvers each at a handful of ports, and has quickly grown to be a wholly remarkable tome, possibly the most remarkable tome ever to be published by a halfling (although some may disagree).
|
||||
|
||||
The Guide was started in year 5022 CAC as a series of small, (mostly) hand-produced pamphlets sold for a few silvers each at a handful of ports, and has quickly grown to be a wholly remarkable tome, possibly the most remarkable tome ever to be published by a halfling (although some may disagree).
|
||||
|
||||
It is also a highly successful one – more popular than the _Idiot's Guide to Running an Astral Business_, better selling than _Fifty More Things to do in Subjective Gravity_, and more controversial than Balyx Balator's trilogy of metaphysical blockbusters: _Where the Gods Went Wrong_, _Infernus: Fairy-tale or Fiction?_, and _The Lie of Alignment_.
|
||||
It is also a highly successful one – more popular than the _Idiot's Guide to Running a Magic Shop_, better selling than _Fifty More Things to do in Subjective Gravity_, and more controversial than Balyx Balator's trilogy of metaphysical blockbusters: _Where the Gods Went Wrong_, _Infernus: Fairy-tale or Fiction?_, and _The Lie of Alignment_.
|
||||
|
||||
In many of the more relaxed civilizations on the Outer Koronin Rim of [<abbr title="Astral Trade Union">ATU</abbr>](/astral/factions/index.html#astral-trade-union)-space, the Guide has already supplanted the great _Encyclopedia of the University Eternal_ as the standard repository of all knowledge and wisdom, for though it is perpetually incomplete and has many omissions and apocrypha, it scores over the more established work in two important respects:
|
||||
|
||||
First, it is slightly cheaper[^1]; and secondly it has the words _Feare Naught!_ inscribed in large friendly letters on its cover.
|
||||
|
||||
### About the Planar Vagabond
|
||||
### ...the Planar Vagabond
|
||||
|
||||
One day, while trying to evade some rather unscrupulous characters, a halfling named Drogo Wanderfoot stepped into a glowing portal and found himself in the Astral Plane. Since then, he's passed through dozens of ports, and is believed to have visited _37_ different planes, including the 4 accessible [elemental planes](/planes/elemental/index.html) (although some insist he's visited all 6). Not bad for a little fella from a broken home on a backwater world.
|
||||
One day, while trying to evade some rather unscrupulous characters, a halfling named Drogo Wanderfoot stepped into a glowing portal and found himself in the Astral Plane. Since then, he's passed through dozens of ports, and is believed to have visited _43_ different planes, including the 4 accessible [elemental planes](/planes/elemental/) (although some insist he's visited all 6). Not bad for a little fella from a broken home on a backwater world.
|
||||
|
||||
He can usually be found drinking at the seediest dive in a port, gambling for his soul in a back alley on some distant plane, sailing on the astral currents, or even working on the next issue of his Guide to the Multiverse.
|
||||
He can usually be found drinking at the seediest dive in a port, gambling for his soul in a back alley on some distant plane, sailing on the astral currents, or possibly even working on the next issue of this guide.
|
||||
|
||||
### About the Site
|
||||
### ...the Site
|
||||
|
||||
The site is derived from the various pamphlets and writings produced by the Planar Vagabond over the past few years. They were then shuttled back to a <a href="https://www.itsericwoodward.com" class="hiddenLink">web developer friend of his</a> via a secret door in the friend's basement. The writings are being translated from Common and posted here as quickly as they can be (although some of the text is difficult to translate).
|
||||
This site is maintained by a group of web gnomes under the employ of the Planar Vagabond, who sends them his papers and pamphlets which they, in turn, translate from Common and rewrite as web pages.
|
||||
|
||||
<div class="imgWrapper halfWidth">
|
||||
|
||||
 license.](/images/webgnomes.jpg 'The Web Gnomes')
|
||||
|
||||
</div>
|
||||
|
||||
<details class="about-detail">
|
||||
<summary>Learn the truth (and spoil the fun)!</summary>
|
||||
|
||||
OK, so _obviously_ it's a work of fiction, and that's all it's intended to be. Even the stuff above.
|
||||
<summary>Lermund's Tiny Warnings</summary>
|
||||
|
||||
Names, characters, places and incidents list are either products of the author’s imagination or used fictitiously. Any resemblance to actual events or locales or persons, living, dead, or otherwise, is entirely coincidental.
|
||||
|
||||
|
@@ -25,6 +25,10 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
|
||||
- For creatures - measured in feet.
|
||||
- For vessels - measured in yards.
|
||||
|
||||
<!--
|
||||
<img class="zine-filler issue1-filler-corner-window" src="/images/zine/rose-window.png" />
|
||||
-->
|
||||
|
||||
#### Missile Weapons
|
||||
|
||||
- Gain an additional attack range option, **Distant**:
|
||||
@@ -35,16 +39,20 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
|
||||
|
||||
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
|
||||
|
||||
- **Fire**: Fragments from [the elemental plane of fire](/planes/elemental.html) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
|
||||
- **Water**: Fragments from [the elemental plane of water](/planes/elemental.html) are usually globes of water.
|
||||
- **Earth**: Fragments from [the elemental plane of earth](/planes/elemental.html) are usually irregularly-shaped chunks of rock and dirt.
|
||||
- **Air**: Fragments from [the elemental plane of air](</planes/elemental/index.html#aeria-%2F-the-zephyr-(air)>) are usually globes of air (used to supply some ships traveling to airless planes)
|
||||
- **Earth**: Fragments from [the elemental plane of earth](</planes/elemental/index.html#terru-%2F-the-rock-(earth)>) are usually irregularly-shaped chunks of rock and dirt.
|
||||
- Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void.
|
||||
- **Air**: Fragments from [the elemental plane of air](/planes/elemental.html) are usually globes of air (used to supply some ships traveling to airless planes)
|
||||
- **Chaos**: Fragments from [the elemental plane of chaos](/planes/elemental.html) are usually jet black globes, and tend to function as spheres of annihilation.
|
||||
- **Law**: Fragments from [the elemental plane of law](/planes/elemental.html) are usually globes of crackling, radiant energy.
|
||||
- **Fire**: Fragments from [the elemental plane of fire](</planes/elemental/index.html#pyrea-%2F-the-pyre-(fire)>) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
|
||||
- **Water**: Fragments from [the elemental plane of water](</planes/elemental/index.html#aquos-%2F-the-deep-(water)>) are usually globes of water.
|
||||
- **Chaos**: Fragments from [the elemental plane of chaos](</planes/elemental/index.html#dema-%2F-the-abyss-(chaos)>) are usually jet black globes, and tend to function as spheres of annihilation.
|
||||
- **Law**: Fragments from [the elemental plane of law](</planes/elemental/index.html#ange-%2F-the-firmament-(law)>) are usually globes of crackling, radiant energy.
|
||||
- It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
|
||||
- When a fragment of law and chaos are combined, the resulting release of energy looks like white and black lightning, and can be seen for thousands of miles around.
|
||||
|
||||
<!--
|
||||
<img class="zine-filler issue1-filler-bottom-cross-heads" src="/images/zine/cross-head-filler.png" />
|
||||
-->
|
||||
|
||||
### Gravity
|
||||
|
||||
- Subjective, with capable creatures (INT 5 or greater) able to change "down" with a thought (CHA check if under duress).
|
||||
@@ -65,10 +73,18 @@ 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**.
|
||||
|
||||
<!--
|
||||
<img class="zine-filler issue1-filler-bottom-pictographs" src="/images/zine/pictographs.png" />
|
||||
-->
|
||||
|
||||
### Portals
|
||||
|
||||
Usually manifest as flat, shimmering discs of various colors that appear to float in place.
|
||||
|
||||
<!--
|
||||
<img class="zine-filler issue1-filler-right-sword" src="/images/zine/sword.jpg" />
|
||||
-->
|
||||
|
||||
- Can be used by passing through to arrive on the destination plane.
|
||||
- May lead to any other plane (Inner, Outer, or Material).
|
||||
- Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them.
|
||||
|
@@ -10,7 +10,7 @@ status: hidden
|
||||
|
||||
_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).
|
||||
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports on the [astral plane](../).
|
||||
- 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.
|
||||
|
@@ -2,7 +2,7 @@
|
||||
title: The Astral Plane
|
||||
description: An overview of the astral plane.
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
section: astral
|
||||
section: planes
|
||||
content_type: feature
|
||||
short_code: a1
|
||||
---
|
||||
@@ -23,8 +23,8 @@ The Astral Plane is an impossibly large, unfathomably vast plane, which is belie
|
||||
|
||||
- [Adventuring](./adventuring.html)
|
||||
- [Calendar](./calendar.html)
|
||||
- [Factions](./factions/index.html)
|
||||
- [Monsters](/bestiary/index.html)
|
||||
- [Factions](./factions/)
|
||||
- [Monsters](/bestiary/)
|
||||
- [Timeline](./timeline.html)
|
||||
- [Travel](./travel.html)
|
||||
- [Vessels](./vessels.html)
|
||||
|
@@ -20,7 +20,7 @@ Below is a timeline of major events in (this section of) the astral plane:
|
||||
| :-------------------------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **???** | The gods arrive in and/or create the astral plane. |
|
||||
| **circa 11,000 BAC**<br />_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establishing the [Empire of the Eternal Dynasty](/astral/factions/index.html#stral-empire). |
|
||||
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion takes place, ending with the fallen angel Shai'kel taking over the demon stronghold of [Infernus](/planes/transcendental.html#infernus). |
|
||||
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion takes place, ending with the fallen angel Shai'kel taking over the demon stronghold of [Infernus](/planes/transcendental/index.html#infernus). |
|
||||
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The [Arcane Lords of Axion](/astral/factions/index.html#arcane-lords-of-axion) establish the first Mage Guilds (the groups which eventually evolve into the [Grand Consortium](/astral/factions/index.html#the-consortium)). |
|
||||
| **circa 2,000 BAC**<br />_(ca. 7,000 years ago)_ | The Eye Tyrants arrive in the astral plane, establish the Empire of Eyes. |
|
||||
| **0 CAC**<br />_(5023 years ago)_ | The ATU is founded by a group of astral traders, the Purple Masters of Prasha.<br />The Arcane Lords of Axion and the Purple Masters establish the Common Astral Calendar, using this year to mark year 0. |
|
||||
|
@@ -34,14 +34,14 @@ An arcane spellcaster that uses their own life force to cast spells.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available | Save |
|
||||
| :----------: | :-: | :-: | :-----: | :----: | :----: | :--------------: | :--: |
|
||||
| 3d6\* | 13 | 11 | +1 | 1d4 | 7 | 1d6-1 | 13 |
|
||||
| 5d6\*\* | 22 | 12 | +2 | 1d4+1 | 8 | 1d8-1 | 13 |
|
||||
| 7d6\*\* | 31 | 13 | +3 | 1d4+1 | 8 | 1d10-1 | 11 |
|
||||
| 9d6\*\*\* | 40 | 14 | +4 | 1d6+1 | 9 | 2d6-2 | 11 |
|
||||
| 11d6\*\*\* | 49 | 15 | +6 | 1d6+2 | 9 | 2d8-2 | 8 |
|
||||
| 13d6\*\*\*\* | 58 | 17 | +8 | 1d6+2 | 10 | 2d10-2 | 8 |
|
||||
| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available | Save |
|
||||
| :--------: | :-: | :-: | :-----: | :----: | :----: | :--------------: | :--: |
|
||||
| 3\* | 13 | 11 | +1 | 1d4 | 7 | 1d6-1 | 13 |
|
||||
| 5\*\* | 22 | 12 | +2 | 1d4+1 | 8 | 1d8-1 | 13 |
|
||||
| 7\*\* | 31 | 13 | +3 | 1d4+1 | 8 | 1d10-1 | 11 |
|
||||
| 9\*\*\* | 40 | 14 | +4 | 1d6+1 | 9 | 2d6-2 | 11 |
|
||||
| 11\*\*\* | 49 | 15 | +6 | 1d6+2 | 9 | 2d8-2 | 8 |
|
||||
| 13\*\*\*\* | 58 | 17 | +8 | 1d6+2 | 10 | 2d10-2 | 8 |
|
||||
|
||||
[Higher-Level Bloodmages]
|
||||
|
||||
@@ -50,11 +50,11 @@ An arcane spellcaster that uses their own life force to cast spells.
|
||||
#### 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
|
||||
> HD 1d6* (4 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
|
||||
> HD 3d6* (13 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 7
|
||||
> HD 5d6** (22 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8
|
||||
> HD 7d6** (31 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 8
|
||||
> HD 9d6*** (40 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 9
|
||||
> HD 11d6*** (49 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 9
|
||||
> HD 13d6**** (58 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 10
|
||||
```
|
||||
|
@@ -12,16 +12,16 @@ Holy (or unholy) warrior-priests on a quest for their deity.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------- | ---------------------------------------------------------- |
|
||||
| **Hit Dice** | 1 (4hp) |
|
||||
| **Armor Class** | 17 (plate) |
|
||||
| **Movement** | 20' |
|
||||
| **Attacks** | 1 @ mace (1d6) |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 11 (as [Cleric class](/classes/cleric.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
| | |
|
||||
| ------------------- | ---------------------------------------------------------------- |
|
||||
| **Hit Dice** | 1 (4hp) |
|
||||
| **Armor Class** | 17 (plate) |
|
||||
| **Movement** | 20' |
|
||||
| **Attacks** | 1 @ mace (1d6) |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 11 (as [Cleric class](/classes/cleric/index.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
|
||||
</div>
|
||||
|
||||
|
@@ -69,7 +69,7 @@ Skull rises into the air, scans for potential victims within sight, and picks on
|
||||
- Picks most powerful party member and attacks them first.
|
||||
- Spellcaster over fighter, over cleric, over thief.
|
||||
- After swallowing a soul, the skull sinks down.
|
||||
- Attack can be stopped by casting either a "Forget" spell or an "Exorcise" spell.
|
||||
- Attack can be stopped by casting either a Forget or Exorcise spell.
|
||||
- This causes the skull to sink down without consuming a soul.
|
||||
- If there are no empty soul-gems left:
|
||||
|
||||
|
@@ -10,7 +10,7 @@ status: hidden
|
||||
hd: 18
|
||||
---
|
||||
|
||||
The avatar of Ymmyrr, the Dragon God of Neutrality and god of [crystalline dragons](./crystalline/index.html), who usually manifests as an enormous, intelligent dragon with glistening, diamond scales.
|
||||
The avatar of Ymmyrr, the Dragon God of Neutrality and god of [crystalline dragons](./crystalline/), who usually manifests as an enormous, intelligent dragon with glistening, diamond scales.
|
||||
|
||||
- **Epithets**: _The Everlasting_, _Diamond Master of the Scales_, _Keeper of the Balance_, _Slumbering Monarch of Eternity_.
|
||||
|
||||
@@ -37,7 +37,7 @@ The avatar of Ymmyrr, the Dragon God of Neutrality and god of [crystalline drago
|
||||
|
||||
### Breath Weapons
|
||||
|
||||
Spews multiple [breath weapons](../index.html#breath-weapon) from mouth: a cloud of disintegration gas or a 100’ long line of lightning.
|
||||
Spews multiple [breath weapons](./index.html#breath-weapon) from mouth: a cloud of disintegration gas or a 100’ long line of lightning.
|
||||
|
||||
- Cloud of disintegration gas is 50’ long, 40’ wide, 20’ high.
|
||||
- All caught must **Save vs Blasts** or be annihilated.
|
||||
|
@@ -10,7 +10,7 @@ status: hidden
|
||||
hd: 16
|
||||
---
|
||||
|
||||
The avatar of Lyndralyth, the Multichromatic Dragon Goddess of Chaos and goddess of [chromatic dragons](./chromatic/index.html), who usually manifests as an enormous, intelligent dragon with 5 heads, each representing one of the 5 primary chromatic dragon colors.
|
||||
The avatar of Lyndralyth, the Multichromatic Dragon Goddess of Chaos and goddess of [chromatic dragons](./chromatic/), who usually manifests as an enormous, intelligent dragon with 5 heads, each representing one of the 5 primary chromatic dragon colors.
|
||||
|
||||
- **Epithets**: _The Many-Headed Lady of Doom_, _Ruiner-of-All_, _Devourer of Empires_, _Peacebreaker_.
|
||||
|
||||
@@ -37,7 +37,7 @@ The avatar of Lyndralyth, the Multichromatic Dragon Goddess of Chaos and goddess
|
||||
|
||||
### Heads
|
||||
|
||||
Each head bites for different damage and has a unique [breath weapon](../index.html#breath-weapon).
|
||||
Each head bites for different damage and has a unique [breath weapon](./index.html#breath-weapon).
|
||||
|
||||
- Each head can use breath weapon once per day.
|
||||
- All caught in the area of a breath weapon suffer damage equal to the dragon’s current hp (**Save vs Blasts** for half).
|
||||
|
@@ -10,7 +10,7 @@ status: hidden
|
||||
hd: 16
|
||||
---
|
||||
|
||||
The avatar of Endrion, the Dragon God of Law and god of [metallic dragons](./metallic/index.html), who usually manifests as an enormous, intelligent dragon with shining, platinum scales.
|
||||
The avatar of Endrion, the Dragon God of Law and god of [metallic dragons](./metallic/), who usually manifests as an enormous, intelligent dragon with shining, platinum scales.
|
||||
|
||||
- **Epithets**: _The Platinum Lord of Virtue_, _Paragon of Justice_, _Protector of the Weak_, _Peacebringer_.
|
||||
|
||||
@@ -37,7 +37,7 @@ The avatar of Endrion, the Dragon God of Law and god of [metallic dragons](./met
|
||||
|
||||
### Breath Weapons
|
||||
|
||||
Spews multiple [breath weapons](../index.html#breath-weapon) from mouth: a 90’ long cone of fire or a 100' long line of Disintegration ray.
|
||||
Spews multiple [breath weapons](./index.html#breath-weapon) from mouth: a 90’ long cone of fire or a 100' long line of Disintegration ray.
|
||||
|
||||
- 90' cone of fire is 2’ wide at the mouth, 30’ wide at far end.
|
||||
- All caught in area take damage equal to dragon's current hit points, **Save vs Blasts** for half.
|
||||
|
@@ -32,7 +32,7 @@ Drahki are a race of Dracokin that hail from Drahkenos, the so-called plane of D
|
||||
|
||||
- **Breath weapon**: Can be used up to three times per day. Unless noted otherwise, all caught in the area suffer damage equal to the Drahki’s current hit points (save versus breath for half).
|
||||
- **Draconic Ancestry**: Dracokin are are distantly related to a particular kind of dragon, which determines the colour of their scales, as well as the damage and area of their breath weapon.
|
||||
- **Ships and crew**: 1d2 large dragonships (each with 1d12+2 x 10 drahki) and/or 1d3 small dragonships (with 1d6 x 10 drahki each). (See [Astral Vessels](/astral/astral-vessels.html) for details on ships.)
|
||||
- **Ships and crew**: 1d2 large dragonships (each with 1d12+2 x 10 drahki) and/or 1d3 small dragonships (with 1d6 x 10 drahki each). (See [Astral Vessels](/astral/vessels.html) for details on ships.)
|
||||
- **Arms**: 60% of group have leather armour, sword; 30% have leather armour, sword, crossbow; 10% have chainmail, sword, crossbow.
|
||||
- **Leaders and captains**: For every 30 drahki, there is a 4th level fighter. Each ship has a captain (7th level fighter).
|
||||
- **Fleet commander**: 9th level fighter. 30% chance of a magic-user (level 1d2 +9); 30% chance of a cleric (8th level).
|
||||
|
@@ -9,9 +9,9 @@ hd: 12
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An enormous, 4-armed, mutant [gargoyle](./gargantuoyle.html).
|
||||
An enormous, 4-armed, mutant [gargoyle](./gargoyle.html).
|
||||
|
||||
> I've only ever heard of one these, allegedly kept by the demilich Assyr-Ayrrak in his infamous Tomb of Terrors on the plane of Gygaxia.
|
||||
> I've only ever heard of one these, allegedly kept by the demilich Assyr'yr'rak in his infamous Tomb of Terrors on the plane of Gygaxia.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
|
34
src/pages/bestiary/goblin.md
Normal file
34
src/pages/bestiary/goblin.md
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
title: Goblin
|
||||
description: A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin colored green, grey, or burnt-orange, who are known for being aggressive, cowardly, and dangerously inquisitive.
|
||||
date_pub: 2025-04-12T15:47:14.000-04:00
|
||||
section: bestiary
|
||||
content_type: feature
|
||||
short_code: bgb
|
||||
hd: 1
|
||||
---
|
||||
|
||||
A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin colored green, grey, or burnt-orange, who are known for being aggressive, cowardly, and dangerously inquisitive.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| --------------- | ---------------------- |
|
||||
| **Hit Dice** | 1 (4hp) |
|
||||
| **Armor Class** | 13 (natural + leather) |
|
||||
| **Movement** | 30' |
|
||||
| **Attacks** | 1 (0) @ weapon (1d6) |
|
||||
| **Alignment** | Chaotic |
|
||||
| **Save** | 12 (1) |
|
||||
| **Morale** | 4 (8 with king) |
|
||||
|
||||
</div>
|
||||
|
||||
- 90' infravision
|
||||
- -1 on attacks in full daylight
|
||||
|
||||
### Wolf Riders
|
||||
|
||||
20% of groups encountered have mounted riders.
|
||||
|
||||
- 25% of group are mounted on [dire wolves](/bestiary/wolves/dire-wolf.html).
|
@@ -7,6 +7,8 @@ content_type: feature
|
||||
short_code: b1
|
||||
---
|
||||
|
||||
[[toc]]
|
||||
|
||||
Below you'll find a small sampling of 60+ different types of humanoids and other creatures that one can encounter while traveling the planes.
|
||||
|
||||
### A-D
|
||||
@@ -39,6 +41,7 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
|
||||
- [Ghost](./ghost.html): A restless undead spirit, usually appearing as an incorporeal entity.
|
||||
- [Ghoul](./ghoul.html): A grisly, bestial, undead humanoid with an appetite for human flesh.
|
||||
- [Ghroudrru](./ghroudrru.html): A water-dwelling creature, 5' in diameter, with a gaping, tooth-filled maw which emerges from a hard calcareous hemisphere-shaped shell.
|
||||
- [Goblin](./goblin.html): A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin, known for being aggressive, cowardly, and dangerously inquisitive.
|
||||
- [Golem](./golems/): A magically-powered synthetic being that can be built from various materials.
|
||||
- [Herd Mammal](./herd-mammals/): One of a variety of mammals that live in large, grazing herds in the wild.
|
||||
- [Horse](./horses/): A four-legged herd animal with a long head, often domesticated and used for transportation or agriculture.
|
||||
@@ -79,6 +82,7 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
|
||||
- [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips.
|
||||
- [Wight](./wight.html): A humanoid corpse possessed by a malevolent spirit.
|
||||
- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks.
|
||||
- [Wolf](./wolves/): A furry canine that hunts in packs and dwell in caves, mountains, or forests.
|
||||
- [Wraith](./wraith.html): An ethereal undead that appears as a pale, humanoid shape of gathered mist.
|
||||
- [Wyrmette](./wyrmette.html): A miniature dragon with fine scales, sharp horns, tiny pointed teeth, and a breath weapon.
|
||||
- [Zombie](./zombie.html): A decaying undead corpse.
|
||||
|
@@ -27,8 +27,8 @@ Pale, hairless, cannibalistic humanoids who dwell underground.
|
||||
</div>
|
||||
|
||||
- Native language (Morlokkian) comprised of screeches and clicking noises.
|
||||
- Attacks gain advantage in total darkness.
|
||||
- Attacks gain disadvantage in full daylight.
|
||||
- Attacks gain [advantage](/rules/basics.html#advantage-and-disadvantage) in total darkness.
|
||||
- Attacks gain [disadvantage](/rules/basics.html#advantage-and-disadvantage) in full daylight.
|
||||
|
||||
### Combat
|
||||
|
||||
|
@@ -28,7 +28,7 @@ Large, pale, hairless, cannibalistic humanoid with glowing, red eyes who dwells
|
||||
|
||||
- Native language (Morlokkian) comprised of screeches and clicking noises.
|
||||
- [Truesight](/rules/adventuring.html#truesight): 10'
|
||||
- Attacks gain advantage in total darkness.
|
||||
- Attacks gain [advantage](/rules/basics.html#advantage-and-disadvantage) in total darkness.
|
||||
|
||||
### Armaments
|
||||
|
||||
|
@@ -27,7 +27,7 @@ A powerful, preserved, undead humanoid, often found wrapped in funerary bandages
|
||||
|
||||
!!!include(bestiary/mummies/base-info.md)!!!
|
||||
|
||||
- Gains advantage on saves vs spells and other magical effects.
|
||||
- Has [advantage](/rules/basics.html#advantage-and-disadvantage) on saves vs spells and other magical effects.
|
||||
- When destroyed, if heart remains intact, will reform body (with full HP) 1d4 days later.
|
||||
|
||||
### Spellcasting
|
||||
|
@@ -7,7 +7,7 @@ content_type: feature
|
||||
short_code: bnh
|
||||
---
|
||||
|
||||
Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats.
|
||||
Most of the class-based NPCs listed in the [bestiary](/bestiary/) are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats.
|
||||
|
||||
### Automaton
|
||||
|
||||
@@ -59,7 +59,7 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
|
||||
### Elfaye
|
||||
|
||||
- 60' [infravision](/rules/adventuring.html#infravision)
|
||||
- HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day.
|
||||
- HD 2+ can cast [Hidden Step](/spells/hidden-step.html) once per day.
|
||||
- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day.
|
||||
|
||||
### Felinar
|
||||
|
@@ -12,16 +12,16 @@ A holy (or unholy) knight on a quest for their deity.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------- | ------------------------------------------------------------ |
|
||||
| **Hit Dice** | 1 (4hp) |
|
||||
| **Armor Class** | 17 (plate) |
|
||||
| **Movement** | 20' |
|
||||
| **Attacks** | 1 @ sword (1d8) |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 12 (as [Paladin class](/classes/paladin.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
| | |
|
||||
| ------------------- | ------------------------------------------------------------------ |
|
||||
| **Hit Dice** | 1 (4hp) |
|
||||
| **Armor Class** | 17 (plate) |
|
||||
| **Movement** | 20' |
|
||||
| **Attacks** | 1 @ sword (1d8) |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 12 (as [Paladin class](/classes/paladin/index.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
|
||||
</div>
|
||||
|
||||
|
@@ -12,16 +12,16 @@ A holy (or unholy) divine magic user on a mission for their deity.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------- | ---------------------------------------------------------- |
|
||||
| **Hit Dice** | 1d6 (3hp) |
|
||||
| **Armor Class** | 10 (robes) |
|
||||
| **Movement** | 40' |
|
||||
| **Attacks** | 1 (0) @ staff (1d4) or spell |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 13 (as [Priest class](/classes/priest.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
| | |
|
||||
| ------------------- | ---------------------------------------------------------------- |
|
||||
| **Hit Dice** | 1d6 (3hp) |
|
||||
| **Armor Class** | 10 (robes) |
|
||||
| **Movement** | 40' |
|
||||
| **Attacks** | 1 (0) @ staff (1d4) or spell |
|
||||
| **Attack Modifier** | 0 |
|
||||
| **Alignment** | Any |
|
||||
| **Save** | 13 (as [Priest class](/classes/priest/index.html#core-features)) |
|
||||
| **Morale** | 7 |
|
||||
|
||||
</div>
|
||||
|
||||
|
@@ -4,7 +4,7 @@ description: Various rat creatures for OSR gaming.
|
||||
date_pub: 2024-11-04T22:39:30.000-04:00
|
||||
section: bestiary
|
||||
content_type: feature
|
||||
short_code: brt
|
||||
short_code: rats
|
||||
---
|
||||
|
||||
Furry, disease-ridden rodents with brown, grey, or black fur.
|
||||
|
@@ -5,7 +5,7 @@ date_pub: 2024-11-04T21:55:35.000-04:00
|
||||
section: bestiary
|
||||
subsection: bats
|
||||
content_type: feature
|
||||
short_code: brt1
|
||||
short_code: rat
|
||||
hd: 1hp
|
||||
---
|
||||
|
||||
|
34
src/pages/bestiary/wolves/dire-wolf.md
Normal file
34
src/pages/bestiary/wolves/dire-wolf.md
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
title: Dire Wolf
|
||||
description: A furry, large (9' long), semi-intelligent canine that hunts in packs and dwells in caves, mountains, or forests.
|
||||
date_pub: 2025-04-06T22:06:19.000-04:00
|
||||
section: bestiary
|
||||
subsection: wolves
|
||||
content_type: feature
|
||||
short_code: bw01
|
||||
hd: 4+
|
||||
---
|
||||
|
||||
A furry, large (9' long), semi-intelligent canine that hunts in packs and dwells in caves, mountains, or forests.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| --------------- | ------------------- |
|
||||
| **Hit Dice** | 4+2 (20 hp) |
|
||||
| **Armor Class** | 13 |
|
||||
| **Attacks** | 1 (+4) @ 2d4 (bite) |
|
||||
| **Movement** | 50' |
|
||||
| **Save** | 12 (2) |
|
||||
| **Morale** | 8 |
|
||||
| **Alignment** | Neutral |
|
||||
|
||||
</div>
|
||||
|
||||
- Can be trained, if captured young, although it's very difficult (at GM's discretion).
|
||||
|
||||
### Pack Hunter
|
||||
|
||||
+1 to morale when in a pack of 4 or more dire wolves.
|
||||
|
||||
- Bonus lost when 1/2 or more of pack is lost.
|
41
src/pages/bestiary/wolves/ice-wolf.md
Normal file
41
src/pages/bestiary/wolves/ice-wolf.md
Normal file
@@ -0,0 +1,41 @@
|
||||
---
|
||||
title: Ice Wolf
|
||||
description: A large (9' long), intelligent canine with glistening, white fur and breath that can freeze, which hunts in packs and dwells in cold regions.
|
||||
date_pub: 2025-04-06T22:06:19.000-04:00
|
||||
section: bestiary
|
||||
subsection: wolves
|
||||
content_type: feature
|
||||
short_code: bw0c
|
||||
hd: 6
|
||||
---
|
||||
|
||||
A large (9' long), intelligent canine with glistening, white fur and breath that can freeze, which hunts in packs and dwells in cold regions.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| --------------- | ----------------------------------- |
|
||||
| **Hit Dice** | 6 (27 hp) |
|
||||
| **Armor Class** | 14 |
|
||||
| **Attacks** | 1 (+5) @ 2d4 (bite) or frost breath |
|
||||
| **Movement** | 50' |
|
||||
| **Save** | 12 (2) |
|
||||
| **Morale** | 8 |
|
||||
| **Alignment** | Neutral |
|
||||
|
||||
</div>
|
||||
|
||||
### Breath Weapon
|
||||
|
||||
Exhales a 15' long cone of freezing wind.
|
||||
|
||||
- 2’ wide at the mouth, 15’ wide at far end.
|
||||
- All caught in area take 6d4 damage, **Save vs Blasts** for half.
|
||||
- Can only be used once every minute (10 rounds)
|
||||
- Immune to own breath weapon, automatically saves vs related attacks.
|
||||
|
||||
### Pack Hunter
|
||||
|
||||
+1 to morale when in a pack of 4 or more dire wolves.
|
||||
|
||||
- Bonus lost when 1/2 or more of pack is lost.
|
16
src/pages/bestiary/wolves/index.md
Normal file
16
src/pages/bestiary/wolves/index.md
Normal file
@@ -0,0 +1,16 @@
|
||||
---
|
||||
title: Wolves
|
||||
description: Various wolf creatures for OSR gaming.
|
||||
date_pub: 2024-11-04T22:39:30.000-04:00
|
||||
section: bestiary
|
||||
content_type: feature
|
||||
short_code: bw0
|
||||
---
|
||||
|
||||
Furry, pack-hunting canines that dwell in caves, mountains, and forests.
|
||||
|
||||
### Subtypes
|
||||
|
||||
- [Dire Wolf](./dire-wolf.html): Large (9' long), ferocious, and semi-intelligent.
|
||||
- [Ice Wolf](./ice-wolf.html): Large, and intelligent, with white fur and breath that can freeze.
|
||||
- [Wolf (Standard)](./wolf.html): Medium-sized (5' long) and semi-intelligent.
|
34
src/pages/bestiary/wolves/wolf.md
Normal file
34
src/pages/bestiary/wolves/wolf.md
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
title: Wolf (Standard)
|
||||
description: A furry, medium-sized (5' long), semi-intelligent canine that hunts in packs and dwells in caves, mountains, or forests.
|
||||
date_pub: 2025-04-06T22:06:19.000-04:00
|
||||
section: bestiary
|
||||
subsection: wolves
|
||||
content_type: feature
|
||||
short_code: wolf
|
||||
hd: 2+
|
||||
---
|
||||
|
||||
A furry, medium-sized (5' long), semi-intelligent canine that hunts in packs and dwells in caves, mountains, or forests.
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| --------------- | ------------------- |
|
||||
| **Hit Dice** | 2+2 (11 hp) |
|
||||
| **Armor Class** | 12 |
|
||||
| **Attacks** | 1 (+2) @ 1d6 (bite) |
|
||||
| **Movement** | 60' |
|
||||
| **Save** | 12 (1) |
|
||||
| **Morale** | 6 |
|
||||
| **Alignment** | Neutral |
|
||||
|
||||
</div>
|
||||
|
||||
- Can be trained, if captured young (at GM's discretion).
|
||||
|
||||
### Pack Hunter
|
||||
|
||||
+2 to morale when in a pack of 4 or more wolves.
|
||||
|
||||
- Bonus lost when 1/2 or more of pack is lost.
|
@@ -29,7 +29,7 @@ A miniature dragon (about the size of a hawk or a small dog) with fine scales, s
|
||||
- Has [infravision](/rules/adventuring.html#infravision) up to 60', even in total darkness.
|
||||
- Can sense invisible creatures within 10'.
|
||||
- Understands Common and Draconic but can’t speak it.
|
||||
- Has advantage on saving throws against spells and other magical effects.
|
||||
- Has [advantage](/rules/basics.html#advantage-and-disadvantage) on saving throws against spells and other magical effects.
|
||||
|
||||
### Draconic Ancestry
|
||||
|
||||
@@ -65,3 +65,36 @@ Choose (or roll) a type of dragon to determine breath weapon damage and area.
|
||||
[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
|
||||
|
||||
</div>
|
||||
|
||||
<!--
|
||||
### Pixie Dragon
|
||||
|
||||
A highly intelligent wyrmette native to the faewolde, able to cast spells, and known to come in a variety of colors.
|
||||
|
||||
|
||||
#### Draconic Ancestry
|
||||
|
||||
As with the Wyrmette ability, but using the following table.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d20 | Color | Breath Weapon |
|
||||
| :---: | :------: | :-----------------------: |
|
||||
| 1 | Amethyst | 20' Line of Cold |
|
||||
| 2-3 | Black | 20' Line of Acid |
|
||||
| 4-5 | Blue | 20' Line of Lightning |
|
||||
| 6 | Brass | 10' Cone of Sleep Gas[^1] |
|
||||
| 7 | Bronze | 20' Line of Lightning |
|
||||
| 8 | Copper | 20' Line of Acid |
|
||||
| 9 | Emerald | 10' Cone of Acid |
|
||||
| 10 | Gold | 10' Cone of Fire |
|
||||
| 11-12 | Green | 5' Cloud of Chlorine Gas |
|
||||
| 13 | Onyx | 5' Cloud of Chlorine Gas |
|
||||
| 14-15 | Red | 10' Cone of Fire |
|
||||
| 16 | Ruby | 20' Line of Fire |
|
||||
| 17 | Silver | 10' Cone of Cold |
|
||||
| 18 | Topaz | 5' Cloud of Sleep Gas[^1] |
|
||||
| 19-20 | White | 10' Cone of Cold |
|
||||
|
||||
[Pixie Dragon Draconic Ancestry]
|
||||
-->
|
||||
|
@@ -9,7 +9,7 @@ short_code: ca1
|
||||
|
||||
This is the starting page for info specific to our gaming group's astral campaign (the one that this guide originated from).
|
||||
|
||||
- [NPCs](/npcs/index.html) - Major NPCs the party has encountered.
|
||||
- [NPCs](/npcs/) - Major NPCs the party has encountered.
|
||||
- [The Ravager](./ravager.html) - The oft spoken-of (but seldom seen) creature at the center of the party's journey into Eye Tyrant .
|
||||
- [Shazzograx's Journals](./shazz-journals.html) - Information about the villain who kickstarted the current phase of the campaign, helpfully translated with the assistance of the [Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html)
|
||||
- [Sapphire Cove](./sapphire-cove.html) - Notes and info about the townsfolk who live in the characters' home port.
|
||||
|
@@ -3,6 +3,7 @@ title: Blacktyde Bay
|
||||
description: Information specific to Blacktyde Bay, a city in my ongoing series of Monday Night Mini-Campaigns.
|
||||
date_pub: 2024-04-27T17:03:42.000-04:00
|
||||
section: campaigns
|
||||
subsection: aeryon
|
||||
content_type: feature
|
||||
short_code: cmmab
|
||||
---
|
@@ -3,6 +3,7 @@ title: Trading Calendar of Aeryon
|
||||
description: Information about the trading calendar used on my campaign world, Aeryon.
|
||||
date_pub: 2024-04-27T17:03:36.000-04:00
|
||||
section: campaigns
|
||||
subsection: aeryon
|
||||
content_type: feature
|
||||
short_code: cmmac
|
||||
---
|
@@ -21,6 +21,6 @@ short_code: cmma
|
||||
|
||||
Campaigns that take place on (or include) Aeryon:
|
||||
|
||||
- [Isle of Dread](./isle-of-dread.html): An ongoing campaign about a heroic adventure to the mythical dreaded isle.
|
||||
- [One Night...](../../one-night/): The one-page intro for my one-shot, "One Night on White Plume Mountain".
|
||||
- [Isle of Dread](../mini-campaigns/isle-of-dread.html): A completed mini-campaign about a heroic adventure to the mythical dreaded isle.
|
||||
- [One Night One-Shots](../one-night/): Information about my series of one-shot adventures, "One Night..." (including [One Night on White Plume Mountain](../one-night/one-night-on-wpm.html)).
|
||||
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. Currently on hiatus.
|
@@ -8,4 +8,4 @@ short_code: cf1
|
||||
status: hidden
|
||||
---
|
||||
|
||||
[The Town of Rivertail](./rivertail/index.html)
|
||||
[The Town of Rivertail](./rivertail/)
|
||||
|
18
src/pages/campaigns/hexhall/index.md
Normal file
18
src/pages/campaigns/hexhall/index.md
Normal file
@@ -0,0 +1,18 @@
|
||||
---
|
||||
title: Hexhall Academy Campaign info
|
||||
description: A collection of info specific to the IRL game I'm playing with my kids.
|
||||
date_pub: 2025-04-12T19:41:05.000-04:00
|
||||
section: campaigns
|
||||
content_type: feature
|
||||
short_code: ch1
|
||||
status: hidden
|
||||
---
|
||||
|
||||
- [The Faewolde](/planes/near/faewolde/)
|
||||
- [Hexhall Academy](/planes/near/faewolde/hexhall.html)
|
||||
|
||||
### Player Races
|
||||
|
||||
- [Goblin](/races/goblin.html) - for Kort
|
||||
- [Oozion](/races/oozion.html) - for Alita
|
||||
- [Spritekin](/races/spritekin.html) - for Kim
|
@@ -10,5 +10,5 @@ short_code: ca
|
||||
Below you'll find some information about some of the RPG campaigns I am running, or have run recently. Most of it is likely only interesting to my players, but if someone else finds it useful, all the better.
|
||||
|
||||
- [Mini-Campaigns](./mini-campaigns/): My current Monday night game, the first in (what I hope will be) a set of shorter mini-campaigns, starting with the old-school classic, "The Isle of Dread".
|
||||
- [One Night...](./one-night/): Some information about the different "One Night..." one-shot adventures I like to run.
|
||||
- [One Night One-Shots](./one-night/): Some information about the different "One Night..." one-shot adventures I like to run.
|
||||
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. Currently on hiatus.
|
||||
|
87
src/pages/campaigns/mini-campaigns/city-in-shadows/index.md
Normal file
87
src/pages/campaigns/mini-campaigns/city-in-shadows/index.md
Normal file
@@ -0,0 +1,87 @@
|
||||
---
|
||||
title: 'New Game Idea: City in Shadows'
|
||||
description: Information about a new idea I've had for a game, called "City in Shadows"
|
||||
date_pub: 2025-05-18T23:30:43.000-04:00
|
||||
section: campaigns
|
||||
subsection: mini-campaigns
|
||||
content_type: feature
|
||||
short_code: ccis
|
||||
status: hidden
|
||||
---
|
||||
|
||||
For some reason, I've lately found myself itching to play a game set in the modern day, and featuring dark, tortured heroes fighting against an even darker, soul-crushing technocratic bureaucracy (of course, I have _no idea_ where this is coming from, but I digress). This itch lead me towards White Wolf's classic World of Darkness, and in particular, their reality-bending Storyteller game, _Mage: the Ascension_. But as with all White Wolf games, the good ideas are buried in an avalanche of needless filler and pretension, so I stripped most of that away and came up with:
|
||||
|
||||
### City in Shadows
|
||||
|
||||
#### Setting
|
||||
|
||||
Modern urban setting in decay, appearing much like our world but with a "darkness" hiding in the shadows.
|
||||
|
||||
#### The Villains
|
||||
|
||||
A secret conspiracy of ancient "Promethean Orders" working behind the scenes to promote a technocratic agenda and maintain their version of "consensual reality" by eliminating any and all "anomalies" (nonhumans and those humans that won't conform).
|
||||
|
||||
- They have super-science at their disposal (mutants, cyborgs, robots, lasers, psychics, even mechs), and they get their marching orders from the Illuminati, a group of humans trying to ensure their supremacy in the "reality wars".
|
||||
|
||||
#### The Heroes
|
||||
|
||||
Anyone trying to fight the system, even if it's just by existing as a supernatural being in a highly regulated, mechanized reality. This could include (but is not necessarily limited to):
|
||||
|
||||
- _Vampires_: Because it can't be a world of "darkness" without some pointy-teeths in leather brooding in the corner.
|
||||
|
||||
- Compared to WoD, the plot would involve _much_ less partying and politics, and there would be no built in "clans" to determine "gifts".
|
||||
|
||||
- _Werebeasts_: You can't have vampires without weres, but why limit it to wolves when there are so many types of [werebeasts](https://www.planarvagabond.com/bestiary/werebeasts/) out there?
|
||||
|
||||
- Incidentally, these would be more like movie or D&D werebeasts (3 forms, can change shape at will except during the full moon), and less tribal / shamanistic than the WoD versions.
|
||||
|
||||
- _Fae_: Any type of faerie creature trying to reach (or keep their distance from) the [Faewolde](https://www.planarvagabond.com/planes/near/faewolde.html) (although some fae races would obviously have a harder time hiding from the authorities than others).
|
||||
|
||||
- I never understood _Changeling_, so I can't really make a comparison.
|
||||
|
||||
- _True Immortals_: Usually someone blessed (or cursed) with immortality by a powerful being, and who cannot die.
|
||||
|
||||
- Not quite _Highlander_-style, more like Captain Jack Harkness from "Doctor Who".
|
||||
|
||||
- _Mummies_: Nearly-immortal undead serving some higher ideal(s) or power(s).
|
||||
|
||||
- Could be similar to one of the versions from the WoD, but doesn't have to be.
|
||||
|
||||
- _Angels and Demons_: Beings of pure elemental law (angels) or chaos (demons). The purpose-built / completely random nature of the creatures mean that there are lots of different kinds of each, including many who could (mostly) pass for human.
|
||||
|
||||
- This could also include fallen angels (those who rebel against their gods) and "virtuous" demons (those who rebel against their corrupting nature).
|
||||
|
||||
- _Gargoyles_: Because the classic Di$ney show always felt like it would belong in the WoD, so why not include a bunch of strange, winged creatures around that get "stoned" every day? :D
|
||||
|
||||
- _Other creatures_ (or "monsters", according to the Technocracy) that don't "belong" in the modern world, like a living statue, vampire-werewolf hybrid, natural born psychic or mutant, or maybe even some kind of extraplanar refugee.
|
||||
|
||||
- _Humans_ who are somehow involved in all of this weirdness (ex: because of their class or backstory).
|
||||
|
||||
- _Escapees from the Orders_: These could include some of the same mutants, cyborgs, robots, psychics, and even human agents that normally hunt down anomalies, but who wound up on the wrong side of the Technocracy.
|
||||
|
||||
#### The System
|
||||
|
||||
Here's where it gets interesting... As with my other games, I'd prefer to run this with HOSR.
|
||||
|
||||
But that leaves a pretty major question: How can one play as a monster? The answer is: via monster characters.
|
||||
|
||||
- I'm thinking that PCs will be level 7 or 8 to start out, which means that they could play as any monster with that many HD or less.
|
||||
- I'm also considering asking players with monster PCs to stick to martial classes, just to prevent the game from getting _completely_ unbalanced (although a vampiric bloodmage does sound cool).
|
||||
- Speaking of classes... I know that I'll need to add firearm compatibility rules to each (relevant) class, and may wind up changing them up somewhat to better accommodate modern settings, but the core ideas will remain the same.
|
||||
- In fact, if there's an archetype you'd like to play that doesn't have a class, I'm open to that idea as well.
|
||||
- Also, spellcasters (of any type) will have to contend with the modern "mechanized" consensual reality pushing back against their spellcasting.
|
||||
- I'm tweaking the spellcasting rules to account or this push back, and to allow casters to minimize or bypass it altogether via "coincidental" magic.
|
||||
- I'm also experimenting with some freeform magic systems, if someone wants to try one out (but they would likely have to play as a human or other "core" race, lest it become too unbalanced).
|
||||
- I know that all of this implies a bunch of things that HOSR doesn't have yet (like full firearms rules, published freeform magic rules, modern class support, immortals as a race / monster, etc.), but I'm all too happy to keep working on filling those blanks in, especially if this idea intrigues someone besides me.
|
||||
|
||||
#### The Plan
|
||||
|
||||
First, I should note that, at least to me, this idea is _very_ different from Donnie's Monster of the Week game. Whereas MotW is about investigating the latest "weird" thing, this game should be more about staying one step ahead of the global conspiracy that wants you dead. Also, despite this being inspired by the WoD, it's very much set in the modern day, with cell phones, ubiquitous surveillance, and self-driving cars that don't actually work (although the agents of the Technocracy probably get to ride around in the good kind, but I digress again).
|
||||
|
||||
As for the campaign, I'd love to run it as a mini-campaign, aiming for 6-8 sessions over 8-12 weeks.
|
||||
|
||||
- It'll most likely be run on Roll20 (as usual), and we won't start until after the Tomb of Horror game (June 8th).
|
||||
- I don't have any adventures planned (yet), but I think that the core ideas lend themselves to certain type of stories.
|
||||
- In keeping with the classic Storyteller feel, I'd also love it if each PC came with a goal that was obtainable within 2-3 sessions, to help drive the campaign.
|
||||
|
||||
If this sounds like something you might want to play, please let me know. Thanks for reading!
|
46
src/pages/campaigns/mini-campaigns/ideas.md
Normal file
46
src/pages/campaigns/mini-campaigns/ideas.md
Normal file
@@ -0,0 +1,46 @@
|
||||
---
|
||||
title: 'Mini-Campaign Ideas'
|
||||
description: Information about some ideas I've had for mini-campaigns.
|
||||
date_pub: 2025-05-30T23:19:17.000-04:00
|
||||
section: campaigns
|
||||
subsection: mini-campaigns
|
||||
content_type: feature
|
||||
short_code: cmc1d
|
||||
status: hidden
|
||||
---
|
||||
|
||||
I'm thinking about starting up another mini-campaign, but I don't think I want to do another standard fantasy game. So, I'm floating this document around to see if any of the ideas below sound interesting to anyone.
|
||||
|
||||
In most cases, I'd be thinking about 4-8 sessions, played weekly (or close to it). I know scheduling can be difficult, but we'll jump off that bridge when we get there.
|
||||
|
||||
### City in Shadows
|
||||
|
||||
A modern urban setting inspired by White Wolf's World of Darkness, appearing much like our world but with supernatural creatures and monsters hiding in the shadows, fighting for their lives against a secret conspiracy that tries to control "consensual reality" by eliminating any and all "anomalies" (nonhumans and those humans that won't conform). Kind of like WoD meets the Matrix.
|
||||
|
||||
[More info](../mini-campaigns/city-in-shadows/)
|
||||
|
||||
### Aethurya
|
||||
|
||||
A far-future, post-post-apocalyptic setting where the moon has been shattered and much of the world is a wasteland full of wild and weird creatures. Huge portals, created by the ancients and powered by magic and super science, connect different cities together, forming the backbone of what remains of civilization. Has some unique classes and races as well. Think of Thundarr the Barbarian meets The Gunslinger.
|
||||
|
||||
### 20XX
|
||||
|
||||
In the not-too-distant future, a zombie epidemic has effectively annihilated civilization as we know it, as only a few dozen walled cities have survived. Life in the cities is very cyberpunk, with satellite relays keeping the cities connected to each other. Meanwhile, the vast space between the cities has become scorched with radiation and overrun by zombies, so travel between the cities is difficult. This setting would have some unique classes, and the plots could center on the cities, running wasteland missions between them, or both. The vibe is Blade Runner / CyberPunk 2020 meets Mad Max meets Walking Dead.
|
||||
|
||||
### Monster Hunt
|
||||
|
||||
This is kind-of the inversion of the City in Shadows idea, where the party is part of a para-military organization who get sent in to deal with _heavy_ supernatural threats. Like Ghostbusters meets the colonial marines from Aliens.
|
||||
|
||||
### Star Wars
|
||||
|
||||
I'm pretty much _always_ down with a Star Wars space adventure, set in most any era.
|
||||
|
||||
### Astral Game
|
||||
|
||||
Although I'm not interested in a _standard_ fantasy game, I really miss the Spelljammer-esque astral sailing game from a few years ago, and I'd love to play something similar. For those that weren't there, it was about sailing on the astral plane (a sort of "fantasy outer space", and the plane that links to all other planes). My original plan was to enable the party to sail to different astral islands where they would find portals to other planes. As a mini-campaign, it would probably be a single voyage or adventure, but it could still lead across the multiverse, if there's interest.
|
||||
|
||||
### Player Focused
|
||||
|
||||
One final idea - I've been reading a few books that suggest building settings with the players as a sort of communal effort, so everyone has both a say and an interest in _some_ aspect of the game. As the game progresses, players set goals for their characters which the GM mixes into the adventures (or combines with random tables to generate emergent adventures). I like this idea (I've used it to make one offline game so far), and would love to try it in an online game.
|
||||
|
||||
Please let me know if any of these interest you. Thanks for reading!
|
@@ -9,7 +9,7 @@ short_code: cmm
|
||||
|
||||
_Greetings, adventurers!_
|
||||
|
||||
_You have been hired to accompany a wealthy merchant to a forgotten island known as the [Isle of Dread](./aeryon/isle-of-dread.html), where you will face terrifying monsters and dangerous traps as you try to unlock its ancient secrets and seek the untold treasures it holds._
|
||||
_You have been hired to accompany a wealthy merchant to a forgotten island known as the [Isle of Dread](./isle-of-dread.html), where you will face terrifying monsters and dangerous traps as you try to unlock its ancient secrets and seek the untold treasures it holds._
|
||||
|
||||
### The Game
|
||||
|
||||
@@ -19,6 +19,6 @@ _You have been hired to accompany a wealthy merchant to a forgotten island known
|
||||
|
||||
### Links
|
||||
|
||||
- [Isle of Dread](./aeryon/isle-of-dread.html): Current campaign info
|
||||
- [The World of Aeryon](./aeryon/)
|
||||
- [Blacktyde Bay](./aeryon/blacktyde-bay.html)
|
||||
- [Isle of Dread](./isle-of-dread.html)
|
||||
- [The World of Aeryon](../aeryon/)
|
||||
- [Blacktyde Bay](../aeryon/blacktyde-bay.html)
|
||||
|
@@ -3,6 +3,7 @@ title: Isle of Dread
|
||||
description: Information specific to my Isle of Dread campaign
|
||||
date_pub: 2024-04-27T17:03:49.000-04:00
|
||||
section: campaigns
|
||||
subsection: mini-campaigns
|
||||
content_type: feature
|
||||
short_code: dread
|
||||
---
|
||||
@@ -307,14 +308,17 @@ Still 23rd day: _[Fendo, 11th of Porma]_
|
||||
- Her presumed murderer was a man with a short beard in a green robe, who ran back to the entrance before transforming into the enormous shape of Esun.
|
||||
- The rest of the party jumped on the disc and met Isling halfway before deciding to flee.
|
||||
- Esun tried to cut them off, leading to a race to the side tunnel.
|
||||
- Thanks to a great initiative roll by Donnie, they managed to make it to the tunnel, but not before...
|
||||
- Thanks to 27 taking the initiative, they managed to make it to the tunnel, but not before...
|
||||
- Treuplea used the last charge of the amulet to charm Esun, which he failed to resist, suddenly grinning and offering to help his new best buddies to leave safely.
|
||||
|
||||
- The party found the remaining loot, Esun revealed his (failed) master plan (and broke the curse on Beyza), and the players now had everything they needed to rule the island.
|
||||
- In short order:
|
||||
- The party found the remaining loot,
|
||||
- Esun revealed his (failed) master plan (and broke the curse on Beyza), and
|
||||
- The party now had everything they needed to rule the island (and/or return home).
|
||||
|
||||
**The End**
|
||||
|
||||
### Links
|
||||
|
||||
- [The World of Aeryon](./index.html): World where the adventure takes place.
|
||||
- [Blacktyde Bay](blacktyde-bay.html): City where the adventure starts.
|
||||
- [The World of Aeryon](../aeryon/): World where the adventure took place.
|
||||
- [Blacktyde Bay](../aeryon/blacktyde-bay.html): City where the adventure started.
|
@@ -1,5 +1,5 @@
|
||||
---
|
||||
title: One Night...
|
||||
title: One Night One-Shots
|
||||
description: Information about the "One Night..." series of one-shot RPGs that run on occasion.
|
||||
date_pub: 2024-09-29T20:09:53.000-04:00
|
||||
section: campaigns
|
||||
@@ -9,5 +9,6 @@ short_code: c1n
|
||||
|
||||
A series of one-shot speed runs through some classic D&D modules.
|
||||
|
||||
- [One Night in the Tomb of Horrors](./one-night-in-toh.html) **_NEW_**
|
||||
- [One Night in Ravenloft](./one-night-in-ravenloft.html)
|
||||
- [One Night on White Plume Mountain](./one-night-on-wpm.html)
|
||||
|
@@ -3,6 +3,7 @@ title: One Night in Raveloft
|
||||
description: Information specific to my annual Halloween one-shot RPG, One Night in Ravenloft
|
||||
date_pub: 2024-09-29T20:08:55.000-04:00
|
||||
section: campaigns
|
||||
subsection: one-night
|
||||
content_type: feature
|
||||
short_code: c1nr
|
||||
---
|
||||
@@ -17,13 +18,13 @@ This is the same game that I ran last year, but with randomized changes and "win
|
||||
|
||||
For those who don't know (or don't remember), Ravenloft is the first official gothic-horror module for D&D (published for 1st Edition AD&D in 1983). The one-shot version omits most of the prologue and surrounding area, and sees the PCs begin by storming Castle Ravenloft itself with the great vampire hunter, Dr. Rudolph Van Richten, as they try to bring down the evil vampire lord, Count Strahd von Zarovich, and free the good people of Barovia from the dark powers of the mists.
|
||||
|
||||
As with last year, we'll be using the [HOSR system (Heroic Old-School Roleplaying)](https://www.planarvagabond.com/rules/index.html), a set of (relatively short) rules based on the classic Basic / Expert D&D, but with some fun things like Critical and Fumble dice, useful thieves, extra classes and races, and a lower mortality rate. It's the same rules I currently run for our Isle of Dread campaign (and ran for my astral campaign), and can be found at https://www.planarvagabond.com/rules/index.html.
|
||||
As with last year, we'll be using the [HOSR system (Heroic Old-School Roleplaying)](https://www.planarvagabond.com/rules/), a set of (relatively short) rules based on the classic Basic / Expert D&D, but with some fun things like Critical and Fumble dice, useful thieves, extra classes and races, and a lower mortality rate. It's the same rules I currently run for our Isle of Dread campaign (and ran for my astral campaign), and can be found at https://www.planarvagabond.com/rules/.
|
||||
|
||||
And now, the fiddly bits:
|
||||
|
||||
- As with last year, I don't want to set a specific time (so as to be maximally flexible for those in time zones outside of the Eastern one), but this year, I'm aiming for 4.5 hours start-to-finish (with hopes to be completely done by the 5 hour mark).
|
||||
- I've also come to realize that it's very difficult to run a remote, voice-based game with more than 4 players, especially when that game has very specific time constraints (as with a one-shot). So, I'm looking for up to 4 players to play, and if I can get to 6 players (or more), I'll split the group and run the one-shot twice.
|
||||
- As with last year, PCs can be any [race](https://www.planarvagabond.com/races/index.html) or [class](https://www.planarvagabond.com/classes/index.html) in OSE, BX, or from the Planar Vagabond site (although I'm always willing to entertain a custom race or class, if that's your thing). See [Character creation rules](/rules/basics.html#character-creation) for more info.
|
||||
- As with last year, PCs can be any [race](https://www.planarvagabond.com/races/) or [class](https://www.planarvagabond.com/classes/) in OSE, BX, or from the Planar Vagabond site (although I'm always willing to entertain a custom race or class, if that's your thing). See [Character creation rules](/rules/basics.html#character-creation) for more info.
|
||||
|
||||
So, once again I ask: _Do you have the courage to face the ancient evil that slumbers in Castle Ravenloft, and free the land from the curse of the mists by destroying the vile corruption once and for all? Will you join the likes of Jerakeen, Yogi the Bugbear, Charlie Knight, Maester Llewyn, and Gus the Party Bus in the hallowed halls of history? Or are you destined to become just another in a long line of fallen heroes, doomed by their overconfidence to serve as Strahd's undead minions until the end of time?_
|
||||
|
||||
|
90
src/pages/campaigns/one-night/one-night-in-toh.md
Normal file
90
src/pages/campaigns/one-night/one-night-in-toh.md
Normal file
@@ -0,0 +1,90 @@
|
||||
---
|
||||
title: One Night in the Tomb of Horrors
|
||||
description: Information specific to my one-shot RPG, "One Night in the Tomb of Horrors".
|
||||
date_pub: 2025-05-04T23:22:26.000-04:00
|
||||
section: campaigns
|
||||
subsection: one-night
|
||||
content_type: feature
|
||||
short_code: c1th
|
||||
---
|
||||
|
||||
_Greetings, adventurers!_
|
||||
|
||||
_You have been chosen by your king to endure **One Night in the Tomb of Horrors**, seeking to regain a famed lost relic and put an end to the tomb's corruption once and for all!_
|
||||
|
||||
- _**ENTER** the lich's dungeon, a deadly maze of tricks, traps, and challenges galore!_
|
||||
- _**FIND** the lost relic deep within the tomb!_
|
||||
- _**SURVIVE** the most dangerous dungeon ever devised - if you can!_
|
||||
|
||||
_**DO YOU HAVE WHAT IT TAKES** to survive the lich's machinations? Or will you fail, as so many others have?_
|
||||
|
||||
### The Game
|
||||
|
||||
- I'm looking for up to 4 players to play in a 3-4 hour game on **Sunday afternoon, June 8th (2025/06/08), starting at 1p ET**.
|
||||
- We'll be running through Gary Gygax's classic D&D Module, **the Tomb of Horrors**.
|
||||
- We'll use the (recently updated) Planar Vagabond [HOSR rules](/rules/) (based on classic "B/X" D&D / [Old School Essentials](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page)).
|
||||
- The theme is, as usual, heroic: characters are powerhouses among the level-0 civilian population.
|
||||
- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama, but I gotta be honest - I'll be running the dungeon as Gary intended, which some may find a bit... brutal. Consider yourself warned.
|
||||
|
||||
### Characters
|
||||
|
||||
- Anyone who already has a character with me, either from a previous one-shot or an ongoing campaign, is free to either use that character if they want to.
|
||||
- If you want to create a new character, check out the [character creation rules](/rules/basics.html#character-creation)
|
||||
- PCs can be any [race](/races/) or [class](/classes/) in PV or in OSE (although I'm always willing to entertain a custom race or class, if that's your thing).
|
||||
- Everyone will start at **level 14** (the max level for classic play, and a target level for this dungeon).
|
||||
- I'll be glad to meet with anyone to build characters, either 1x1 or in a group, but I'm asking everyone to have thei characters ready to go before the start of the game.
|
||||
- All characters will also be starting with some _mad_ magic items, including legendary weapons for each of martial characters.
|
||||
|
||||
### The Setup
|
||||
|
||||
Far away across the multiverse, on the distant plane of _Gygaxia_, lies the kingdom of _Eagleslate_, ruled by _King Ur'rattus III_. And on the eastern edge of this kingdom lies the dreaded _Tomb of Horrors_, said to contain the mortal remains of the lich _Assyr'yr'rak_.
|
||||
|
||||
- Three weeks ago, the king's youngest son, _Prince Dun'fras_, took a retinue of soldiers into the tomb, seeking the riches within and the glory he expected to receive for overcoming it.
|
||||
- To help ensure his victory, he also "borrowed" his father's famed sword (and treasured family heirloom), [Lumye, Hope's Defender](/magic-items/sword-lumye-hopes-defender.html).
|
||||
- According to the two guards he left outside the tomb, the prince entered the tomb around midday with the rest of the guard (sword in hand).
|
||||
- When he re-emerged from the tomb that night (about 8 hours later), he was alone, completely naked, and babbling incoherently.
|
||||
- The wisemen are tending to him, but they don't know if he'll ever recover.
|
||||
|
||||
King Ur'rattus has summoned the bravest adventurers in the land because:
|
||||
|
||||
- he wants to know what happened,
|
||||
- he wants to get his prized sword back, and
|
||||
- he would like for the adventurers to destroy the tomb after they're done looting it.
|
||||
|
||||
In exchange, he will provide them with whatever supplies they need, including an assortment of magic items.
|
||||
|
||||
#### The Lich Assyr'yr'rak
|
||||
|
||||
An ancient and powerful wizard who ruled over Eagleslate centuries ago
|
||||
|
||||
- Rumor has it that he gave it up to travel to the planes beyond.
|
||||
- Supposedly became a lich over a century ago, when the tomb itself was built.
|
||||
- Hasn't been seen in decades, but his name still whispered out of fear of his eventual return.
|
||||
|
||||
#### Religious Factions
|
||||
|
||||
Below are some suggested religious factions for clerics, ecclesiastics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
|
||||
|
||||
- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
|
||||
- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
|
||||
- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
|
||||
- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
|
||||
- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
|
||||
- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
|
||||
- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
|
||||
- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
|
||||
- [Other known deities of the multiverse](/deities/)
|
||||
|
||||
_So again I ask: are you brave enough to defeat the lich? Or will your soul become trapped forever inside the **Tomb of Horrors**?_
|
||||
|
||||
<!--
|
||||
|
||||
#### Magic Items
|
||||
|
||||
Each PC will begin with a single magic item from each of the lists below - one weapon, one non-weapon.
|
||||
|
||||
- We don't want any duplicates, so once a magic item has been chosen, no one else can choose it.
|
||||
- Also, please make sure you pick an item that your character can use. Some have class, race, and/or attribute restrictions (like Zormut, or the wands).
|
||||
- Finally, note that **all magic item Usage Dies will begin at d4**. This means that the items will work _at least_ twice, but could work 3 or even 4+ times in the adventure (since you roll the die down a step on a 1 or a 2, there's a 50% chance with each roll of a d4 that it will roll to it's final charge).
|
||||
|
||||
-->
|
@@ -3,6 +3,7 @@ title: One Night on White Plume Mountain
|
||||
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
|
||||
subsection: one-night
|
||||
content_type: feature
|
||||
short_code: c1nw
|
||||
---
|
||||
@@ -43,9 +44,9 @@ _**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you f
|
||||
- **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to be bound to a demon, 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").
|
||||
- A [poem](#the-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
|
||||
### The Mad Wizard Khyr-Aptys
|
||||
|
||||
- Ruled over the legendary Realm of Ohk'nar nearly two millennia ago.
|
||||
- Known for his cruelty and malice.
|
||||
|
12
src/pages/campaigns/one-night/toh/index.md
Normal file
12
src/pages/campaigns/one-night/toh/index.md
Normal file
@@ -0,0 +1,12 @@
|
||||
---
|
||||
title: Tomb of Horrors
|
||||
description:
|
||||
date_pub: 2025-05-31T22:28:13.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: c1th1
|
||||
status: hidden
|
||||
---
|
||||
|
||||
- [Intro](../one-night-in-toh.html)
|
||||
- [Starting magic Items](./magic-items.html)
|
173
src/pages/campaigns/one-night/toh/magic-items.md
Normal file
173
src/pages/campaigns/one-night/toh/magic-items.md
Normal file
@@ -0,0 +1,173 @@
|
||||
---
|
||||
title: 'Tomb of Horrors: Starting Magic Items'
|
||||
description: Starting magic item tables for each PC to roll on
|
||||
date_pub: 2025-05-31T22:28:13.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: c1thm
|
||||
status: hidden
|
||||
---
|
||||
|
||||
As 14th level characters, each PC is assumed to have gone on numerous high-stakes dungeon crawls, fortress assaults, and royally-backed expeditions into the unknown. As such, each PC is also assumed to have collected quite a stash of fairly powerful magic items, some of which they've brought with them on this adventure. To simulate this history, I'm allowing each player to make a few rolls and pick some fairly powerful magic items from the tables below.
|
||||
|
||||
Some of these are generic (ex: effects that can be applied to any type of weapon or armor), whereas others are limited to only some types (ex: Armor of Hunting can only be made from hide, leather, or studded leather). Although I have some pre-built magic items listed as examples, I want each player to have a say in their own character's history, and that includes what type of magic items they've found (especially since some of these could be life-altering to an adventurer). For example, rolling a Weapon +4 means it could be a longsword, short sword, katana, spear, axe, or any other weapon that the PC can use (based on class). Likewise, rolling armor +2 or Armor of Stashing means it could be any [type of armor](/rules/combat.md#fantasy-armor.md) that the PC can use (again, based on class).
|
||||
|
||||
Any items not linked below can be found in another book, probably OSE Advanced Fantasy. If you roll something and you don't know what it is, I will gladly post it in the Discord chat.
|
||||
|
||||
So, please follow the instructions below, rolling either in Discord or on Roll20, and feel free to post in the chat if you have any questions. Thanks!
|
||||
|
||||
### Legendary Magic Items
|
||||
|
||||
Pick one of the following legendary tables (L1-L3), roll twice on it, and choose one of the rolled items.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Enchantment |
|
||||
| :--: | :---------------------------------------------------------------------: |
|
||||
| 1-4 | [+4](/magic-items/polearm-vokdec-giantspike.html) |
|
||||
| 5-7 | +5 |
|
||||
| 8-9 | [Sharpness (+1)](/magic-items/limbcleaver-greatsword-of-sharpness.html) |
|
||||
| 10 | [Vorpal (+3)](/magic-items/sword-ryssa-vorpal.html) |
|
||||
| 11 | [Defense (+4)](/magic-items/nunchaku-kaaji-jukai-defense.html) |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[L1 - Legendary Weapon Enchantment Types]
|
||||
|
||||
</div>
|
||||
|
||||
All legendary weapons have a base 30% chance to be sentient.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Magic Item |
|
||||
| :--: | :----------------------------------------------------------------: |
|
||||
| 1 | [Cloak of Invisibility](/magic-items/cloak-of-invisibility.html) |
|
||||
| 2 | [Helm of Immaculate Conservation](/magic-items/helm-of-halos.html) |
|
||||
| 3 | [Ring of Invisibility](/magic-items/ring-of-invisibility.html) |
|
||||
| 4 | Ring of Regeneration |
|
||||
| 5 | Ring of Shooting Stars |
|
||||
| 6 | Ring of Spell Turning |
|
||||
| 7 | Ring of Telekinesis |
|
||||
| 8 | Robe of Scintillating Colors |
|
||||
| 9 | Robe of Stars |
|
||||
| 10 | Rod of Resurrection |
|
||||
| 11 | [Scarab of Protection](/magic-items/scarab-of-protection.html) |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[L2 - Legendary Magic Items]
|
||||
|
||||
</div>
|
||||
|
||||
<p></p>
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Spellcaster Item |
|
||||
| :--: | :------------------------------------------------------------------------: |
|
||||
| 1 | [Chamber of Lightning Bolts](/magic-items/chamber-of-lightning-bolts.html) |
|
||||
| 2 | Robe of the Archmagi |
|
||||
| 3 | Rod of Absorption |
|
||||
| 4 | Staff of Fire |
|
||||
| 5 | Staff of Frost |
|
||||
| 6 | Staff of Power |
|
||||
| 7 | Staff of the Magi |
|
||||
| 8 | Wand of Fear |
|
||||
| 9 | Wand of Fireballs |
|
||||
| 10 | Wand of Shatter |
|
||||
| 11 | Wand of Forget |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[L3 - Legendary Spellcaster Items]
|
||||
|
||||
</div>
|
||||
|
||||
### Defensive Items
|
||||
|
||||
Pick one of the following defensive item tables (D1-D2), roll twice on it, and choose one of the rolled items.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Armor Enchantment |
|
||||
| :--: | :--------------------------------------------------------------------: |
|
||||
| 1-4 | +2 |
|
||||
| 5-7 | +3 |
|
||||
| 8 | [Stashing (+1)](/magic-items/armor-stashing.html) |
|
||||
| 9 | [Hunting (+1)](/magic-items/armor-of-hunting.html) |
|
||||
| 10 | [Invincibility (+1)](/magic-items/armor-of-invincibility) |
|
||||
| 11 | [Protection from Magic (+1)](/magic-items/armor-protection-magic.html) |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[D1 - Armor Enchantments]
|
||||
|
||||
</div>
|
||||
|
||||
<p></p>
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Protective Item |
|
||||
| :--: | :----------------------------------------------------------------: |
|
||||
| 1-4 | Bracers of Defense (+2) |
|
||||
| 5-6 | [Cloak / Robe of Protection](/magic-items/robe-of-protection.html) |
|
||||
| 7-8 | [Ring of Protection](/magic-items/ring-of-protection.html) |
|
||||
| 9-10 | Ring of Protection +1, 10' radius |
|
||||
| 11 | Ring of Protection +2 |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[D2 - Protective Items]
|
||||
|
||||
</div>
|
||||
|
||||
#### Miscellaneous Items
|
||||
|
||||
Pick one of the following miscellaneous item tables (M1-M2), roll twice on it, and choose one of the rolled items.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d20 | Miscellaneous Item |
|
||||
| :--: | :-------------------------------------------------------------------------------------: |
|
||||
| 1 | Bag of Tricks |
|
||||
| 2 | Boots of Flying |
|
||||
| 3 | [Bottled Lightning](/magic-items/bottled-lightning.html) |
|
||||
| 4 | [Broom of Flying](/magic-items/broom-of-flying.html) |
|
||||
| 5 | [Cape of Muun'teh'bahn'k](/magic-items/cape-of-muuntehbahnk.html) |
|
||||
| 6 | Chime of Opening |
|
||||
| 7 | Cloak of Arachnida |
|
||||
| 8 | [Cloak of Displacement](/magic-items/cloak-of-displacement.html) |
|
||||
| 9 | Cloak of Flying |
|
||||
| 10 | Cloak of Invisibility |
|
||||
| 11 | Cube of Force |
|
||||
| 12 | [Elven Cloak](/magic-items/elven-cloak.html) and [Boots](/magic-items/elven-boots.html) |
|
||||
| 13 | Gauntlets of Ogre Power |
|
||||
| 14 | Gem of Brightness |
|
||||
| 15 | Helm of Brilliance |
|
||||
| 16 | Horn of Blasting |
|
||||
| 17 | Lantern of Revealing |
|
||||
| 18 | Rope of Climbing |
|
||||
| 19 | [Immovable Rod](/magic-items/immovable-rod.html) (+ roll again) |
|
||||
| 20 | Player's Choice |
|
||||
|
||||
[M1 - Miscellaneous Items]
|
||||
|
||||
</div>
|
||||
|
||||
<p></p>
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 1d12 | Shield Enchantment |
|
||||
| :--: | :-----------------------------------------------------------: |
|
||||
| 1-3 | +1 |
|
||||
| 4 | +2 |
|
||||
| 5 | [Ring of Shielding (+1)](/magic-items/ring-of-shielding.html) |
|
||||
| 6 | Animated Shield (+1) |
|
||||
| 7 | Arrow-Catching Shield (+1) |
|
||||
| 8 | Ring of Shielding (+2) |
|
||||
| 9 | Animated Shield (+2) |
|
||||
| 10 | Arrow-Catching Shield (+2) |
|
||||
| 11 | Spellguard Shield (+1) |
|
||||
| 12 | Player's Choice |
|
||||
|
||||
[M2 - Shield Enchantment Types]
|
||||
|
||||
</div>
|
@@ -5,7 +5,6 @@ date_pub: 2024-07-05T18:32:26.000-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cbr
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An adventurer known for their "primal" warrior nature.
|
||||
@@ -70,15 +69,20 @@ Immediately after taking or inflicting damage, can use a free action to try and
|
||||
### Class Skills
|
||||
|
||||
- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
|
||||
- **Begin Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
|
||||
- **Enter Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
|
||||
- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
|
||||
- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
|
||||
- Failure indicates falling from half-way, taking 1d6 damage / 10'.
|
||||
- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
|
||||
- Usually takes the form of an odor, with more powerful magic smelling more foul.
|
||||
- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
|
||||
- Can't be done while engaged in melee combat.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
|
||||
|
||||
### Tribal Leader
|
||||
|
||||
|
@@ -66,8 +66,13 @@ An adventurer who possesses a special bond with one (or more) animal companions.
|
||||
|
||||
- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
|
||||
- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
|
||||
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
|
||||
### Speak with Animals
|
||||
|
||||
|
@@ -64,7 +64,7 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
@@ -77,7 +77,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-abilit
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
|
||||
### Healing
|
||||
|
||||
|
@@ -50,9 +50,12 @@ An adventurer that specializes in battle and combat.
|
||||
### Class Skills
|
||||
|
||||
- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
|
||||
- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
|
||||
### Combat Expertise
|
||||
|
||||
|
109
src/pages/classes/dru-ydd.md
Normal file
109
src/pages/classes/dru-ydd.md
Normal file
@@ -0,0 +1,109 @@
|
||||
---
|
||||
title: Dru'ydd
|
||||
description: The Dru'ydd class for OSR gaming.
|
||||
date_pub: 2025-05-18T20:25:45.000-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cdy
|
||||
status: hidden
|
||||
---
|
||||
|
||||
A guardian of nature empowered by the magic of the faewolde.
|
||||
|
||||
[[toc]]
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------------ | ------------------------------------------------ |
|
||||
| **Hit Dice** | 1d8 |
|
||||
| **Armor** | Leather, wooden shields |
|
||||
| **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
|
||||
| **Languages** | Alignment, Common, Dru'ydd'ik |
|
||||
| **Spellcasting Ability** | Wisdom (WIS) |
|
||||
|
||||
</div>
|
||||
|
||||
### Core Features
|
||||
|
||||
- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| Level | HD | Atk | Save | Spellcasting<br />Bonus |
|
||||
| :---: | :---: | :-: | :--: | :---------------------: |
|
||||
| 1 | 1d8 | 0 | 11 | - |
|
||||
| 2 | 2d8 | 0 | 11 | 1 |
|
||||
| 3 | 3d8 | 0 | 11 | 1 |
|
||||
| 4 | 4d8 | 0 | 11 | 1 |
|
||||
| 5 | 5d8 | +2 | 9 | 2 |
|
||||
| 6 | 6d8 | +2 | 9 | 2 |
|
||||
| 7 | 7d8 | +2 | 9 | 2 |
|
||||
| 8 | 9d8 | +2 | 9 | 3 |
|
||||
| 9 | 9d8 | +5 | 6 | 3 |
|
||||
| 10 | 9d8+1 | +5 | 6 | 3 |
|
||||
| 11 | 9d8+2 | +5 | 6 | 4 |
|
||||
| 12 | 9d8+3 | +5 | 6 | 4 |
|
||||
| 13 | 9d8+4 | +7 | 3 | 4 |
|
||||
| 14 | 9d8+5 | +7 | 3 | 5 |
|
||||
|
||||
[Dru'ydd Features]
|
||||
|
||||
</div>
|
||||
|
||||
### Change Form
|
||||
|
||||
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
|
||||
- The roll is reduced by the number of hit dice of the intended form.
|
||||
- The new form can't have more hit dice than current level.
|
||||
- Regains 1d4 hit points per level when used successfully.
|
||||
- All carried equipment is absorbed into animal form, only reappearing after changing back.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- When in combat, can change (or change back) as a free action.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
|
||||
- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
|
||||
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
|
||||
### Faewolde Magic
|
||||
|
||||
- At level 2, gains spell casting and learns how to conduct magical research.
|
||||
- Can cast spells by channelling power from the faewolde.
|
||||
- Must have a symbol of either the fae or nature.
|
||||
- Must remain faithful to alignment and defense of nature.
|
||||
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
|
||||
- [Example Dru'ydd Spells](./druid/spell-list.html)
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, the dru'ydd must make a skilled WIS check.
|
||||
|
||||
- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
|
||||
- Check the result.
|
||||
- On a fumble, causes [Doubt](#doubt).
|
||||
- On a failure, nothing happens, and it doesn't count towards casts for the day.
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
- On a complete success, the spell casts as expected.
|
||||
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
|
||||
|
||||
#### Doubt
|
||||
|
||||
Occurs whenever a fumble occurs while casting a spell.
|
||||
|
||||
- Next attempt to cast spell gets -2 on roll.
|
||||
- Cleared by a successful cast or form change.
|
||||
- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
|
||||
|
||||
### Languages
|
||||
|
||||
- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
|
||||
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
|
||||
|
||||
### Stronghold
|
||||
|
||||
After 12th level, can build a stronghold that integrates with a natural setting.
|
@@ -52,7 +52,7 @@ A nature-focused magic user and guardian of the forest.
|
||||
|
||||
### Change Form
|
||||
|
||||
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
|
||||
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
|
||||
- The new form can't have more hit dice than current level / 2.
|
||||
- Regains 1d4 hit points per level when used successfully.
|
||||
- All carried equipment is absorbed into animal form, only reappearing after changing back.
|
||||
@@ -67,7 +67,7 @@ A nature-focused magic user and guardian of the forest.
|
||||
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
|
||||
|
||||
### Divine Magic
|
||||
|
||||
|
@@ -9,6 +9,8 @@ short_code: cec
|
||||
|
||||
Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
|
||||
[[toc]]
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
@@ -57,11 +59,14 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
- Fumbling the check causes [Doubt](#doubt).
|
||||
- Can only be used successfully once per day.
|
||||
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
|
||||
- **Inspirational Act**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
||||
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
||||
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Divine Magic
|
||||
|
||||
@@ -75,7 +80,7 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
||||
|
||||
To cast spell, the ecclesiastic prays to (or invokes the name of) their deity.
|
||||
|
||||
- Make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
- Make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
- On a fumble, causes [Doubt](#doubt).
|
||||
- On a failure, nothing happens, and it doesn't count towards casts for the day.
|
||||
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||
@@ -100,7 +105,7 @@ Occurs whenever a fumble occurs while casting a spell, turning undead, or reques
|
||||
- Can turn undead with HD up to _ecclesiastic level + 2_.
|
||||
- After reaching level 6, can turn undead with HD up to _ecclesiastic level + 3_.
|
||||
- After reaching level 12, can turn any undead, regardless of HD.
|
||||
- To turn undead, make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||
- If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6.
|
||||
- If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6.
|
||||
- Undead with HD less than _ecclesiastic level - 2_ may be destroyed rather than turned.
|
||||
|
@@ -5,18 +5,24 @@ date_pub: 2024-05-26T13:23:46.000-04:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cgf
|
||||
status: hidden
|
||||
status: draft
|
||||
---
|
||||
|
||||
<!--
|
||||
Redo based on Matt Coleville's gunfighter idea
|
||||
- single aimed attack has a chance to kill (or severely maim) - ideally something that could work for a quick-draw type thing, too.
|
||||
- fan / spray bullets, emptying chamber with a series of shots
|
||||
- 1d6-based reloading
|
||||
-->
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ----------------- | ----------------------------------------- |
|
||||
| **Hit Dice** | 1d8 |
|
||||
| **Maximum Level** | 14 |
|
||||
| **Armor** | Leather, chainmail, no shields |
|
||||
| **Weapons** | Missile weapons, one-handed melee weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
| | |
|
||||
| ------------- | ----------------------------------------- |
|
||||
| **Hit Dice** | 1d8 |
|
||||
| **Armor** | Leather, chainmail, no shields |
|
||||
| **Weapons** | Missile weapons, one-handed melee weapons |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
@@ -62,7 +68,7 @@ Pistol ammo is exceedingly rare, and its creation is a secret known only to gunf
|
||||
|
||||
### Dual-Wield Pistols
|
||||
|
||||
Starting at level 5, gains [Dual Wielding](/rules/combat.md#dual-wielding) while holding either two Pistols, or one Pistol and a light weapon.
|
||||
Starting at level 5, gains [Dual Wielding](/rules/combat.html#dual-wielding) while holding either two Pistols, or one Pistol and a light weapon.
|
||||
|
||||
### Stronghold
|
||||
|
||||
|
@@ -10,15 +10,15 @@ short_code: c1
|
||||
### Beta Classes
|
||||
|
||||
- [Barbarian](./barbarian.html): Adventurers known for their primitive warrior nature.
|
||||
- [Bard](./bard/index.html): Warrior-performer with a deep knowledge of lore and some spellcasting ability.
|
||||
- [Bard](./bard/): Warrior-performer with a deep knowledge of lore and some spellcasting ability.
|
||||
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
|
||||
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
|
||||
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
|
||||
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
|
||||
- [Druid](./druid/index.html): Nature-focused magic users and guardians of the forest.
|
||||
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
|
||||
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
|
||||
- [Mystic](./mystic/index.html): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
||||
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
||||
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
|
||||
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
|
||||
- [Wizard](./wizard.html): Magic users who cast spells from their spellbooks.
|
||||
@@ -26,9 +26,9 @@ short_code: c1
|
||||
### Original (Alpha) Classes
|
||||
|
||||
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
|
||||
- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||
- [Fighter](./fighter.html): Adventurers that specializes in battle and combat.
|
||||
- [Paladin](./paladin/index.html): Holy (or unholy) knights questing for one or more deities.
|
||||
- [Priest](./priest/index.html): Holy (or unholy) magic users who serve one or more deities.
|
||||
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
|
||||
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
|
||||
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
|
||||
- [Warlock](./warlock/index.html): Magic users who have pacts with a powerful, otherworldly being.
|
||||
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
|
||||
|
@@ -59,10 +59,13 @@ An honor-bound warrior that excels at mounted combat.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Chivalric Act**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
|
||||
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||
|
||||
### Code of Honor
|
||||
|
||||
|
@@ -53,10 +53,10 @@ Mystics are warriors that spend their lives rigorously training both their minds
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
||||
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
||||
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||
|
||||
### Martial Training
|
||||
|
||||
|
@@ -17,7 +17,7 @@ The following list of spells may be cast by Priest characters.
|
||||
1. [Calm / Scare](/spells/calm.html)
|
||||
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
|
||||
3. Detect Evil / Detect Good
|
||||
4. [Detect Magic](/spells/detct-magic.html)
|
||||
4. [Detect Magic](/spells/detect-magic.html)
|
||||
5. [Light / Darkness](/spells/light.html)
|
||||
6. Protection from Evil / Protection from Good
|
||||
7. Purify Food and Water / Spoil Food and Water
|
||||
|
@@ -55,9 +55,12 @@ An adventurer that specializes in infiltration and retrieval.
|
||||
|
||||
### Class Skills
|
||||
|
||||
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- On a complicated success, the attack roll is made as normal.
|
||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||
|
||||
#### Special Skills
|
||||
|
||||
|
@@ -74,7 +74,7 @@ To cast a spell, make a [skilled CHA or INT check](/rules/adventuring.html#skill
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
|
||||
### Stronghold
|
||||
|
||||
|
@@ -42,7 +42,7 @@ The following list of spells may be cast by Warlock characters.
|
||||
4. Infravision
|
||||
5. Lightning Bolt
|
||||
6. [Moonlight](/spells/moonlight.html)
|
||||
7. [Speak](/spells/speak.html)
|
||||
7. [Speak in Tongues](/spells/speak-in-tongues.html)
|
||||
8. Water Breathing
|
||||
|
||||
### 4th Level
|
||||
|
@@ -63,7 +63,7 @@ A magic user who casts spells from a spellbook.
|
||||
|
||||
#### Casting Spells
|
||||
|
||||
To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
|
||||
|
||||
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
|
||||
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
|
||||
@@ -76,7 +76,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-abilit
|
||||
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||
- **Ritual Casting**: Some rituals require a skilled check.
|
||||
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
|
||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||
|
||||
### Stronghold
|
||||
|
||||
|
@@ -2,7 +2,7 @@
|
||||
title: Deities of the Multiverse
|
||||
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
|
||||
section: deities
|
||||
content_type: feature
|
||||
short_code: d1
|
||||
---
|
||||
@@ -21,7 +21,7 @@ Chaotic god of water and storms.
|
||||
|
||||
- Epithets: The Night Prince, The Two-Faced Lord of the Deep.
|
||||
- Followers are called **The Night Devils**.
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.md).
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/aeryon/blacktyde-bay.html).
|
||||
|
||||
### Erryok
|
||||
|
||||
@@ -83,7 +83,7 @@ Neutral treefolk goddess of nature and the forest.
|
||||
Lawful goddess of protection, healing, and light.
|
||||
|
||||
- Goddess of defense, law, peace, and purity.
|
||||
- As Phoris is the primary goddess of law on [Aeryon](../campaigns/mini-campaigns/aeryon/), her followers can be found across the plane.
|
||||
- As Phoris is the primary goddess of law on [Aeryon](../campaigns/aeryon/), her followers can be found across the plane.
|
||||
- Followers are organized into various groups, including:
|
||||
- **The Dayguard**: Clerics and paladins devoted to protecting the towns from monsters.
|
||||
- **The Lady's Blessing**: Priests and healers in major urban centers.
|
||||
@@ -181,7 +181,7 @@ Lawful god of vigilance and protection.
|
||||
|
||||
- Epithets: Lord of the Watch, The First Keeper.
|
||||
- Followers are called **The Keepers of the Watch**.
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), mostly keeping an eye on the Sons of Sytho.
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/aeryon/blacktyde-bay.html), mostly keeping an eye on the Sons of Sytho.
|
||||
|
||||
#### Kidon
|
||||
|
||||
@@ -208,7 +208,7 @@ Chaotic god of trickery, illusions, and evil.
|
||||
|
||||
- Epithets: The Schemer, The Unseen.
|
||||
- Followers are called the **Sons of Sytho**.
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), where they've been known to clash with the Keepers of the Watch.
|
||||
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/aeryon/blacktyde-bay.html), where they've been known to clash with the Keepers of the Watch.
|
||||
|
||||
#### Talyn
|
||||
|
||||
|
@@ -6,14 +6,26 @@ section: main
|
||||
content_type: feature
|
||||
---
|
||||
|
||||
For you've stumbled onto the digital representation of the most famous multiversal guidebook in history, **The Planar Vagabond's Guide to the Multiverse**!
|
||||
For you've stumbled onto the _new and updated_ digital representation of the most famous multiversal guidebook in history, **The Planar Vagabond's Guide to the Multiverse**!
|
||||
|
||||
Within its hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/index.html) and (more importantly) how to tour those planes on less than 5 silver coins a day!
|
||||
Within these hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/), including:
|
||||
|
||||
If this is your first time here, you may want to see [what it's all about](/about.html), or you can start using the guide to learn how to get around on [the astral plane](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [creatures](/bestiary/index.html) and [magic items](/magic-items/index.html) you may encounter.
|
||||
- 140 [creatures](/bestiary/) that you may encounter,
|
||||
- 90 [magic items](/magic-items/) to search for,
|
||||
- 40 [spells](/spells/) to cast (or dodge),
|
||||
- 25 [deities](/deities/) to worship,
|
||||
- 22 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_
|
||||
- the [rules](/rules/) you need to know to keep from getting lost.
|
||||
|
||||
Thanks for stopping by!
|
||||
And all 100% _free_!
|
||||
|
||||
So please take a look around, and thanks for stopping by!
|
||||
|
||||
<div class="alphaLink">
|
||||
Looking for the original "alpha" version of the rules, classes, or anything else?<br />
|
||||
You can still find them at <a href="https://alpha.planarvagabond.com/">https://alpha.planarvagabond.com/</a>!
|
||||
</div>
|
||||
|
||||
<div class="contentWarning">
|
||||
Warning: This site may elements that some readers may find disturbing, including depictions of cultists, demons, madness, hell, slavery, human sacrifice, self-harm, overbearing religious figures, and eternal damnation. Reader discretion is advised.
|
||||
Warning: This site may elements that some readers may find disturbing, including depictions of cultists, demons, madness, hell, slavery, human sacrifice, self-harm, overbearing religious figures, eternal damnation, and AI-generated imagery. Reader discretion is advised.
|
||||
</div>
|
||||
|
@@ -7,7 +7,6 @@ content_type: feature
|
||||
short_code: 1c
|
||||
---
|
||||
|
||||
The following licenses are used on this site:
|
||||
Most of the content on this site is released under a [Creative Commons Attribution-ShareAlike 4.0 International (CC-BY-SA)](cc-by-sa/) license.
|
||||
|
||||
- [Creative Commons Attribution-ShareAlike 4.0 International (CC-BY-SA)](cc-by-sa/)
|
||||
- [Creative Commons CC0 1.0 Universal](cc0/)
|
||||
Some specific content is released under a [Creative Commons CC0 1.0 Universal](cc0/) license.
|
||||
|
18
src/pages/magic-items/amulet-of-reading-thoughts.md
Normal file
18
src/pages/magic-items/amulet-of-reading-thoughts.md
Normal file
@@ -0,0 +1,18 @@
|
||||
---
|
||||
title: Amulet of Reading Thoughts
|
||||
description: A magical amulet that grants its wearer tha ability to read the thoughts of target creature within 30'.
|
||||
date_pub: 2025-04-27T10:42:18.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: mart
|
||||
---
|
||||
|
||||
An amulet on a chain that grants its wearer tha ability to read the thoughts of target creature within 30'.
|
||||
|
||||
- Wearer must concentrate for 1 round to activate thought reading ability, and must maintain concentration while reading thoughts.
|
||||
- Target may **Save vs Spells** to resist having thoughts read.
|
||||
- 5% chance with each use that it misfires, instead broadcasting its wearers thoughts to everyone with within 30'.
|
||||
|
||||
### Greater Amulet of Reading Thoughts
|
||||
|
||||
As above, but the range of effects is 90'.
|
26
src/pages/magic-items/armor-of-hunting.md
Normal file
26
src/pages/magic-items/armor-of-hunting.md
Normal file
@@ -0,0 +1,26 @@
|
||||
---
|
||||
title: Armor of Hunting
|
||||
description: A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
|
||||
date_pub: 2025-05-31T11:57:59.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1ahu
|
||||
---
|
||||
|
||||
A suit of well-crafted armor adorned with the hide of a strange creature or monster.
|
||||
|
||||
- Grants additional +1 AC over standard armor.
|
||||
- While worn outdoors, can make a DEX check to hide in undergrowth, behind trees, etc.
|
||||
- This includes when [checking for stealth at the start of an encounter](../rules/adventuring.html#encounter-procedure).
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Armor Type | AC |
|
||||
| :-------------: | :-: |
|
||||
| Padded / Hide | 12 |
|
||||
| Leather | 13 |
|
||||
| Studded Leather | 14 |
|
||||
|
||||
[Armor AC]
|
||||
|
||||
</div>
|
32
src/pages/magic-items/armor-of-invincibility.md
Normal file
32
src/pages/magic-items/armor-of-invincibility.md
Normal file
@@ -0,0 +1,32 @@
|
||||
---
|
||||
title: Armor of Invincibility
|
||||
description: A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
|
||||
date_pub: 2025-05-31T11:57:44.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1a01
|
||||
---
|
||||
|
||||
A suit of shiny, well-crafted metal armor etched with arcane symbols of protection.
|
||||
|
||||
- Grants additional +1 AC over standard armor.
|
||||
- Wearer takes 1/2 damage from non-magical attacks.
|
||||
|
||||
### Invincibility
|
||||
|
||||
When the command word (_ger'an'gil_) is spoken, wearer becomes immune to non-magical attacks for 10 minutes (1 turn).
|
||||
|
||||
- May only be activated once per day.
|
||||
- While active, runes glow bright red.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Armor Type | AC |
|
||||
| :--------: | :-: |
|
||||
| Chainmail | 15 |
|
||||
| Half-Plate | 16 |
|
||||
| Full Plate | 17 |
|
||||
|
||||
[Armor AC]
|
||||
|
||||
</div>
|
26
src/pages/magic-items/armor-protection-magic.md
Normal file
26
src/pages/magic-items/armor-protection-magic.md
Normal file
@@ -0,0 +1,26 @@
|
||||
---
|
||||
title: Armor of Protection Against Magic
|
||||
description: A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
|
||||
date_pub: 2025-05-31T11:58:05.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1apm
|
||||
---
|
||||
|
||||
A suit of shiny, well-crafted metal armor etched with runes of protection.
|
||||
|
||||
- Grants additional +1 AC over standard armor.
|
||||
- Wearer gets advantage on saves vs spells.
|
||||
- On a natural 20, spell rebounds on caster.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Armor Type | AC |
|
||||
| :--------: | :-: |
|
||||
| Chainmail | 15 |
|
||||
| Half-Plate | 16 |
|
||||
| Full Plate | 17 |
|
||||
|
||||
[Armor AC]
|
||||
|
||||
</div>
|
27
src/pages/magic-items/armor-stashing.md
Normal file
27
src/pages/magic-items/armor-stashing.md
Normal file
@@ -0,0 +1,27 @@
|
||||
---
|
||||
title: Armor of Stashing
|
||||
description: A suit of well-made armor with 6 hidden extra-dimensional pockets.
|
||||
date_pub: 2025-05-31T11:57:53.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1a5t
|
||||
---
|
||||
|
||||
A suit of well-made armor with 6 hidden extra-dimensional pockets.
|
||||
|
||||
- Grants additional +1 AC over standard armor.
|
||||
- Each hidden pocket functions like a [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing)
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Armor Type | AC |
|
||||
| :-------------: | :-: |
|
||||
| Leather | 13 |
|
||||
| Studded Leather | 14 |
|
||||
| Chainmail | 15 |
|
||||
| Half-Plate | 16 |
|
||||
| Full Plate | 17 |
|
||||
|
||||
[Armor AC]
|
||||
|
||||
</div>
|
@@ -17,7 +17,7 @@ An ancient vorpal battle axe made of strange, blackened steel, and carved with d
|
||||
|
||||
</div>
|
||||
|
||||
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
|
||||
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
|
||||
|
||||
!!!include(magic-items/decapitation.md)!!!
|
||||
|
||||
|
14
src/pages/magic-items/boots-of-sky-walking.md
Normal file
14
src/pages/magic-items/boots-of-sky-walking.md
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
title: Boots of Sky Walking
|
||||
description: A pair of boots that enable their wearer to "walk" in the air.
|
||||
date_upd: 2025-06-07T16:49:29.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1bsw
|
||||
---
|
||||
|
||||
A finely-crafted pair of leather boots that enable their wearer to "walk" in the air.
|
||||
|
||||
- Wearer can fly at normal movement speed for up to 4 hours in 1 turn (10 minute) increments.
|
||||
- If flying at the end of the duration, will automatically descend at normal movement rate.
|
||||
- Duration resets after 12 hours without use.
|
12
src/pages/magic-items/bracers-of-redoubt.md
Normal file
12
src/pages/magic-items/bracers-of-redoubt.md
Normal file
@@ -0,0 +1,12 @@
|
||||
---
|
||||
title: Bracers of Redoubt
|
||||
description: A pair of metal wrist-guards enchanted to help protect their wielder.
|
||||
date_pub: 2025-06-08T00:24:21.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1b0r
|
||||
---
|
||||
|
||||
A pair of ornate, finely-crafted metal wrist-guards, etched with arcane runes of defense.
|
||||
|
||||
- Grants +2 AC to wearer
|
@@ -17,6 +17,6 @@ A black and red cape decorated with gold arcane symbols, and which smells faintl
|
||||
|
||||
### Teleport
|
||||
|
||||
While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day.
|
||||
While worn, wearer can cast [Teleport](/spells/teleport.html) 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.
|
||||
|
14
src/pages/magic-items/cloak-of-displacement.md
Normal file
14
src/pages/magic-items/cloak-of-displacement.md
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
title: Cloak of Displacement
|
||||
description: An enchanted cloak that bends light, making wearer difficult to hit.
|
||||
date_pub: 2025-04-20T18:16:14.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: mcd
|
||||
---
|
||||
|
||||
An enchanted cloak that bends light, making wearer difficult to hit.
|
||||
|
||||
- Wearer gains +2 bonus to AC and saves vs petrification, spells, and wielded items.
|
||||
- When wearer takes damage, bonus ends until next round.
|
||||
- Bonus is deactivated when wearer is [restrained](/rules/adventuring.html#restrained), [unconscious](/rules/adventuring.html#unconscious), or otherwise unable to move.
|
14
src/pages/magic-items/cloak-of-invisibility.md
Normal file
14
src/pages/magic-items/cloak-of-invisibility.md
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
title: Cloak of Invisibility
|
||||
description: An enchanted cloak that can render its wearer invisible.
|
||||
date_pub: 2025-05-31T13:02:19.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: m1c0n
|
||||
---
|
||||
|
||||
An enchanted cloak that can render its wearer invisible.
|
||||
|
||||
- My be activated by drawing hood over head.
|
||||
- May be used up to once per turn (10 minutes).
|
||||
- Invisibility ends when wearer attacks or casts a spell.
|
13
src/pages/magic-items/elven-boots.md
Normal file
13
src/pages/magic-items/elven-boots.md
Normal file
@@ -0,0 +1,13 @@
|
||||
---
|
||||
title: Elven Boots
|
||||
description: A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
|
||||
date_pub: 2025-04-20T18:16:14.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: meb
|
||||
---
|
||||
|
||||
A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
|
||||
|
||||
- Wearer can move stealthily (only 1-in-6 chance of being heard).
|
||||
- Often found with an [elven cloak](./elven-cloak.html).
|
14
src/pages/magic-items/elven-cloak.md
Normal file
14
src/pages/magic-items/elven-cloak.md
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
title: Elven Cloak
|
||||
description: An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
|
||||
date_pub: 2025-04-20T18:16:14.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: mec
|
||||
---
|
||||
|
||||
An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
|
||||
|
||||
- Wearer is nearly invisible (only 1-in-6 chance of being seen)
|
||||
- Attacking nullifies the invisibility for 10 minutes (one turn).
|
||||
- Often found with a set of [elven boots](./elven-boots.html).
|
28
src/pages/magic-items/flask-of-trapping.md
Normal file
28
src/pages/magic-items/flask-of-trapping.md
Normal file
@@ -0,0 +1,28 @@
|
||||
---
|
||||
title: The Flask of Trapping
|
||||
description: An iron flask, ornately decorated with silver runes and stoppered by a sigil-marked brass plug, which can trap extra-planar creatures.
|
||||
date_pub: 2025-05-04T01:07:20.000-04:00
|
||||
section: magic items
|
||||
content_type: feature
|
||||
short_code: mf0t
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An iron flask, ornately decorated with silver runes and stoppered by a sigil-marked brass plug, which can trap extra-planar creatures (ex: djinni, efreeti, or elemental).
|
||||
|
||||
- The word "or'a'den" is written in high fae on the bottom of the bottle (meaning "obey").
|
||||
- When found, 50% chance extra-planar being is already trapped inside.
|
||||
|
||||
### Trapping a Creature
|
||||
|
||||
While empty, wielder may remove the stopper and speak the command word (_or'a'den'_) to try and trap an extra-planar creature with in 60'.
|
||||
|
||||
- Target must **Save vs Spells** or be trapped inside.
|
||||
- If previously trapped inside, target gets +2 to save and reacts with hostility towards the wielder.
|
||||
|
||||
### Releasing a Creature
|
||||
|
||||
Removing the stopper frees any creature trapped inside.
|
||||
|
||||
- If the wielder speaks the command word (_or'a'den_), the creature is forced to serve them for 1 turn (10 minutes).
|
||||
- Otherwise, the creature's reaction is determined at random.
|
@@ -1,5 +1,5 @@
|
||||
---
|
||||
title: 'The Hidden Eye of Assyr-Ayrrak'
|
||||
title: "The Hidden Eye of Assyr'yr'rak"
|
||||
description: An invisible gem which can be gazed through to reveal secrets.
|
||||
date_upd: 2025-01-05T11:24:24.000-04:00
|
||||
section: magic items
|
||||
@@ -8,8 +8,9 @@ short_code: m1ahs
|
||||
status: hidden
|
||||
---
|
||||
|
||||
An invisible gem which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||
A gem, covered in an invisible substance, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||
|
||||
- Invisible substance must be removed (by wiping or rubbing the gem) before it can be used.
|
||||
- Reveals secret doors and traps.
|
||||
- Invisible creatures and objects can be perceived.
|
||||
- Illusions can be seen through.
|
||||
@@ -17,4 +18,4 @@ An invisible gem which can be gazed through to reveal secret, invisible, or ench
|
||||
- It takes 10 seconds (one combat round) to scan an area of 100 square feet.
|
||||
- 5% chance per use of producing a false image (ex: showing something which isn't present).
|
||||
|
||||
> According to legend, the gem was created by the demilich Assyr-Ayrrak as a special challenge for those who sought fame and fortune in his personal dungeon complex.
|
||||
> According to legend, the gem was created by the demilich Assyr'yr'rak as a special challenge for those who sought fame and fortune in his personal dungeon complex.
|
||||
|
@@ -18,5 +18,5 @@ An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruc
|
||||
- Creatures in cone must **Save vs Spells**.
|
||||
- On a failure, they take 2d6 damage and are [deafened](/rules/adventuring.html#deafened) for 1 turn (10 minutes).
|
||||
- On a success, they take 1/2 damage.
|
||||
- Creatures and objects made of glass or crystal have disadvantage on the save and take double damage (4d6 base).
|
||||
- Creatures and objects made of glass or crystal have [disadvantage](/rules/basics.html#advantage-and-disadvantage) on the save and take double damage (4d6 base).
|
||||
- Buildings and objects in cone may also be damaged or destroyed.
|
||||
|
@@ -9,7 +9,7 @@ short_code: m11
|
||||
|
||||
[[toc]]
|
||||
|
||||
Below you'll find a growing list of 75+ magic items that can be found across the multiverse.
|
||||
Below you'll find a growing list of 90+ magic items that can be found across the multiverse.
|
||||
|
||||
### Swords
|
||||
|
||||
@@ -21,18 +21,18 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
</div>
|
||||
|
||||
- [Beyza, The Bandit's Heart](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
|
||||
- [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
||||
- [Limbcleaver, Greatsword of Sharpness](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
||||
- [Lumye, Hope's Defender](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking.
|
||||
- [Nemesys, the Enforcer](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
||||
- [Ryssa, Misery's Edge](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
||||
- [Sayka, Sword of Charming](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
||||
- [Sai'ju, Blade of Quickness](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
||||
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing lycanthropes.
|
||||
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
||||
- [Vozath, the Wizard's Wail](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
||||
- [Zyshak, Unholy Avenger](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
||||
1. [Beyza, The Bandit's Heart (+2)](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
|
||||
2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
||||
3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
||||
4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
|
||||
5. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
||||
6. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
||||
7. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
||||
8. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
||||
9. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
|
||||
10. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
||||
11. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
||||
12. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
||||
|
||||
<div class="clearBoth" />
|
||||
|
||||
@@ -44,29 +44,25 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
[ license.](/images/magic-items/tharruum.jpg 'Tharruum, Hammer of Torzen')](./warhammer-tharruum.html)
|
||||
|
||||
[ license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike')](./polearm-vokdec-giantspike.html)
|
||||
|
||||
[ license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might')](./rod-of-lordly-might-zormut.html)
|
||||
|
||||
</div>
|
||||
|
||||
- [Crossbow of Distance, Hand](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
|
||||
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
|
||||
- [Emyul, Holy Avenger](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
|
||||
- [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
|
||||
- [Flame Lance](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
|
||||
- [Judgement](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
|
||||
- [Kaaji-jukai, Nunchaku of Defense](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which can be used defensively.
|
||||
- [Lor'nath, Breaker of Darkness](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/aeryon/isle-of-dread.html).
|
||||
- [Melaydius, Spear of Backstabbing](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
||||
- [Parguk, Trident of Submission](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
||||
- [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
|
||||
- [Scalehunter](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
||||
- [Staff of Adani](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
||||
- [Tharruum, Hammer of Torzen](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
||||
- [Thune, Rod of Parrying](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
||||
- [Vokdec Giantspike](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
|
||||
- [Zormut, Gnomish Warscepter of Lordly Might](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
||||
1. [Crossbow of Distance, Hand (+1)](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
|
||||
2. [Darklurker (+2)](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
|
||||
3. [Emyul, Holy Avenger (+3)](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
|
||||
4. [Flame Lance (+1)](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
|
||||
5. [Judgement (+3)](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
|
||||
6. [Kaaji-jukai, Nunchaku of Defense (+4)](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which are capable of improving their wielder's AC.
|
||||
7. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
|
||||
8. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
||||
9. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
||||
10. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
||||
11. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
||||
12. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
||||
13. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
||||
14. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
|
||||
15. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
||||
|
||||
<div class="clearBoth" />
|
||||
|
||||
@@ -78,12 +74,13 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
</div>
|
||||
|
||||
- [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
|
||||
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
|
||||
- [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
|
||||
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
|
||||
- [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
|
||||
- [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
|
||||
1. [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
|
||||
2. [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
|
||||
3. [Ring of Invisibility](./ring-of-invisibility.html): A simple silver ring engraved with a rune of invisibility.
|
||||
4. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
|
||||
5. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
|
||||
6. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
|
||||
7. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
|
||||
|
||||
<div class="clearBoth" />
|
||||
|
||||
@@ -95,11 +92,11 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
</div>
|
||||
|
||||
- [Wand of Cold](./wand-of-cold.html): A wand capable of creating cones of cold energy.
|
||||
- [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
|
||||
- [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
|
||||
- [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
|
||||
- [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
|
||||
1. [Wand of Cold](./wand-of-cold.html): A wand capable of creating cones of cold energy.
|
||||
2. [Wand of Desparking](./wand-of-desparking.html): A simple, 16" steel shaft with a small yellow crystal at one end which can temporarily disable an automaton.
|
||||
3. [Wand of Druidcraft](./wand-of-druidcraft.html): A wand for druids that creates various simple nature effects.
|
||||
4. [Wand of Illusions](./wand-of-illusions.html): A wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.
|
||||
5. [Wand of Polymorph](./wand-of-polymorph.html): A wand for arcane spellcasters that can cast the [Polymorph Others](/spells/polymorph-others.html) and [Polymorph Self](/spells/polymorph-self.html) spells.
|
||||
|
||||
<div class="clearBoth" />
|
||||
|
||||
@@ -111,15 +108,28 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
</div>
|
||||
|
||||
- [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
|
||||
- [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
|
||||
- [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
|
||||
- [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
|
||||
- [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
|
||||
- [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone.
|
||||
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
|
||||
- [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
|
||||
- [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
|
||||
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
|
||||
2. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
|
||||
3. [Armor of Hunting (+1)](./armor-of-hunting.html): A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
|
||||
4. [Armor of Invincibility (+1)](./armor-of-invincibility.html): A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
|
||||
5. [Armor of Protection from Magic (+1)](./armor-protection-magic.html): A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
|
||||
6. [Armor of Stashing (+1)](./armor-stashing.html): A suit of well-made armor with 6 hidden extra-dimensional pockets.
|
||||
7. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
|
||||
8. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
|
||||
9. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
|
||||
10. [Boots of Sky Walking](./boots-of-sky-walking.html): A pair of boots that enable their wearer to "walk" in the air..
|
||||
11. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
|
||||
12. [Bracers of Redoubt](./bracers-of-redoubt.html): A pair of metal wrist-guards enchanted to help protect their wielder.
|
||||
13. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
|
||||
14. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
|
||||
15. [Cloak of Invisibility](./cloak-of-invisibility.html): An enchanted cloak that can render its wearer invisible.
|
||||
16. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
|
||||
17. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
|
||||
18. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
|
||||
19. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
|
||||
20. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
|
||||
21. [Robe of the Archmage](./robe-of-the-archmage.html): An enchanted robe that grants special powers to the arcane spellcaster who wears it.
|
||||
22. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
|
||||
|
||||
<div class="clearBoth" />
|
||||
|
||||
@@ -137,28 +147,33 @@ Below you'll find a growing list of 75+ magic items that can be found across the
|
||||
|
||||
</div>
|
||||
|
||||
- [Bag of Holding](./sack-of-storing.html#bag-of-holding): A small sack with its own pocket dimension useful for storing things.
|
||||
- [Bottled Lightning](./bottled-lightning.html): A palm-sized clear glass flask which houses a small bolt of lightning.
|
||||
- [Broom of Flying](./broom-of-flying.html): A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
|
||||
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
|
||||
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): An elongated and (apparently) nearly omniscient crystal skull that knows much about the multiverse.
|
||||
- [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
|
||||
- [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
|
||||
- [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
|
||||
- [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
|
||||
- [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
|
||||
- [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
|
||||
- [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
|
||||
- [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
|
||||
- [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
|
||||
- [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||
- [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
|
||||
- [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
|
||||
- [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
|
||||
- [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
|
||||
- [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
|
||||
- [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
|
||||
- [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
|
||||
- [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
|
||||
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
|
||||
- [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
|
||||
1. [Bag of Holding](./sack-of-storing.html#bag-of-holding): A small sack with its own pocket dimension useful for storing things.
|
||||
2. [Bottled Lightning](./bottled-lightning.html): A palm-sized clear glass flask which houses a small bolt of lightning.
|
||||
3. [Broom of Flying](./broom-of-flying.html): A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
|
||||
4. [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
|
||||
5. [The Crystal Skull of Jund](./crystal-skull-of-jund.html): An elongated and (apparently) nearly omniscient crystal skull that knows much about the multiverse.
|
||||
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
|
||||
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
|
||||
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
|
||||
9. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
|
||||
10. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
|
||||
11. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
|
||||
12. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
|
||||
13. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
|
||||
14. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
|
||||
15. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
|
||||
16. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||
17. [Lantern of Revealing](./lantern-of-revealing.html): A lantern which casts light that can reveal invisible creatures and objects.
|
||||
18. [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.
|
||||
19. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
|
||||
20. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
|
||||
21. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
|
||||
22. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
|
||||
23. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
|
||||
24. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
|
||||
25. [Shield of Dancing](./shield-dancing.html): An enchanted shield that can hover around its wielder.
|
||||
26. [Shield of Missile Ensnaring](./shield-missile-ensnaring.html): An enchanted shield that protects from ranged attacks.
|
||||
27. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
|
||||
28. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
|
||||
29. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
|
||||
30. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user