diff --git a/adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json b/adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json index d1ae9f6c6..7fa4889bd 100644 --- a/adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json +++ b/adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json @@ -3732,9 +3732,11 @@ "{@note Special thanks to Titmouse}", "{@note Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version I.oa, Section I(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)}", "{@note Open Game Content: The Open content in this book includes mechanics, some monster statistics, and some monster abilities. No other portion of this work may be reproduced in any form without permission.}" - ] + ], + "id": "001" } - ] + ], + "id": "000" }, { "type": "section", @@ -3761,9 +3763,11 @@ "Then, in {@adventure The Never-Stopping Prophecy|TTNSP|3}, find out about the quest that cannot go un-quested! An adventure for up to five 5th-level characters. It should take three to six hours to complete, depending on how a party approaches it and how smart everyone is.", "Beyond that lies the {@adventure Vault of Items|TTNSP|4}, a catalogue of the many incredible magical tools and items right from Tigtone's very own, personal inventory that he has used over the course of his adventures, so you can better equip yourself for your journeys!", "Finally, in the {@adventure Creatures & Characters|TTNSP|5}, you can meet some of the beings Tigtone has encountered in his many quests, so you can better prepare to face them yourself!" - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -3799,7 +3803,8 @@ "Without stakes, quests are just boring things you do! That's why Tigtone finds the stakes in everything he does\u2014which is why everything he does feels like a quest! If there are no stakes then he makes darn sure that it at least feels like there are! In other words, no matter what the task (whether it's defeating a cave demon or pouring a bowl of soup) if you treat it as if the stakes are high, then everything you do will be exciting! In more other words: Fake it 'till you stake it! This goes for the game master when writing quests, or the party members as they go through the quest!", "For example, if you must pour someone a bowl of soup then what horrible things would happen if you fail? Will the person starve to death and comeback as a hungry ghost to torment your stomach? What amazing things will happen if you succeed? Will the soup be so hot it melts their face and they become a villain whose name is Soup-or-trooper? That's pretty amazing because now you have someone to fight with!", "So the next time you do something, big or small, worldy or personal, dramatic or simple, have fun with the stakes! Oh, and don't forget to make sure the stakes are clear to everyone involved\u2014the players and the game master." - ] + ], + "id": "007" }, { "type": "entries", @@ -3811,7 +3816,8 @@ "But if you take things too seriously along the way\u2014like being too focused on the finish line\u2014you can lose sight of the excitement of being an adventurer. It's important to have fun with the adventure!", "That goes for game masters, too, because a Tigtone quest takes many sudden and unforeseen turns but some game masters are so focused on telling a story, or getting players to take a certain quest, that they push players toward the events that they have already written. This is called railroading. If you tried that with Tigtone he'd probably slash your face and go do whatever he wanted to do anyway! So embrace whatever the players want to do or they'll slash your face! Hehehe!", "So players and game masters, don't you dare miss a single opportunity for your adventure to go in unplanned directions and detours! That's what makes quests so special! Side quests are a good way to do this! As a player, you can try to get side quests out of anyone you meet, just like Tigtone does! And game masters, Tigtone ALWAYS takes side quests even if it takes him away from his main quest, so you can use that to create loads of fun directions for the adventure to go in!" - ] + ], + "id": "008" }, { "type": "entries", @@ -3822,7 +3828,8 @@ "You don't want to get in Tigtone's way when he's focused on a quest\u2014believe me, I've tried! If a person, place, or thing comes along that has nothing to do with his quest then it's fair game to be destroyed. Tigtone also overcomes any and all obstacles by any means necessary. That means coming up with creative solutions to problems. Like if you can't unlock the door, burn the house down!", "This goes for game masters too. When planning puzzles, traps, or challenging combat encounters make sure there are multiple solutions, and be open to questeres subverting your challenges with creative solutions that you hadn't planned. Don't make players adhere to your predetermined solutions!", "So, if the players at your table do employ a solution you've already planned for, then great! But if they come up with something new, go with it. If they want to find a hidden passage and you hadn't planned one, maybe there should be one! Tigtone would just make his own hidden passage! The players' choices are often just a way for them to tell you what they want to. Listen! And don't be afraid to improvise." - ] + ], + "id": "009" }, { "type": "entries", @@ -3831,7 +3838,8 @@ "entries": [ "", "Tigtone can give himself quests! It's true! I've seen it happen! That makes the quest even more personal! Players and game masters, discuss quests before you start playing, if you can, but also along the way. Players should be free to create their own personal quests and game masters should have opportunities to create adventures they know their players will be interested in! Even though the game master isn't a quester, you're all still questing together!" - ] + ], + "id": "00a" }, { "type": "entries", @@ -3841,13 +3849,17 @@ "", "Tigtone makes up his own rules, plays by his own rules, and breaks his own rules. And you can too! That means don't listen to me! Or anyone else! If it's not helping you enjoy your questing more, you should never be afraid to go beyond what's regular or expected to make your adventures your own. Break the rules! Change the rules! Make up your own rules! Do things differently! Use third-party content to enhance your games! Your game is your game, and there's no reason it has to follow all the rules and guidelines that are out there. Or don't do anything I just said and play a normal, boring game.", "Okay, that's all I want to say about it! You're on your own from here on out because I'm not your Helpy. I'm Tigtone's Helpy. Good-bye forever!" - ] + ], + "id": "00b" } - ] + ], + "id": "006" } - ] + ], + "id": "005" } - ] + ], + "id": "004" }, { "type": "section", @@ -3872,7 +3884,8 @@ "This adventure, like many adventures, has twists and turns, but MORE...if you wish to play the adventure, why continue to read and risk spoiling everything for yourself!? If you wish to run the adventure, read the whole thing before running it. Then read it again for good measure and to waste time.", "Creatures written in {@b bold} refer to the corresponding entries in the Appendix.", "Magic items and spells written in {@i italics} refer to the corresponding entries in the Appendix." - ] + ], + "id": "00d" }, { "type": "entries", @@ -3884,7 +3897,8 @@ "So, they conspired to cast a curse on a magical sash that compels its wearer to become a villain and act in ways the mages can determine and influence. Then, they set themselves up as oracles, making up prophecies about the villain's actions that they knew would come true.", "These mages peddled their lies and began sending heroes on great quests to confront the villain. But they did not care whether the heroes lived or died. All they wanted was to be revered as great oracles! And should any hero kill the villain, then the curse passes on to them, continuing the cycle in perpetuity. A fool-proof plot to fool fools!", "{@creature Mythhollow|TTNSP} herself is one of the previous \"Chosen Ones\" misled by the oracles in this way, and she wishes to end the prophets' scam once and for all. But her methods are extreme and the oracles offer great rewards for defeating this so-called evil. Which side will the adventurers' choose? In this prophecy, fate rests in their hands! The weight of the world is on their shoulders! The air of destiny breathes into their lungs!" - ] + ], + "id": "00e" }, { "type": "entries", @@ -3894,7 +3908,8 @@ "Getting the player characters started on this adventure should be rather straightforward. If you want to engage their characters directly, you can grant them a shared vision from the oracles while they are resting one night\u2014or perhaps even while they are awake\u2014or you can introduce an acolyte sent by the order to find them or a brick with a note attached can be thrown into the party's room while they sleep. However it happens, they need to be notified that a prophecy has identified them as the chosen heroes destined to save Azpehrun.", "Alternatively, for a softer approach, you can seed rumors of this great danger, which has people stricken with fear, though there are few to any details of the exact nature of the danger or of the oracles who are revered and beloved by the common people for guiding heroes to protect the realm. The party could be new in town and everyone keeps asking them if they're chosen ones, cause they look like chosen ones and should see the oracles.", "For a quick start so you can run this adventure in a single sitting, tell the players their characters have all been contacted by oracular vision and find themselves gathering in the Azpehrun Temple. Ask them to describe their characters to each other and then jump to the \"{@adventure Chosen...by Fate?|TTNSP|3|Chosen...by Fate?}\" {@homebrew |(page 12)} section in the adventure below." - ] + ], + "id": "00f" }, { "type": "entries", @@ -3922,7 +3937,8 @@ "It's usually lively, though not obnoxiously so, since visitors to the town tend to be rather respectful and the locals don't wish to make a mess of a place that holds so much of their town's pride\u2014namely, the Azpehrun Epics. (See below.)", "The tavern is famous for their flavorful {@item chicken dinner|TTNSP} and wine, which goes for about 10 copper pieces and includes a side of roasted acorns. The tavern also has the {@item Soupteener Special|TTNSP}, which is a wondrous soup made by the world renowned {@creature Monstrous Soupteener|TTNSP|Soupteener}. It goes for 6 copper pieces. They also serve a sludgy novelty drink called {@item Mud Wine|TTNSP} which is exactly that, mud mixed with wine. It's 3 copper pieces a cup.", "Twelve rooms are available, split across the two upper floors of the building, and can be booked for 7 silver pieces a night at a reception desk/information booth near the door that also serves as a bit of a welcome center for visitors to the town. There are various fliers available for different tours and attractions around town." - ] + ], + "id": "012" }, { "type": "entries", @@ -3931,7 +3947,8 @@ "entries": [ "While the tavern's food is enjoyable and the inn is comfortable, for its modest accommodations, the true draw for most visitors is the souvenir gift shop in the building.", "A well-stocked shop filled with dozens of knick-knacks, statues, branded clothing, and...sauce packets, the shop has just about anything you might need to remember your trip here by, and all the proceeds go to support the town and ensure the oracles can remain focused on the draining task of prophecy." - ] + ], + "id": "013" }, { "type": "entries", @@ -3946,9 +3963,11 @@ "name": "Table of Souvenirs", "page": 10 } - ] + ], + "id": "014" } - ] + ], + "id": "011" }, { "type": "entries", @@ -3971,7 +3990,8 @@ "width": 604, "height": 1031 } - ] + ], + "id": "016" }, { "type": "entries", @@ -3979,7 +3999,8 @@ "page": 10, "entries": [ "(female, human, 20s) is the passionate and welcoming face who greets every visitor to the town. Rimi is the biggest proponent of her hometown and loves working the welcome desk at the Premonish Inn. Red-headed and freckled, she can brighten anyone's day with just a few kind words." - ] + ], + "id": "017" }, { "type": "entries", @@ -3987,7 +4008,8 @@ "page": 10, "entries": [ "(male, human, 30s) is the selfproclaimed \"visionary\" who started the souvenir gift shop. He is always careful to clarify that though his visions may not be prophetic, they do ensure the prophets can stay focused on their work. One of the first travelers to come here, Chaloner was a failed merchant who came to ask the oracles to help him divine a path to success. His journey here proved to be his answer, as Chaloner saw opportunity in the town of Azpehrun, and has since taken it upon himself to develop a large catalogue of souvenirs and has no shame in employing sales tactics that are as aggressive as they are effective." - ] + ], + "id": "018" }, { "type": "entries", @@ -3995,9 +4017,11 @@ "page": 10, "entries": [ "(female, human, 40s) is a rather quiet, but friendly, woman dressed in long robes, Seedookelere\u2014or \"Seedoo\" for short\u2014was one of the Azpehrun Oracles until she retired several months ago. Nobody around town knows why she stepped away from the order, but they respect her wishes not to talk about it. In fact, when the subject is brought up, she pretends she knows nothing about it. The oracles still pay for her food and housing at the inn, and she spends most of her days wandering aimlessly through the town, as if searching for something. When she comes to rest in the tavern, she can often be found drawing seemingly meaningless doodles on scraps of paper." - ] + ], + "id": "019" } - ] + ], + "id": "015" }, { "type": "entries", @@ -4012,7 +4036,8 @@ "page": 11, "entries": [ "The first of the villains to threaten Azpehrun and the surrounding region, Boulderdash was a strong brute who traveled throughout the area like a wrecking ball, causing havoc wherever he went. He was defeated by a sword-wielding hero named {@b Hastyblade} whose quick blade earned her a reputation as a capable monster hunter." - ] + ], + "id": "01b" }, { "type": "entries", @@ -4020,7 +4045,8 @@ "page": 11, "entries": [ "Not long after the Boulderdash's defeat, the Nighty Knight\u2014a heavily armored menace\u2014arose to threaten Azpehrun. Nighty Knight raised a small band of evildoers who began to raid and pillage small towns and villages. They were defeated by {@b The String-Fingler}, a local hunter who traveled to see the Azpehrun Oracles desperate for a way to end the threat that plagued his home." - ] + ], + "id": "01c" }, { "type": "entries", @@ -4028,7 +4054,8 @@ "page": 11, "entries": [ "The most recent of the villains before {@creature Mythhollow|TTNSP}, Roarfessor commanded terrible forest creatures to attack travelers and caravans journeying in the area. Terrified by the Beastmaster and his beasts, the local populace had little recourse but to hide in their homes. Salvation came when a bard named {@b Folkgloria} heard of the danger and, looking to make a name for herself, came to defeat the Beastmaster and the wicked creatures under his command." - ] + ], + "id": "01d" }, { "type": "entries", @@ -4036,12 +4063,15 @@ "page": 11, "entries": [ "The current villain threatening the region, {@creature Mythhollow|TTNSP} threatens the town with vicious magic & steel. No heroes have arisen to face her...yet." - ] + ], + "id": "01e" }, "A {@dc 20} Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check made when studying the paintings, statues, or other depictions of these heroes reveals a striking similarity between each presented hero and the villain that followed them. For example, Hastyblade and Nighty Knight seem to wear almost identical armor, and Bowfinger and The Roarfessor seem to have a similar-looking bow." - ] + ], + "id": "01a" } - ] + ], + "id": "010" }, { "type": "entries", @@ -4061,7 +4091,8 @@ "The cobblestone path leading up to the temple is, like much of the town, modest but well-cared for. Curving around bushes and trees, it is not only a functional path meant to lead people to the oracles' door, but also an opportunity for visitors to reflect prior to reaching the temple itself.", "Four small altars are interspersed along the path, each housing a small bell visitors can ring, announcing their presence in turns and signaling their respect for the esoteric and mystical nature of fate, destiny, and prophecy.", "Along the path is a statue of the head oracle, {@creature Zighthynd|TTNSP}. It's a bit of a showy depiction that to a cynical eye feels staged. Zighthynd's gesture is overly dramatic, with both arms up and palms up in a very pious pose, with his stare on the far horizon as if gazing into the future. A plaque under the statute reads: \"'A world without oracles is not a world I would want to live in.' - Zighthyn, Head Oracle\"" - ] + ], + "id": "020" }, { "type": "entries", @@ -4071,7 +4102,8 @@ "Well-equipped adventurers attract quite a bit of attention from the modest denizens of the temple. Whether they're already aware of the danger, or not, once the party make themselves known to the oracles, they are quickly brought to meet {@creature Zighthynd|TTNSP}, the Head Oracle, at his request.", "If the party has been led here by the acolyte or contacted through a vision, {@creature Zighthynd|TTNSP} is delighted to see the subjects of his \"vision.\" If the oracle hasn't met the party yet, upon meeting them and sizing them up, the oracle pretends to be stricken with a realization.", "In either case, {@creature Zighthynd|TTNSP} works to convince the party of the truth of his prophecy and offer them a quest to defeat {@creature Mythhollow|TTNSP}, the villain threatening their region, telling the party that it is their destiny to do so...The oracles have foreseen it." - ] + ], + "id": "021" }, { "type": "entries", @@ -4092,9 +4124,11 @@ "width": 1388, "height": 2882 } - ] + ], + "id": "022" } - ] + ], + "id": "01f" }, { "type": "entries", @@ -4118,7 +4152,8 @@ "And, sure enough, when the scrying sauce is brought out in its bowl and placed under the party, it boils. Of course, it's just a fancy trick. A successful {@dc 22} Wisdom ({@skill Perception}) check reveals that an oracle, hidden nearby, is casting a spell to make the sauce boil. When tasted, the sauce will also taste like whatever they want it to taste like and, in this case, that's genuine magic!", "If the heroes see through Zighthynd's lie and the oracles' deception, he ensures they are alone before revealing the truth to them and putting all his cards on the table regarding the nature of the situation, the scam they've set up, and the very real threat they're facing. He offers the adventurers the same rewards as before\u2014claiming he truly does have magical items to offer them\u2014as well as a chance to be cut of the profits from this endeavor, a total of 1,000 gold pieces.", "It's fine if this makes the heroes more suspicious too. That's part of the fun! If the heroes are suspicious but don't manage to see through the lie completely, {@creature Zighthynd|TTNSP} stonewalls rather than give an explanation." - ] + ], + "id": "024" }, { "type": "entries", @@ -4127,9 +4162,11 @@ "entries": [ "Zighthynd tells the party that {@creature Mythhollow|TTNSP} is a being protected by great and powerful magic\u2014her true character now lost to the oracles behind the clouded realm of their divinations\u2014(a very convenient excuse for them in case of any flaws in their story).", "In order to defeat {@creature Mythhollow|TTNSP}, the party must retrieve a magical set of armor that would allow the oracles to overcome the blockage of their divinatory powers. But the only oracle who knows where this armor is has lost their mind. Her name is Seedookleer, and she can be found at the Premonish Inn." - ] + ], + "id": "025" } - ] + ], + "id": "023" }, { "type": "entries", @@ -4146,7 +4183,8 @@ "Getting her attention could be achieved by: joining her in drawing or bringing her a gift from the souvenir shop or waving in her face and saying \"Hey!\" repeatedly until she responds. Helping her achieve clarity might come from a night of drunken camaraderie or getting enough information from the other people in the tavern to spark a moment of remembrance.", "That information may be about Seedooklere herself \u2014for example, asking around the tavern may reveal the fact that Seedooklere used to spend time with the local children before she lost her memories. Exploring this angle further could unearth rumors that a child can sometimes be seen around town who doesn't seem to have any family here. Bringing either of these elements up to Seedooklere once the adventurers have earned her company should be enough for her to remember some of what happened.", "When the party finally gets the answers from the Mad Seer, she tells them that she lost her mind as part of a bet in some sort of children's game about two months ago. She then draws a picture of a young urchin boy and verbally directs the party to a small grove of trees not far beyond the village." - ] + ], + "id": "027" }, { "type": "entries", @@ -4165,7 +4203,8 @@ "width": 383, "height": 1215 } - ] + ], + "id": "028" }, { "type": "entries", @@ -4188,7 +4227,8 @@ "Additionally, the party may attempt a {@dc 18} Intelligence ({@skill Arcana}) check to see where the illusory magic is strongest, revealing one of the inconsistencies above or another of your own invention on a success.", "If the party wins the game, Rags gives them a long, dirty pigeon feather and tells them to tickle the seer's ear to restore her mind. If they fail, the consequence depends on what the party has wagered. If they've wagered some of their memories, they have disadvantage on all Wisdom checks and saving throws for the next month and they must roll a {@dc 18} Constitution saving throw. On a failure, they suffer one level of {@condition exhaustion}.", "Even if the party loses, Rags takes pity on them and tells them the information the seer would give them." - ] + ], + "id": "029" }, { "type": "entries", @@ -4197,9 +4237,11 @@ "entries": [ "When her memories are restored, Seedooklere returns to her normal self\u2014vain and self-aggrandizing. However, she's still willing to help the party, given how they've helped her.", "When asked about {@creature Mythhollow|TTNSP} and the armor the other oracles are after, she points the adventurers to the Byssmol Mountain range and reveals the existence of a secret armory within which the armor was hidden. She warns the adventurers that in order to get to the armor they have to overcome not only the mountain's dangers, but also the magical defenses that protect the armory." - ] + ], + "id": "02a" } - ] + ], + "id": "026" }, { "type": "entries", @@ -4221,7 +4263,8 @@ "name": "Byssmol Mountains Encounter", "page": 14 } - ] + ], + "id": "02c" }, { "type": "entries", @@ -4235,7 +4278,8 @@ "page": 15, "entries": [ "There is a complex mechanical lock that can be unlocked with either a successful {@dc 20} Dexterity check using {@item thieves' tools|PHB} or a successful {@dc 25} Intelligence ({@skill Arcana}) or Dexterity ({@skill Sleight of Hand}) check. After three failed attempts, the door permanently locks and no further attempts are possible. When a check succeeds, the door opens." - ] + ], + "id": "02e" }, { "type": "entries", @@ -4243,7 +4287,8 @@ "page": 15, "entries": [ "On the wall opposite the hanging hourglass, words are engraved in stone in Common: \"Man or king can I mislead. If my stone they do not heed. You may not trip, though you may stumble, and even wise men do I leave humble.\" Permissible answers include \"Prophecy,\" \"A riddle,\" or \"Tigtone\" (with no explanation). There are other engravings around the words, but they are crumbling and difficult to discern. A successful {@dc 20} Intelligence ({@skill Investigation}) check reveals that the crumbling engravings depict a group of people in a stone cavern before a door. When a correct answer is spoken aloud, the door opens." - ] + ], + "id": "02f" }, { "type": "entries", @@ -4251,10 +4296,12 @@ "page": 15, "entries": [ "If the ten minutes pass and the heroes have no answer, the chamber fills with crackling electricity. Each character within the chamber must make a {@dc 16} Dexterity saving throw. On a failure, they take 9 ({@damage 2d8}) lightning damage, or half as much damage on a success. Once the damage is resolved, the door opens." - ] + ], + "id": "030" }, "Once the door opens, it remains open behind the party." - ] + ], + "id": "02d" }, { "type": "entries", @@ -4263,9 +4310,11 @@ "entries": [ "The plot armory is a large, carved out, stone chamber filled with weapons and armor of any type the adventurers might need. These items are all common magical items with no clearly discernible effects besides the fact that any creature wielding the weapon or wearing the armor can will it to glow and give off a dim golden light in a radius of 10 feet around them.", "Of particular note is the suit of heavy plate {@item Plot Armor|TTNSP} that stands in the deepest part of the chamber, presented on a stand. Despite the dust it should have accumulated, it looks pristine." - ] + ], + "id": "031" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -4295,9 +4344,11 @@ "width": 1306, "height": 3009 } - ] + ], + "id": "033" } - ] + ], + "id": "032" }, { "type": "entries", @@ -4314,7 +4365,8 @@ "In addition, if the party has yet to see through the oracle's lies, {@creature Zighthynd|TTNSP} offers them a magic flute\u2014 saying, {@i \"In the darkest of days, this flute's song clears a way\"}\u2014trying to convince the adventurers that this flute will save them in a moment of crisis. In truth, the flute is totally mundane and does nothing.", "If the party has come to learn the truth of the oracles' deception and plotting and decides to extort the oracles, the oracles gladly part with a cut of the profits from their merchandise, in exchange for the party's secrecy. This sum amounts to a total of 1,000 gold pieces.", "In addition, consider taking a look at the vault of items in the back of this book, if you wish to provide other magical rewards to your players." - ] + ], + "id": "035" }, { "type": "entries", @@ -4334,9 +4386,11 @@ "If they side with {@creature Mythhollow|TTNSP}, she plunders the gold earned from the souvenir gift shop and rewards the party with 2,000 gold pieces and each party member with a small friendship rock with their name hastily painted on it." ] } - ] + ], + "id": "036" } - ] + ], + "id": "034" }, { "type": "image", @@ -4348,7 +4402,8 @@ "width": 2409, "height": 3009 } - ] + ], + "id": "00c" }, { "type": "section", @@ -4560,7 +4615,8 @@ "width": 605, "height": 794 } - ] + ], + "id": "037" }, { "type": "section", @@ -4613,7 +4669,8 @@ "name": "Azpehrun Oracle", "page": 23 } - ] + ], + "id": "039" }, { "type": "entries", @@ -4674,7 +4731,8 @@ "width": 938, "height": 975 } - ] + ], + "id": "03a" }, { "type": "entries", @@ -4704,7 +4762,8 @@ "width": 459, "height": 871 } - ] + ], + "id": "03c" }, { "type": "entries", @@ -4729,7 +4788,8 @@ "width": 1110, "height": 411 } - ] + ], + "id": "03d" }, { "type": "entries", @@ -4744,7 +4804,8 @@ "entries": [ "The monstrous soupteener's only visual similarity between its humanoid and monstrous forms is the chef's hat it wears upon its head, which remains the same size in either form. In some instances, these chef's hats are the source of the curse and, if removed from the soupteener, can break it.", "Unfortunately, these hats tend to be attached rather firmly to these creatures, becoming a part of their physiology. Removing a chef's hat from a monstrous soupteener requires being within reach of the monstrous soupteener's head. If a creature within range wishes to remove the hat, it must succeed on a {@dc 20} Strength check. Alternatively, treat the chef's hat as an object with an AC of 12 and 20 hit points. The hat is immune to bludgeoning damage." - ] + ], + "id": "03f" }, { "type": "image", @@ -4788,7 +4849,8 @@ } ] } - ] + ], + "id": "03e" }, { "type": "entries", @@ -4828,7 +4890,8 @@ } ] } - ] + ], + "id": "040" }, { "type": "entries", @@ -4898,7 +4961,8 @@ } ] } - ] + ], + "id": "042" }, { "type": "image", @@ -4910,7 +4974,8 @@ "width": 804, "height": 1193 } - ] + ], + "id": "041" }, { "type": "entries", @@ -4935,7 +5000,8 @@ "width": 961, "height": 575 } - ] + ], + "id": "043" }, { "type": "entries", @@ -4960,7 +5026,8 @@ "width": 490, "height": 696 } - ] + ], + "id": "044" }, { "type": "entries", @@ -4986,9 +5053,11 @@ "width": 2409, "height": 2054 } - ] + ], + "id": "045" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -5034,7 +5103,8 @@ } ] } - ] + ], + "id": "047" }, { "type": "entries", @@ -5074,9 +5144,11 @@ } ] } - ] + ], + "id": "048" } - ] + ], + "id": "046" }, { "type": "entries", @@ -5093,7 +5165,8 @@ "Most creatures who make lairs tend to be very defensive of their homes. This is especially true for Blassamangenguro, who has literally laid his roots here and can not leave the place if he wanted to\u2014 becoming one with the land, trading a wooden coffin for a beautiful flower and living in symbiosis with the world around him.", "While this connection has made him a bit more... mellow of a vampire, it also has the opposite effect on the environment, making the flora and fauna found around Blassamangengruo's lair more carnivorous than one might expect to find and spelling doom for many naive adventurers.", "This connection also allows Blassamangenguro to exert his influence over the plants, trees, and even the very soil within his domain. Under his control, nature becomes a veritable death trap, more than compensating for Blassamangenguro's immobility. Quite a few vampire hunters have met their end when, overconfident, they confront the flower vampire, believing him an easy mark due to his immobile nature. But Blassamangenguro still lives, and the botanical denizens of his lair remain well sated, their soil fertilized with blood and bone." - ] + ], + "id": "04a" }, { "type": "statblock", @@ -5150,11 +5223,14 @@ "name": "Awakened Tree", "page": 37 } - ] + ], + "id": "04b" } - ] + ], + "id": "049" } - ] + ], + "id": "038" }, { "type": "section", @@ -5198,15 +5274,19 @@ "System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "END OF LICENSE", "TIGTONE and all related characters and elements are TM & © 2020 Cartoon Network. A WarnerMedia Company. All Right Reserved." - ] + ], + "id": "04f" } - ] + ], + "id": "04e" } - ] + ], + "id": "04d" } ] } - ] + ], + "id": "04c" } ] } diff --git a/adventure/D&D Beyond; Don't Say Vecna.json b/adventure/D&D Beyond; Don't Say Vecna.json index 4cfe55ff8..572c3c9d8 100644 --- a/adventure/D&D Beyond; Don't Say Vecna.json +++ b/adventure/D&D Beyond; Don't Say Vecna.json @@ -222,7 +222,8 @@ "entries": [ "The Vecna Dossier brings the famed archlich to undeath in fifth edition Dungeons & Dragons. It is a primer on Vecna's legacy and includes statistics so you can challenge your players in a showdown against one of the most powerful spellcasters in D&D lore.", "D&D Beyond users can unlock the Vecna Dossier at no cost from June 9 to June 16, 2022. All you need to do is sign up, click {@link here|https://www.dndbeyond.com/claim/source/vecna}, and select \"Claim!\" After this period, the dossier will be available only to subscribers during June and July 2022." - ] + ], + "id": "001" }, { "type": "inset", @@ -230,9 +231,11 @@ "entries": [ "Mike Bernier ({@link @arcane_eye|https://twitter.com/arcane_eye}) is the founder of {@link Arcane Eye|https://arcaneeye.com/}, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.", "Michael Galvis ({@link @michaelgalvis|https://twitter.com/MichaelGalvis}) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn't in the DM's seat or rolling dice as his anxious halfling sorcerer, he's playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin." - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -265,9 +268,11 @@ "name": "Content Warning", "entries": [ "This adventure contains depictions of body horror, torture, and dismemberment. A session zero before you run the adventure will allow you to make adjustments to address players' soft and hard limits." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -275,7 +280,8 @@ "entries": [ "The characters are seasoned adventurers researching the disappearance of Cientia Tower. They should have an interest in uncovering the secrets found in the wizard tower. For example, they may have a connection to one of the missing scholars or be burdened by fleeting visions of horror.", "Magic items may be necessary to survive the encounter with Vecna at the end of the adventure. Vecna is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, so martial characters might find themselves in a tricky situation without access to magical attacks. However, be mindful of which magic items you permit and how they may affect the challenges presented here." - ] + ], + "id": "005" }, { "type": "section", @@ -317,9 +323,11 @@ } ] } - ] + ], + "id": "007" } - ] + ], + "id": "006" }, { "type": "section", @@ -327,7 +335,8 @@ "entries": [ "Vecna is the most powerful lich to exist in the world of Dungeons & Dragons. He is an evil spellcaster that sought dark powers to achieve immortality. During his undying life, Vecna has become filled with malice, hatred, and an unquenchable thirst for power.", "Tales of Vecna's vile acts have existed in D&D lore ever since its first edition. In a multiverse full of evil beings, Vecna is among the worst of them. More information on Vecna's backstory can be found in the {@i Vecna Dossier}\u2014{@creature Vecna the Archlich|VD}." - ] + ], + "id": "008" }, { "type": "section", @@ -346,7 +355,8 @@ "type": "insetReadaloud", "entries": [ "Limbo is a realm of unfettered chaos. Water turns to stone which blooms into roses that wither and ignite. Here, islands float in endless sky and stars are born and remade in the blink of an eye. This is where you find the lost Cientia Tower, a wizard tower that was plucked out of the Material Plane when its scholars drew the ire of Vecna the Undying King. Whether by miracle or impossible magic, the tower has remained intact, though its windows and front door have been sealed with black tentacles." - ] + ], + "id": "00a" }, "Limbo has no gravity, so the characters can freely explore the tower's exterior. The tentacles are magical and prevent objects and creatures inside the tower from being subject to Limbo's destructive influence (see \"{@area Realm of Chaos|RoC|x}\").", { @@ -362,7 +372,8 @@ "A creature within 5 feet of a door or window must make a {@dc 15} Strength saving throw or be pulled into the tower by tentacles. A creature that enters the tower in this way takes 14 ({@damage 4d6}) acid damage as they are pulled through the mass of slithering appendages. Whenever a creature is pulled into the tower this way, they arrive in the tower entrance ({@area L1|L1}). Beyond pulling creatures who get too close to the tower, the tentacles have no sentience.", "A set of tentacles that bar a door or window have AC 12, 30 hit points, immunity to poison and psychic damage, and automatically fail Dexterity saving throws. Tentacles brought to 0 hit points rot away, exposing a door or window that can be used to access the tower. Both doors and windows are unlocked and can be opened easily once exposed.", "Leaving an opening into the tower, such as an open door or window, causes objects and creatures inside to be subject to Limbo's effects. An opening into the tower is automatically sealed by newly grown tentacles after {@dice 1d6} minutes." - ] + ], + "id": "00d" }, { "type": "entries", @@ -372,9 +383,11 @@ "Each minute a character spends outside the tower is affected by the chaotic energy of Limbo. A creature affected in this way must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) damage of a randomly selected type, or half as much on a successful one. A creature damaged in this way also must select one nonmagical item at random from their inventory. This item is transmogrified into a useless form." ] } - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -385,7 +398,8 @@ "type": "insetReadaloud", "entries": [ "This room is pitch black except for two lights, one that shines on the front door to the tower and one that shines down on a door across from you. The lights have no distinguishable source." - ] + ], + "id": "00e" }, "With the exception of a 5-foot radius in front of the room's two doors, the tower's entrance is blanketed in magical darkness. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If a spell that creates light is cast while in this room, the spell is automatically dispelled unless it is a 6th level spell or higher.", "If the darkness is dispelled, the party can see that the room is full of crates. Looking through the crates reveals nothing of interest, beyond old books written in a variety of languages.", @@ -399,23 +413,27 @@ "A {@creature bone devil|DontSayVecna} dwells in the tower entrance. (It has a climbing speed of 40 feet rather than a flying speed.) The door opposite of the tower entrance leads to a staircase that grants access to the upper floors. When a character approaches within 5 feet of this door, the {@creature bone devil|DontSayVecna} attacks and fights to the death.", "When attacking creatures standing in the light of the doorways, the {@creature bone devil|DontSayVecna} uses its 10-foot reach to attack from the cover of the magical darkness. When the {@creature bone devil|DontSayVecna} dies, it transforms back into Kalene's left hand and the magical darkness is dispelled.", "Kalene's hand can be used on the Cruel Gate in the observatory ({@area L4|L4})." - ] + ], + "id": "010" }, { "type": "entries", "name": "Cursed Door", "entries": [ "The door leading to the tower's staircase cannot be opened by anything other than Kalene's hand. A creature that touches the handle not using Kalene's hand takes {@damage 4d6} necrotic damage. The creature must succeed on a {@dc 17} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target completes a long rest. The target dies if this effect reduces its hit point maximum to 0." - ] + ], + "id": "011" }, { "type": "entries", "name": "Kalene's Demise", "entries": [ "Days after trapping the scholars in Limbo, Vecna transformed Brin into an abomination that attacked Kalene and Aden. Fearing for her life, Kalene attempted to escape the tower. She managed to make it to the front door before she was dragged back by Brin. In the subsequent struggle, Kalene's left hand was torn off. Suffused by the dark energies of the tower, the hand mutated into a bone devil." - ] + ], + "id": "012" } - ] + ], + "id": "00f" } ] }, @@ -428,7 +446,8 @@ "type": "insetReadaloud", "entries": [ "Ascending the stairs, you come to a living space that is much larger than the previous floor. Plain wooden furniture is strewn around the common area between two wooden doors. Beyond the common area is a small disorganized library with bookcases that reach the ceiling. Dead leaves are scattered on the floor of the library." - ] + ], + "id": "013" }, "This floor has been magically enlarged on the inside of the tower to hold a small library, a common area, a botanical garden, and two chambers for the scholars. The common area contains nothing of interest.", { @@ -439,7 +458,8 @@ "type": "insetReadaloud", "entries": [ "An unmade bed large enough for two people sits in the corner of the room. A simple wooden wardrobe, desk, and basin of water complete the barren furnishing of this chamber. Beside a candle that has burned down to its nub, a small journal sits open on the desk. A bottle of ink appears to have spilled its contents on the journal, covering it in shiny black ink." - ] + ], + "id": "015" }, "A simple look around the room can establish that the scholars that shared the room were a couple. The wardrobe contains women's and men's clothing, men's night clothes are hung on a hook in the wall, and a men's shaving kit can be found by a basin in the corner.", { @@ -449,7 +469,8 @@ "If the bed is inspected, Aden's left eye can be found under one of the pillows. The first time a character touches the eye, it swivels around so the pupil looks directly at them. When this happens, the character sees a vision of Kalene and Aden talking about the inscriptions found on the Cruel Gate (see {@area L4|L4}). Kalene suggests that the inscriptions must hold clues to unlocking it. She then wonders aloud about Brin, saying that he has not left the laboratory in some time.", "When the vision concludes, the character who touched the eye must succeed on a {@dc 19} Intelligence saving throw or take {@damage 5d6} psychic damage and lose sight in their left eye. A character without sight in their left eye has disadvantage on Wisdom ({@skill Perception}) checks that rely on sight. At the end of their next long rest, the character can repeat the saving throw, ending the effect on itself on a success. The effect can also be ended by a {@spell greater restoration}, {@spell heal}, or {@spell wish} spell.", "Aden's eye can be used on the Cruel Gate in the observatory ({@area L4|L4})." - ] + ], + "id": "016" }, { "type": "entries", @@ -460,11 +481,14 @@ "type": "insetReadaloud", "entries": [ "\"Aden no longer sleeps in our bed. Each night, he roams around the tower reading books, but more often than not he goes to the observatory and stares at the black gate on the far wall. It appeared just a few days ago, but we can't divine any information on it. I once convinced him to retire to bed, and he was wracked by a pain behind his left eye throughout the night. Now, he sleeps fitfully during the day. He says that 'night is the time to uncover secrets.'\"" - ] + ], + "id": "018" } - ] + ], + "id": "017" } - ] + ], + "id": "014" }, { "type": "entries", @@ -476,9 +500,11 @@ "name": "Scribe Work", "entries": [ "Once the Cruel Gate appeared, Brin was overwhelmed by loneliness and felt an insistent need to polish his shoes and translate old books into Common. The book that he was translating before he was transformed by Vecna appears to be about a figure of myth who had a golden eye and a withered hand. It was said that anything this figure wished for came true. The figure met an untimely demise when a thief stole the eye from their head while they slept." - ] + ], + "id": "01a" } - ] + ], + "id": "019" }, { "type": "entries", @@ -488,7 +514,8 @@ "type": "insetReadaloud", "entries": [ "Cramped shelves are packed with old rotting tomes, newly bound books, loose sheets of parchment, and tightly wound scrolls. Three chairs surround a table that is covered with various documents. Dried leaves cover the floor and appear to have been blown in from a half-closed door to the right of the bookshelves." - ] + ], + "id": "01c" }, "Vecna has cursed the books in this area as some contain information on him. If a creature starts reading, they must succeed on a {@dc 18} Wisdom saving throw or suffer the effects of the {@spell geas} spell. The magical command of this effect is to do nothing but sit and read. If the command is not adhered to, the creature takes {@spell 5d10} psychic damage, becomes {@condition incapacitated}, and praises Vecna. This effect ends if the creature takes any damage.", { @@ -506,9 +533,11 @@ "Vecna traverses the multiverse, though his motives are unclear." ] } - ] + ], + "id": "01d" } - ] + ], + "id": "01b" }, { "type": "entries", @@ -519,7 +548,8 @@ "type": "insetReadaloud", "entries": [ "The courtyard is bleak and desolate. Looking up you can see the infinite sky of Limbo, but you are seemingly unaffected by its chaotic influence. Gray stone surrounds the courtyard and beds of dead bushes and flowers line a circular walkway. At the center of the courtyard stands a dead, gnarled tree with leafless branches that creak in a nonexistent wind. The floors and walls of the courtyard are covered in black ichor that oozes out of the garden beds and from a scar in the tree." - ] + ], + "id": "01f" }, "The courtyard is circular and 20 feet in diameter. The walls surrounding it are 40 feet high. The only way to leave the courtyard is to go back through the door to the living quarters. If a creature attempts to fly out of the courtyard, they reappear where they originally took off.", { @@ -529,23 +559,27 @@ "A creature that enters the courtyard hears the pleas of a deceased person they loved. They must succeed on a {@dc 17} Charisma saving throw or be compelled to approach the scar in the gnarled tree, believing that their loved one is pleading for aid from inside of it.", "When a character gets within 5 feet of the tree or begins its turn adjacent to it, they must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by branches. A creature can spend an action on its turn to repeat the saving throw, ending the effect on itself on a success.", "A creature restrained by the tree takes 10 ({@damage 3d6}) necrotic damage at the beginning of its turn. If a creature suffers from this effect, {@dice 1d4} {@creature ghoul|MM|ghouls} claw their way up from the garden beds." - ] + ], + "id": "020" }, { "type": "entries", "name": "Cursed Dead", "entries": [ "Four {@creature wraith|MM|wraiths} wearing tattered wizard robes lie in wait inside the tree. If a creature gets within 5 feet of the tree, the {@creature wraith|MM|wraiths} emerge and attack. They spend their turns using their Life Drain or {@action shove|PHB|shoving} creatures into spaces adjacent to the tree." - ] + ], + "id": "021" }, { "type": "entries", "name": "Blight", "entries": [ "No plant can live in the courtyard. Any attempt to bring a plant back to life automatically fails. A creature with the plant subtype takes 27 ({@damage 5d10}) necrotic damage at the start of each of its turns as long as it is in the courtyard." - ] + ], + "id": "022" } - ] + ], + "id": "01e" } ] }, @@ -558,7 +592,8 @@ "type": "insetReadaloud", "entries": [ "Steps ascend to a humid room filled with abandoned lab equipment that glows with a sickly green light. A decapitated body lies shackled to an upright operating table. Above, the ceiling is covered in pulsating flesh from which limbs and other body parts hang." - ] + ], + "id": "023" }, "The creature on the ceiling is Brin. When Vecna arrived, Brin was transformed into a horrifying abomination that proceeded to hunt and consume the bodies of his fellow scholars. Brin now consists of three individual masses connected to Brin's head. In combat, Brin uses the statistics of three {@creature shambling mound|MM|shambling mounds}, with the following changes:", { @@ -575,14 +610,16 @@ "type": "insetReadaloud", "entries": [ "\"Cooome join me ... In Vecna's name, enjoy eternal embrace!\"" - ] + ], + "id": "024" }, { "type": "entries", "name": "Third Key", "entries": [ "Brin's head can be used on the Cruel Gate in the observatory ({@area L4|L4}). He has no eyes or left hands, and therefore offers no other keys for the Cruel Gate." - ] + ], + "id": "025" }, { "type": "entries", @@ -593,7 +630,8 @@ "type": "insetReadaloud", "entries": [ "\"I have spent my years in solitude researching all of the cruel things that threaten my realm, to protect the people I love. But Vecna is not one of those cruel things. He promises life\u2014an eternity of it!\u2014if only we lend ourselves to his wisdom. For my servitude, he has promised a great gift, a way for everyone I love to be together. So great is this gift that I shall take all of the realm into my warm embrace! Imagine! A world that is one. A world that is me...\"" - ] + ], + "id": "027" }, "The first creature that reads Brin's notes is targeted by a 9th-level {@spell dominate monster} spell. They must succeed on a {@dc 22} Wisdom saving throw or fall under the control of Vecna. If a creature is controlled in this way, Vecna doesn't change the mannerisms of the creature until they reach his sanctum, at which point the dominated creature turns against the party. As long as a creature is controlled in this way, Vecna must {@condition concentration|PHB|concentrate} on the spell.", { @@ -601,9 +639,11 @@ "name": "DM Tip", "entries": [ "It's best to discuss the effects of a failed save with a player in private so that it can be roleplayed successfully. Whether the character fails or succeeds, this counts as the 1/day casting of {@spell dominate monster} from {@creature Vecna the Archlich|VD|Vecna's stat block}." - ] + ], + "id": "028" } - ] + ], + "id": "026" } ] }, @@ -616,7 +656,8 @@ "type": "insetReadaloud", "entries": [ "The floor of this room is covered in black tentacles that slither in pools of fresh blood. The ceiling is a domed window that looks out into the endless expanse of Limbo. On the far wall, tentacles frame a black, circular gate made of barbed, pitch black metal." - ] + ], + "id": "029" }, "The floor in this room is difficult terrain. A creature that is missing hit points that enters the room must make a {@dc 15} Dexterity saving throw or take 10 ({@damage 2d10}) piercing damage and be {@condition poisoned} for 1 hour as they are attacked by the tentacles. A creature that succeeds on this saving throw takes half damage and is not {@condition poisoned}. Creatures that remain in the room must repeat this saving throw each minute.", { @@ -629,14 +670,16 @@ "entries": [ "The Cruel Gate is 10 feet in diameter. When inspected, scenes of Vecna's past can be distinguished from the gate's wrought metal. The first scene is a man in wizard robes raising his hands before a tall tower while other men and women bow down to him. The second scene displays a man sitting in a ritual circle, drinking from a goblet. The third and last scene shows a withered, undead spellcaster battling a figure in full plate mail who wields an {@item sword of Kas|DMG|ornate longsword} as a tower crumbles in the background.", "Touching the gate causes a creature to take 5 ({@damage 2d4}) piercing damage. A successful {@dc 11} Intelligence ({@skill Investigation}) check reveals that one of the bowing figures in the first scene is missing its head, the wizard in the second scene is missing its left eye, and the undead creature in the third scene is missing its left hand." - ] + ], + "id": "02b" }, { "type": "entries", "name": "Impenetrable", "entries": [ "The gate is indestructible, cannot be opened by magic, and cannot be moved. Removing or damaging the wall around the gate exposes the tower to the outside (see \"{@area Realm of Chaos|RoC|x}\")." - ] + ], + "id": "02c" }, { "type": "entries", @@ -644,7 +687,8 @@ "entries": [ "The gate requires three keys to be opened: a left eye, a left hand, and a head. Each must come from a separate humanoid\u2014whether alive or dead\u2014or from Brin's body. When the keys are presented to the gate, they vanish from the hands of the creature and appear in the scenes embossed on the gate's frame.", "A creature that uses its own left eye or left hand as a key permanently loses it and has disadvantage on saving throws made against spells cast by Vecna. A creature that uses its own head as a key cannot be resurrected. These effects can only be undone by a {@spell wish} spell or {@classFeature divine intervention|Cleric|PHB|10}." - ] + ], + "id": "02d" }, { "type": "entries", @@ -652,9 +696,11 @@ "entries": [ "Bypassing the gate's locks is near impossible. Each lock is a magical and mechanical marvel and requires a successful {@dc 30} Dexterity check made using {@item thieves' tools|PHB}. On a failure, the creature picking the lock must make a {@dc 19} Dexterity saving throw or be {@condition restrained} as they become trapped in the complex gears of the gate.", "A character trapped by the gate can escape with a successful {@dc 19} Strength or Dexterity saving throw. On a failed escape attempt, the character takes 55 ({@damage 10d10}) bludgeoning damage as they are ground up by the gate's gears. A character's escape attempt automatically succeeds if they offer a left eye, left hand, or head to the appropriate lock." - ] + ], + "id": "02e" } - ] + ], + "id": "02a" }, { "type": "entries", @@ -688,30 +734,35 @@ "The black gate opens into a desecrated temple. Ash blankets the floor and broken pews lie strewn about. Along the cracked stone walls of the temple you see the tormented dead as they cry out to you.", "On the far side of the temple, standing at the top of a set of stairs is a corpse decorated in tattered purple robes and an ornate gold breastplate. Inside his chest is a gold and red book. He is missing his left eye and left hand. He is Vecna.", "With a cruel glance at you, Vecna says in a raspy voice that nonetheless carries across the room, \"I would congratulate you on your perseverance, but you won't be alive long enough to appreciate it.\"" - ] + ], + "id": "030" }, { "type": "entries", "name": "Vile Flames", "entries": [ "When combat begins, each room in the tower erupts in green, necrotic flames. A creature that begins its turn in the tower must succeed on a {@dc 15} Dexterity saving throw or take 14 ({@damage 4d6}) necrotic damage as the flames consume them. Vecna and the tentacles are immune to damage dealt by the flames." - ] + ], + "id": "031" }, { "type": "entries", "name": "Vecna's Combat Tactics", "entries": [ "Vecna can ascertain the capabilities of spellcasters and identify the spells they cast without making an ability check. He will try to disable or kill characters in the group he suspects has magic that can restore hit points or revive others. Additionally, if a character is missing a left eye or left hand, Vecna will target them with spells he casts, suspecting the missing parts were offered to the Cruel Gate." - ] + ], + "id": "032" }, { "type": "entries", "name": "Increasing the Challenge Rating", "entries": [ "For a more difficult combat, draw upon the power of the {@item Book of Vile Darkness} {@homebrew |(found in the Dungeon Master's Guide)} or use the {@homebrew lair actions presented in {@creature Vecna the Archlich (in Lair)|DontSayVecna}|following lair actions}." - ] + ], + "id": "033" } - ] + ], + "id": "02f" }, { "type": "entries", @@ -723,7 +774,8 @@ "entries": [ "As Vecna falls to his knees, disbelief flashes across his face. Composing himself, he smirks and rasps, \"You have not stopped me. You have merely delayed the inevitable.\" His body then falls to the ground\u2014lifeless.", "The temple begins to shutter and quake. Stones fall from the wall and the floor begins to crumble away into a black void." - ] + ], + "id": "035" }, "The characters can retrieve the {@item Book of Vile Darkness} from Vecna's remains. The archlich will be resurrected in a new body after {@dice 1d100} years. Once revived, he will seek vengeance on those who slayed him. Any character that does not act quickly is trapped in Vecna's demiplane as the temple and gate are destroyed.", "Once back in Cientia Tower, read:", @@ -731,14 +783,17 @@ "type": "insetReadaloud", "entries": [ "You find yourself standing on the stone floor of the tower's observatory. The black tentacles have disappeared and, as you look overhead, you see the sky of Limbo flicker away. The familiar stars of the Material Plane blink into view." - ] + ], + "id": "036" }, "With Vecna defeated, the tower has arrived back on the Material Plane, precisely where it resided before being planeshifted away. Unfortunately, the scholars' gruesome fates have not changed. Instead, they will serve as a warning to those that dare investigate the secrets of the Undying King." - ] + ], + "id": "034" } ] } - ] + ], + "id": "009" } ] } diff --git a/adventure/Kobold Press; Scarlet Citadel.json b/adventure/Kobold Press; Scarlet Citadel.json index 37a6de9bf..5c87eb637 100644 --- a/adventure/Kobold Press; Scarlet Citadel.json +++ b/adventure/Kobold Press; Scarlet Citadel.json @@ -9799,9 +9799,11 @@ } ] } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "hr" @@ -9819,7 +9821,8 @@ "entries": [ "The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.", "(Elements that have previously been designated as Open Game Content are not included in this declaration.)" - ] + ], + "id": "005" }, { "type": "entries", @@ -9829,9 +9832,11 @@ "The Open content in this adventure includes saber-toothed bat, clacker beetle soldier, swarm of clacker beetles, warlock wight, {@i black and white daggers, communal flute, Dagon's oil, extract of dual-mindedness, flying balm, ghoul light, glowing moss, light hammer of throwing, potion of gelatinous form, potion of submission, sea serpent venom, sturdy scroll tube, wafer of warmth,} and {@i weapon of nightmares}.", "All other material is Product Identity, especially place names, character names, locations, story elements, and fiction.", "No other portion of this work may be reproduced in any form without permission." - ] + ], + "id": "006" } - ] + ], + "id": "004" }, { "type": "entries", @@ -9845,9 +9850,11 @@ "1st Printing: August 2021", "(This printing includes corrections.)", "2 4 6 8 10 9 7 5 3" - ] + ], + "id": "007" } - ] + ], + "id": "003" }, { "type": "hr" @@ -9863,7 +9870,8 @@ "width": 1281, "height": 1657 } - ] + ], + "id": "000" }, { "type": "section", @@ -9956,7 +9964,8 @@ "At the lowest level of the dungeon is an enigma: a massive {@item sphere of annihilation}, somehow bound in place by an unknown entity in a forgotten age. It pulls terrific wind through the twisting, elementally-charged tunnels of the labyrinth. The sphere's connection to the Void makes it of great interest to {@creature Gellert the Gruesome|KPSC}. Ideally, he'd like to find a way to take control of it, but that goal has eluded him for four decades. Meanwhile, the Howling Halls surrounding the sphere are flooded with elemental energy, making them by far the most dangerous places in the entire dungeon complex." ] } - ] + ], + "id": "00a" }, { "type": "image", @@ -10208,9 +10217,11 @@ ] ] } - ] + ], + "id": "00b" } - ] + ], + "id": "009" }, { "type": "section", @@ -10219,7 +10230,8 @@ "entries": [ "The site of the Scarlet Citadel is extremely potent with ley-line energy. The titanic White Road runs fewer than 60 miles to the south, and lesser ley lines crisscross the region. Most importantly, a ley line tributary wanders across almost the entire site and forms a sizable eddy beneath the fortress. Even better, this ley line forms a connection between the White Road, the Pontoretto ley line of Valera, a smaller line called the Wandering Crow, and even a shadow road to the northwest\u2014or at least it does now, thanks to blood-soaked rituals enacted centuries ago by Gellert's ancestor Gerhardt the Elder.", "This confluence and pooling of energy is all but unique in Midgard, and it's the most closely guarded secret about the site. The only way for low-level characters to uncover a bit of arcane history this esoteric would be to spend at least a month in research at one of the great libraries of Zobeck or Hirschberg\u2014or a few hours in the Arcane Scriptorium beneath the citadel. It's why {@creature Gellert the Gruesome|KPSC} and his minions value the family estate so highly in spite of its gross deterioration. Spellcasters who utilize ley-line magic as described in {@adventure Deep Magic 5: Ley Lines|DM05|1} are considered to be in the vicinity of a {@table Titanic Ley Line Effects|DM05|titanic ley line} anywhere on this level." - ] + ], + "id": "00c" }, { "type": "section", @@ -10243,7 +10255,8 @@ "{@note These overlays will already be set up in Foundry imports for you as tiles.}" ] } - ] + ], + "id": "00d" }, { "type": "section", @@ -10254,7 +10267,8 @@ "A fight loud enough to be overheard by dungeon creatures in other areas can have several results. The first is that creatures in adjoining chambers move to join the fight. They might rush straight in, or they might maneuver around to attack from an unexpected direction. The second possibility is they might pull back to a position where they can make a better defense or stage an ambush. The third option, available only in certain cases, is creatures might remotely trigger a trap in the chamber where characters are.", "Some chamber descriptions include a note about what can happen if a noisy fight breaks out. Where they don't, noise can always be heard in adjacent chambers. Creatures two chambers away notice if they make a successful {@dc 12} Wisdom ({@skill Perception}) check. For a group of creatures, use the best {@skill Perception} score and make a single check with advantage to represent the group. Especially loud spells such as {@spell knock} and {@spell thunderwave} can be heard everywhere throughout the level, and even on the level above and below if the GM wants (sound travels well through stone).", "Everything said about fighting applies equally to any sort of sound, whether that's bashing open a door, breaking a flask, falling down a flight of stairs, or setting off a trap. The inhabitants of the citadel know an unfamiliar sound when they hear one, so they'll go to investigate (or send an expendable underling), spread the alarm, or prepare an ambush just in case." - ] + ], + "id": "00e" }, { "type": "section", @@ -10277,7 +10291,8 @@ "Characters relying on light sources can be seen by everyone, friend or foe, at any distance. No matter how quiet they are, they broadcast their approach if the halo from their light extends past the corner of a hallway or can be seen through an open doorway or under a closed door. This is the reason for using {@item hooded lantern|PHB|hooded} and {@item bullseye lantern|PHB|bullseye lanterns}; they can be dimmed so they don't give away your position to enemies. Keep this in mind when characters using {@item lamp|PHB|lamps}, {@item torch|PHB|torches}, or {@spell light} spells make Dexterity ({@skill Stealth}) checks.", "Characters relying on {@sense darkvision} don't need to worry about a flickering light giving away their position, but if they move outside the radius of their friends' lights, their friends can't see them anymore.", "Finally, remember that Wisdom ({@skill Perception}) checks based on sight are made with disadvantage in {@quickref Vision and Light||2||dim light}. Characters who rely solely on {@sense darkvision} have a hard time finding traps and secret doors." - ] + ], + "id": "00f" }, { "type": "section", @@ -10331,7 +10346,8 @@ "Just seeing the {@dice d20} roll on a skill check is often enough to give players a good idea whether their attempt succeeded or failed, regardless of what you tell them about it and what their characters see afterward. Likewise, simply asking for a die roll when it seems unnecessary can tip players off that an area is more dangerous than it appears or it needs to be checked more thoroughly for secrets.", "You can avoid these unwanted tip-offs by using the characters' passive scores. Passive {@skill Perception} is the most important of these, but others can be useful too.", "When characters approach a trap or pass a secret door, instead of asking for a Wisdom ({@skill Perception}) check and comparing it to the feature's DC, make a {@dice d20} roll for the feature and compare the result to the characters' passive {@skill Perception} scores. The modifier on your roll equals the feature's DC\u22128. For example, if text indicates noticing a trap requires a successful {@dc 14} Wisdom ({@skill Perception}) check, then you roll a {@dice 1d20 + 6} and compare the result to the passive {@skill Perception} of characters who are in danger of triggering the trap (lower is better in this case). If characters are moving slowly and paying close attention to such things, roll {@dice 2d20} and use the lower of the two results (effectively giving the trap or secret door disadvantage to remain unnoticed). If the group is moving rapidly or not being careful in your estimation, roll {@dice 2d20} and use the higher of the two results." - ] + ], + "id": "013" }, { "type": "entries", @@ -10339,14 +10355,18 @@ "page": 10, "entries": [ "A useful GM's technique when characters are searching for traps or secrets, trying to open a lock, or making any other skill check is to roll a {@dice d20} yourself when the players do. Players should know you're doing this, but they shouldn't see the result of the roll. Explain there are many cases in which a character has advantage or disadvantage on the check without knowing it. The {@dice d20} you roll could be helping their attempt or hurting it\u2014or it could be you rolling a die just to keep them guessing." - ] + ], + "id": "014" } - ] + ], + "id": "012" } - ] + ], + "id": "011" }, "The Scarlet Citadel is written with these assumptions about {@skill Investigation}, {@skill Perception}, and traps. As GM, you're not required to adopt any of these approaches in your game, but you should understand why certain encounters are written the way they are." - ] + ], + "id": "010" }, { "type": "section", @@ -10356,7 +10376,8 @@ "Like traps, only one attempt should be allowed to pick a lock. Additional characters can aid in the attempt, but don't allow players to keep rolling until someone gets a high number.", "If the attempt fails, characters have four options. They can search for the key, they can use magic such as a {@spell knock} spell or {@item chime of opening|DMG|chimes of opening}, they can smash the door open, or they can wait until they gain an experience level and try again. Unless text states otherwise, assume smashing a door open requires a successful Strength ({@skill Athletics}) check against the lock's DC + 3. Again, allow only one attempt (with aid) per experience level.", "If the roll to open the lock is a natural 1, the character's lockpick breaks. They'll need to get a new set of {@item thieves' tools|PHB} back in Redtower or elsewhere in the dungeon. At your option, you can allow characters without {@item thieves' tools|PHB} to try picking locks, but they do so with disadvantage and can't apply their proficiency bonus to the attempt." - ] + ], + "id": "015" }, { "type": "section", @@ -10372,7 +10393,8 @@ "name": "Character Levels and Advancement", "page": 11 } - ] + ], + "id": "016" }, { "type": "section", @@ -10382,7 +10404,8 @@ "The inhabitants of the Scarlet Citadel don't sit idly by as their sanctum is invaded and torn apart room by room. As soon as characters start fighting their way through Level 1, {@creature Cagoth-ze|KPSC} becomes aware the complex is under attack and alerts {@creature Imortra the Debased|KPSC}. Imortra doesn't care about {@creature the Gaoler|KPSC} or any undead in the crypt, so her initial reaction is nothing more than telling {@creature Cagoth-ze|KPSC} to deal with it. When he fails to do so (in other words, when the Arcane Scriptorium is sacked), Imortra starts taking the situation seriously.", "From that point on, never allow the dungeons to be static places. If characters battle through the dwarven barracks on Level 3 and kill everything in sight, then when they retreat to rest, Imortra infiltrates some of her devils or duergar back into Level 3 to ambush the characters again when they return (as adventurers inevitably do).", "At the end of each level is a section titled Restocking. It covers in greater detail exactly what the dungeon's occupants do to discourage characters from coming back after they've cleared a level. In extreme cases, these even suggest attacks against the characters outside the dungeon." - ] + ], + "id": "017" }, { "type": "section", @@ -10392,7 +10415,8 @@ "The Scarlet Citadel is intensely dangerous. Most levels include foes and situations that are too powerful even for characters of the recommended experience level for that stage of the adventure. This is intentional. Characters are expected to retreat from overwhelming danger, regroup, and use what they learn to come up with a better plan before trying again.", "As the Game Master, you should point this out to players before the adventure starts. Ensure they understand that recognizing when a fight is too dangerous is essential, and retreating is expected. Many players are loath to retreat from anything for any reason and would rather try to mesmerize the dice than exercise good tactical sense. They won't survive.", "If retreat is not in your group's playbook, your responsibility as GM is to brief them outside of play\u2014 probably during character creation\u2014that they need to \"get their minds right\" about retreating. Pulling back from a fight they can't win isn't cowardly, it's smart. They're guaranteed to face that situation more than once in the Scarlet Citadel." - ] + ], + "id": "018" }, { "type": "section", @@ -10409,9 +10433,11 @@ "{@creature Dugan Lovay|KPSC} is a trader who was expected in Redtower a few days ago. Maybe she was just delayed, but it doesn't pay to take chances in these troubled times. A committee of local merchants wants to hire some capable travelers to follow the road Lovay should be on and learn what happened. She usually travels with a knight bodyguard called the Red Hart." ] } - ] + ], + "id": "019" } - ] + ], + "id": "008" }, { "type": "section", @@ -10445,7 +10471,8 @@ "The castle now called the Scarlet Citadel sits on the site of an ancient elven hunting lodge in the White Forest, claimed by a noble family after the Great Retreat 400-some years ago. The land was thus owned by House Holzanger, who owed fealty at various times to Illyria, the Republic of Triolo, the Canton of Melana, and (most often) to the Magdar Kingdom. Always rather deft in politics and inclined to an unambitious policy of, \"Just leave us alone with our books and hawks and hunting,\" House Holzanger might have remained a footnote if it were not for their control of the Scarlet Crow ley line and their willingness to annoy the fey lords and ladies of the forest.", "Originally, the pretty lodge was visited each summer and fall for boar hunts, chasing deer in the White Forest, and fish-hawking along the Templine riverbanks. The family realized the road to the lodge could also be utilized for timber transport, so the lodge became the manor for a new lumber village along the river. The lodge itself remained a place of blissful seclusion, though with some ability to gather servitors, various goods, and skilled craftspeople from the village.", "This village was named Redleaf. At first, they sold their finest oak, ash, and rowan either east to the city of Melana or north to the Magdar merchants for barrels, barge masts, and much else. The trade was not without problems (the forest fey included some alseid and bothersome druids), but in all, it was a worthwhile little fiefdom for the Holzangers. Over time, the village grew, and then Gerhardt Holzanger came along, the first of the Holzanger sorcerers." - ] + ], + "id": "01b" }, { "type": "section", @@ -10457,7 +10484,8 @@ "With the wider understanding of the discovery, the area was suddenly of interest to geomancers, the shadow fey, and darker forces who wished to travel the fey roads between the three lines, plumb the mysteries of why", "this backwater might connect ley lines in this way, and discover how this strong ley line might be harnessed. The first few visitors were greeted politely and told to go away. Later visitors were treated as foes. Over the years, the hunting lodge\u2014at the ley line's strongest point\u2014was rebuilt with the red stone common to the area, first as a single tower and then as a small keep.", "Arcane secrets were under frequent investigation. Gerhardt Holzanger grew rich taking on various comely, cunning, and willing apprentices (some believe {@book Arshin the Enchanter|W02DM|3}\u2014see {@loader Warlock #2|collection/Kobold Press; Warlock 02 Dread Magic.json}\u2014was one of them, more long-lived than most) and having built his redstone castle on the site of the ley line's greatest resonance and generally making the most of it. He bound himself to the ley line, giving himself and his children greater strength in using its magic but also making it difficult to wander far from the Wandering Crow. At first, he could travel as far as Zigistad, Melana, and Triolo itself, but over time, this narrowed to Peltzenheim and the town of Erdovar (before its ruin) and Schio. Some believe this same ritual binds the master of Demon Mountain to his own domicile, granting him great power in a highly limited space." - ] + ], + "id": "01c" }, { "type": "section", @@ -10467,7 +10495,8 @@ "Despite the lack of travel, Gerhardt's private ley line offered strength and the seemingly boundless ability to study, learn, and tinker, delighting first Gerhardt and then his progeny (his wife was one Edelfrieda the Golden, said to be a druid, a sorceress, or an elfmarked petty noble of Dornig\u2014some insist on all three). Within the reach of the White Forest, first Gerhardt the Elder and then Gerhardt the Younger and then Gertruda and Gunthar and Gerhardt III all had control over the ley lines, countering any foe or assassin skillfully, inventing new ways to charm a friend or turn an enemy into a bug. Over generations, their interests delved deep into newts and amphibians, and then the family became obsessed with horology, celestial mechanics, flotation and levitation, night creatures, angelic languages, and on and on. Always seeking knowledge purely to possess it, rarely using it to better their small barony or even to enrich themselves or their peasantry.", "For a brief period, the area was quasi-independent, and each Holzanger sorcerer styled himself the \"Baron of Citarossa, Lord of the White Forest, and Master of the Scarlet Citadel.\" So it went for nigh 200 years: always a tiny power, always independent, though sometimes paying tribute to one power or another, and always a strange little oddity known mostly to merchants, timberfolk, and the southern Magdar villages.", "However, their overweening pride and power drew attention, and in time, an unexpected arrival ended the first age of the citadel roughly 150 years ago." - ] + ], + "id": "01d" }, { "type": "section", @@ -10480,7 +10509,8 @@ "One night, while most of the dwarves were digging at the old Scarlet Manor Hall, the Dwarf Hall burned to the ground. The streets of the village of Redleaf glowed brightly, and the humans sang their own songs of Khors. Some of the Redleaf druids and doughtier men-at-arms mused about throwing the dwarves out entirely and \"rescuing\" Baron Gerhardt from their evil influences.", "Baron Gerhardt finally saw the danger of further strife between the humans and dwarves. He called the dwarves to stay at the manor house and keep and told them to build it into a finer citadel with a new name: the Scarlet Citadel. The owlbears left the village of Redleaf to live with the dwarves, coming to the riverside village only occasionally when the baron's dwarves came calling. These grim-faced dwarves came twice a year to collect taxes or gather up barrels of ale from Peltzenheim or to send furs to their dwarven brothers in Melana and Brescia. The dungeons beneath the Scarlet Citadel were vastly expanded and improved to include owlbear stables, barracks, shrines to dwarven gods, and a vast library and workspace carved out for the Holzangers.", "The dwarves brought more than rings and owlbears to the Scarlet Citadel. They also brought the faith of Charun the Boatman with them from Melana, and over time, they connected some elements of the citadel with the Black River of Tears, sacred to Charun and said to be a source of connection between the mortal world and Yggdrasil or between Midgard and the many realms of the outer planes." - ] + ], + "id": "01e" }, { "type": "section", @@ -10494,7 +10524,8 @@ "When the dwarves refused to hand over Captain Chansar and his accomplices to the king's justice and the mercy of Khors, the knights laid siege to the citadel for a month. In time, owlbears within the citadel ate all there was to eat, and canny Chansar sent the starving beasts out the citadel gate, expecting to make short work of the knights. He was quite mistaken; High Priest Tadeas Toller struck the owlbears with holy fire, the Wands of Khors unleashed lightning, and the countercharge carried the knights into the citadel courtyard.", "The battle might yet have gone to the dwarves with their crossbows firing into the courtyard from well- built arrow slits if not for the fine timbers of the keep catching fire when a lucky fireball went through an arrow slit into the interior. The Scarlet Citadel floors, stairs, rafters, and tapestries burned bright and strong, and the conflagration quickly poured smoke into the buildings, the dungeons, and the courtyard. It became impossible to shoot through the smoke and soon to breathe within the tower. The smoke and flames drove a few dwarves into the deeper tunnels, though most were forced to surrender to the waiting company of knights. Captain Chansar's body was never found, and his ring mystic lieutenant Valence Hellhand is known to have survived and fled to Nordmansch. The citadel walls still stood, blackened with smoke, and the dungeons below were no longer home to dozens of owlbears.", "But the age of the Scarlet Citadel as a functional fortress was over and done, and the cracked, blackened mortar and missing rafters meant the walls themselves were weakened. Soon other inhabitants came to the citadel, and the villagers of Redleaf came to gather up useful stone blocks and take them by wagon to reinforce their own keep and palisade. These scarlet stones were carried for miles and used with care. And one morning, a mysterious red tower was erected, making such a fine impression overlooking the village, which was soon renamed Redtower, and it has kept that name ever since." - ] + ], + "id": "01f" }, { "type": "section", @@ -10507,7 +10538,8 @@ "With the cult of Charun ensconced in the lower levels of the citadel, trading with inhabitants of the underworld and using the ley line to strengthen its presence from the Seven Cities to the heart of the Dragon Empire, things changed. The arcane power of the Holzangers was passed to the Boatman's followers. Quendreth was suddenly held in high esteem among the congregants who had once made their pilgrimages entirely on the surface world, and he was granted the title of Ferryman within the church. A period of fifteen years kept him at the forefront of Charun's works over a vast territory.", "Alas, Quendreth was as susceptible to hubris and arrogance as many of the shadow fey, and he dabbled in Void magic, opening portals to other planes entirely, speaking to demons and devils, and inviting the satarre priestess Miskra ai-Vellec to advise him. This went about as well as you might expect, for even a less zealous priestess such as Miskra was delighted to have such power in her hands\u2014a tool for her own plans\u2014though she also shared much lore with Quendreth, and the two were allies of convenience for a decade. In time though, the satarre Void cultists and the true believers of Charun fell out with each other, but not before Miskra realized she could use the waters of the Black River for certain dark rituals and malign enchantments. In time, the Void cult arrived in force, and Quendreth was forced to leave quickly.", "When the shadow-fey wizard departed, he did {@i something} to the ley line that entirely removed its ability to easily connect to the Pontoretto or the shadow road, and its connection to the White Road remained spotty at best. At the same time, Quendreth brought one of the Holzangers back to the Scarlet Citadel\u2014the child of Gerhardt IV\u2014to hold the place and the White Forest in perpetuity (more precisely until their return). He was called Gerhardt the Changeling and had a definite elfmarked look to him. He lived for one hundred years, and at age 70, he took a human wife from Raguza, said to be a pirate captain and certainly a hellraiser. Her name was Melanchia the Reaver, and {@creature Gellert the Gruesome|KPSC} is her son." - ] + ], + "id": "020" }, { "type": "section", @@ -10516,7 +10548,8 @@ "entries": [ "In the current age, {@creature Gellert the Gruesome|KPSC} is a man of years and deep experience, certainly an older sorcerer, though still full of wild energy and fanciful plans, always striving to learn something new and keep the power of the citadel close. He is frankly too forgetful to always remember to chase away some of the Charun River cultists or to seal the Void portal when he's done with it, and horrible things creep into the citadel without him really paying attention. His son and daughter\u2014Garent and Vespertina\u2014are said to await the day he dies and his personal bond to the Wandering Crow ends, giving them power to use ley-line energies for their friends among the fey and the cults.", "The decaying dungeons, crypts, and stones of the old Scarlet Citadel remain to be explored, their many years of rich magic interwoven with blood and betrayal. Surely some great treasures still remain, and a few of the inhabitants of Redtower\u2014perhaps those who remember when it was Redleaf\u2014can point a daring soul in the right direction or warn of some of its better-known dangers." - ] + ], + "id": "021" }, { "type": "section", @@ -10537,7 +10570,8 @@ "page": 18, "entries": [ "550 humans, 25 riverfolk halflings, 10 dwarves, 5 elfmarked, and 10 of other races." - ] + ], + "id": "024" }, { "type": "entries", @@ -10545,7 +10579,8 @@ "page": 18, "entries": [ "{@creature Mayor Wislaw Broz|KPSC} leads Redtower by virtue of being supported by the town's most notable and wealthy citizens." - ] + ], + "id": "025" }, { "type": "entries", @@ -10553,7 +10588,8 @@ "page": 18, "entries": [ "Constable Roch heads Redtower's law enforcement and defense with a small militia of 20 volunteers and the battlemage Kondrad of Runkelstad in reserve." - ] + ], + "id": "026" }, { "type": "entries", @@ -10561,7 +10597,8 @@ "page": 18, "entries": [ "Redtower's primary export is lumber, but it sustains itself on the patronage of adventurers." - ] + ], + "id": "027" }, { "type": "entries", @@ -10569,11 +10606,14 @@ "page": 18, "entries": [ "Temple of Rava." - ] + ], + "id": "028" } - ] + ], + "id": "023" } - ] + ], + "id": "022" }, { "type": "section", @@ -10590,7 +10630,8 @@ "Goblins and bandits are common around Redtower, particularly along the roads where they harass traveling merchants. The party could be working to quell these attacks." ] } - ] + ], + "id": "029" }, { "type": "section", @@ -11247,7 +11288,8 @@ } ], "width": 1500, - "height": 2242 + "height": 2242, + "id": "02b" }, { "type": "entries", @@ -11288,9 +11330,11 @@ "If the party doesn't visit town hall on their own, Wislaw sends them an invitation within a day of their arrival to Redtower. When they arrive, he's eager to make the acquaintance of these new adventurers in town; he makes pleasant conversation, plies them with food and drink, and welcomes their expedition. He plays up the threat of the Scarlet Citadel and the dangers roaming the woods but assures them they're in the best place to get equipped to face it. He claims to be so impressed that he authorizes them to use his name at the local merchants for a \"special\" discount.", "Dropping Wislaw's name among the merchants is actually a signal that the characters are promising marks, and the merchant raises their prices accordingly and gives the mayor a cut. Raise the cost of goods and services by 10% whenever the PCs use the mayor's name; if they inquire, merchants explain demand is too high in Redtower, and without the mayor's go-ahead, prices would be higher. Otherwise, goods and services are priced as normal.", "The only merchant who doesn't respond to the \"authorization\" is the smith, Agniezka ({@area R8|SC-R8|x}), who scoffs if the mayor is mentioned and doesn't alter her price from the standard." - ] + ], + "id": "02d" } - ] + ], + "id": "02c" }, "The other wing of town hall houses the constabulary. Constable Roch is a suspicious and taciturn middleaged human who constantly smells like smoke from his frequent pipe use. He has little to say to the party, preferring to watch for adventurers who slip up in town for him to arrest. (See \"Arrested\" under the {@table Random Social Encounters|KPSC} Table)." ] @@ -11429,13 +11473,16 @@ "page": 24, "entries": [ "With a {@dc 12} Wisdom ({@skill Perception}) check, the party notices Gabe lurking about the orchard. He's alone and rubbing his temples, muttering to himself. If they engage him, he plays it off with a confident, teenage swagger as nothing being wrong, but a {@dc 10} Wisdom ({@skill Insight}) check reveals he's exhausted. If pressed, he admits he went to the arch at the lifeless clearing (see {@area E3|SC-E3|x} in \"{@adventure Beyond Redtower|KPSC|2|Beyond Redtower}\") and spent the night there on a dare; he'd done it a year ago and nothing happened, but this time, he had awful nightmares, and he hasn't slept well since. He begs the party not to tell his parents since he's not supposed to be going there." - ] + ], + "id": "02f" } - ] + ], + "id": "02e" } ] } - ] + ], + "id": "02a" }, { "type": "section", @@ -11450,7 +11497,8 @@ "name": "Random Social Encounters", "page": 24 } - ] + ], + "id": "030" }, { "type": "section", @@ -11465,7 +11513,8 @@ "name": "Gossip Table", "page": 23 } - ] + ], + "id": "031" }, { "type": "section", @@ -11528,7 +11577,8 @@ "name": "Mystery of the Arch", "entries": [ "If the party wants to delve further into the mystery around the resurgence of the arch in the lifeless clearing, check out {@loader Warlock Lair #50: The Light of Memoria|adventure/Kobold Press; Warlock 50 The Light of Memoria}. The PCs find a strange relic curiously connected to the magical archway long thought dormant but quickly realize someone is trapped on the other side! The relic allows them to pass through, but to get home, they'll have to traverse a shadowy landscape permeated by the memories of a mage conclave long forgotten\u2014and face the hungry shades eager for escape." - ] + ], + "id": "033" } ] }, @@ -11568,7 +11618,8 @@ "On close inspection, the stones have a notable crimson hue beneath the moss. Touching the moss encrusts it on the investigating character's skin, the spores attempting to take root within the character's body, inflicting 2 ({@damage 1d3}) poison damage every hour until a successful {@dc 12} Constitution saving throw is made. The spores can also be removed via {@spell protection from poison} or similar magic or a successful {@dc 15} Wisdom ({@skill Medicine}) check." ] } - ] + ], + "id": "032" }, { "type": "section", @@ -11610,7 +11661,8 @@ "width": 960, "height": 1050 } - ] + ], + "id": "036" }, { "type": "entries", @@ -11625,13 +11677,17 @@ "name": "Terrain Encounter Table", "page": 30 } - ] + ], + "id": "037" } - ] + ], + "id": "035" } - ] + ], + "id": "034" } - ] + ], + "id": "01a" }, { "type": "section", @@ -11659,7 +11715,8 @@ "The structure stands atop a low hill that slopes off gradually all around. The slope is gentle but the ground is rugged, broken by ravines, boulders, tangled brush, and fallen trees. When the keep was in use, the ground around it must have been cleared for several hundred yards in every direction. Since the fort's fall, trees and brush have regrown right up to the fortress and even inside the courtyard.", "The fort was breached at the northwest and southeast corners, but the rest of the walls and the main keep still stand. The outer walls are 15 feet high. The main tower rises 40 feet, and the secondary keep is 30 feet tall but heavily damaged. Despite the damage and decay, it's easy to see why it was named the Scarlet Citadel: the red stone blocks used in its construction stand out starkly against the greenery.", "No one comes here anymore except hopeful adventurers like yourselves, so the old road from the town of Redtower is now no more than a weed-choked track." - ] + ], + "id": "03a" }, "The Scarlet Citadel may be in ruins, but it's still an impressive place.", "Characters can enter the ruined castle through the main gateway ({@area 1|SC-001|x}) or through the breached and collapsed walls at the northwest and southeast corners ({@area 2|SC-002|x}).", @@ -11677,9 +11734,11 @@ "These maps have been configured with walls, lighting, and toggle-able overlay tiles.", "The \"(Player Version with Overlays)\" versions have flattened overlays as part of the background and do not work well in Foundry.", "" - ] + ], + "id": "03c" } - ] + ], + "id": "03b" } ] }, @@ -13293,7 +13352,8 @@ "page": 33, "entries": [ "The buildings lining the fortress walls were originally barracks, workshops, and stables. Now they're almost completely in ruins. Their slate-shingled roofs have fallen in, and only portions of the interior walls remain. There are no doors or windows still in their frames, and the original floors are buried under up to a foot of debris. Brush grows from every patch of dirt, and vines drape the ancient walls." - ] + ], + "id": "03d" }, "Characters who are reluctant to enter through the main gateway can scramble over the 8-foot-high heaps of rubble where the walls were breached at the northwest and southeast corners. It's not difficult, but it is mildly dangerous to the incautious: each character who crosses the rubble must make a successful {@dc 6} Strength ({@skill Athletics}) check to avoid taking 7 ({@damage 2d6}) bludgeoning damage from a shifting stone block that crushes their legs when they step near it." ] @@ -13321,7 +13381,8 @@ "entries": [ "The entrances to both the secondary and main keeps are one floor above the ground level of the courtyard. Stone steps ascend 10 feet to a solid stone walkway that connects the two doorways.", "The doors are long gone from both doorways." - ] + ], + "id": "03e" }, "Inside the structure, a stone staircase leads up to what would have been the top floor, but only a few sagging beams remain. The wooden flooring and the roof are long gone.", "Tucked around the corner is a trapdoor opening that leads down to the ground floor. That area is now filled with rubble and inaccessible (at least from here).", @@ -13354,7 +13415,8 @@ "This ground-level chamber reeks of animal waste, sweat, and rotten meat. Bones and feathers lie strewn across the floor.", "Along the north side of the chamber, a wide stone staircase descends into the earth. The wall above the stairs is carved into a faux archway decorated with interwoven knots, axes, and fierce-looking owlbears, all in characteristic dwarven style.", "A stout door stands closed in the west wall. It was clearly made for defense, as it is fortified with steel bands and large nailheads." - ] + ], + "id": "03f" }, "The stairs lead down to Level 1, which houses the Holzanger family crypts and what used to be the castle's final defensive bunker. The archway is tall enough for a Medium creature to walk under without ducking\u2014barely. These stairs emerge in {@area chamber 101|SC-101|x} of the dungeon. The smell wafting up the steps reeks of decay and rot; the {@creature harpy|MM|harpies} toss the bones of creatures they eat down these stairs, and {@creature the Gaoler|KPSC} doesn't clean them out because it believes they help deter intruders. These stairs are trapped at a landing 25 feet down from this entrance (see {@area 101. Entry Hall|SC-101|x} for details).", "The door in the west wall isn't locked, but it is stuck. A character can pull it open with a successful {@dc 15} Strength ({@skill Athletics}) check. Opening it reveals an identical door at the end of a 5-foot hallway, which is opened the same way (but by pushing instead of pulling). Regardless of whether the checks succeed or fail, the two {@creature harpy|MM|harpies} in the inner room hear the party coming. The {@creature harpy|MM|harpies} know just how to apply pressure on the doors to open them without needing die rolls.", @@ -13575,11 +13637,14 @@ "entries": [ "Another entrance to the dungeon is hidden among trees and brush 250 feet west-northwest of the fort. From the fort, characters don't spot it, but a careful search of the entire hilltop lasting most of a day might reveal it. If such a search is made, allow one character in the group to make a single {@dc 20} Intelligence ({@skill Nature}) check; other characters can aid the attempt. If it succeeds, they find the crumbling stone entrance choked with vines and tree roots, which shows signs of recent passage.", "This entrance leads {@area directly to the dwarven barracks on Level 3|SC-318|x}. Low-level characters are unlikely to find anything but a quick and gruesome death there, so it's in their best interest to overlook this entrance for a while." - ] + ], + "id": "041" } - ] + ], + "id": "040" } - ] + ], + "id": "039" }, { "type": "section", @@ -13587,9 +13652,11 @@ "page": 34, "entries": [ "An owlbear and two harpies are more than most 1st-level parties can handle unless it's a large group. A good way to handle this area is to confront the characters with only one {@creature harpy|MM} the first time they come here. When they return from their first trip into the dungeon, they're ambushed by the second {@creature harpy|MM}, who's furious over the death of her companion. The next time they return to or emerge from the dungeon, they run into the {@creature owlbear|MM}. After that, possibilities for encounters include a group of {@creature bandit|MM|bandits} hoping to use the old fort as a base of operations, a competing group of adventurers intending to steal whatever treasure characters brought out of the dungeon and take over the exploration for themselves, a team of dwarves backed up by trained {@creature owlbear|MM|owlbears} hoping to reclaim the barracks, or even a team of powerful mercenaries hired by {@creature Cagoth-ze|KPSC} or Imortra specifically to eliminate these troublesome intruders." - ] + ], + "id": "042" } - ] + ], + "id": "038" }, { "type": "section", @@ -17630,7 +17697,8 @@ "entries": [ "The chamber contains a table and chair positioned as a desk, as if for conducting interviews or inspecting visitors. Resting on the table are a battered shield, a blood-streaked and rusted sword, and a half dozen candle stubs.", "A door to your left is slightly ajar. A much heavier door, with a small, barred window, stands closed in the north wall." - ] + ], + "id": "045" }, "Even a quick search of the room is enough to discover faint drag marks across the floor to the door in the north wall. {@creature The Gaoler|KPSC}'s victims are often {@condition unconscious} when brought down here, and they're usually dragged in a large sack, not carried, to a cell in {@area Area 105|SC-105|x}.", "The sword and shield on the table have no significance. The crimson ogre found them on a recent excursion, brought them back, and left them here when he lost interest instead of tossing them down the {@area oubliette|SC-102|x}.", @@ -17661,7 +17729,8 @@ "entries": [ "This thirty-foot-diameter chamber is a horrid sight. Chains drape from the ceiling, each with a large meat hook at the end. Six of the chains have bodies hanging from them, all in stages of decay indicating they've been dead for weeks to months. The stench of death is thick in the chamber.", "The largest, nastiest-looking hook hangs motionless above a five-foot hole in the floor that drops into blackness. Something is lashed to the hook\u2014a pair of lacerated human hands, gnawed off at the wrists. The chain extends through a pulley attached to the ceiling and back down to a winch with hundreds of feet of chain spooled around it." - ] + ], + "id": "046" }, { "type": "image", @@ -17696,7 +17765,8 @@ "page": 40, "entries": [ "Someone lives in this chamber. Someone slovenly. One corner of the room is taken up by filthy animal furs spread across a bed of bug-infested straw. A barrel of slimy water and an unlocked chest are the only other furniture." - ] + ], + "id": "047" }, { "type": "image", @@ -17727,7 +17797,8 @@ "You've entered a large, well-equipped torture chamber straight out of a psychopath's nightmare. Torture devices line the walls and benches. Some you recognize, while others must be the feverish creations of whoever or whatever uses this collection.", "And it does get used, as indicated by fresh blood spattered on the floor, hotly glowing braziers of flickering coals, and the terrified human bound and gagged inside a steel cage hanging from the ceiling.", "An immense statue of a gape-mouthed frog looms over the room from a dais set against the south wall." - ] + ], + "id": "048" }, "The human is a male knight named {@creature Barrett|KPSC}, also known as the Red Hart. He is the bodyguard and regular companion of {@creature Dugan Lovay|KPSC} (see {@area Area 105|SC-105|x}). They were captured together in their camp about a week ago. When characters arrive, the Red Hart has 2 hp and three levels of {@condition exhaustion}.", { @@ -17772,7 +17843,8 @@ "page": 42, "entries": [ "The chamber contains six cells closed off by iron bars with locked doors. Some have damp, mildewed, bug-infested straw heaped in a corner, while others are fitted with wrist and ankle shackles anchored to the walls. The cells are each large enough to hold several prisoners, and at least one is occupied, judging by the painful groan you hear." - ] + ], + "id": "049" }, "The cells currently hold two prisoners. They can be in any cells you like, but they shouldn't be in cells directly opposite or adjacent to each other.", { @@ -17841,7 +17913,8 @@ "page": 45, "entries": [ "This simple shrine is dominated by a larger-than-life-size statue of Charun in his boat. The representation is somewhat abstract, but the subject is unmistakable. The figure of Charun stands in the boat, holding his oar perfectly upright in both hands. The prow of the boat is darkly stained and contains many small bones." - ] + ], + "id": "04a" }, "The stains on the boat are dried blood, and the small bones are mostly finger bones from many of {@creature the Gaoler|KPSC}'s victims. They were placed here as offerings to Charun by {@creature Ushulx|KPSC} or used as components or foci in her ritual spellcasting.", "{@creature Ushulx|KPSC} is a blood cultist who venerates Charun in the domain of death. She perceives the river as a metaphor for blood flowing through arteries and believes Charun is connected to the Dry Lands because of the proximity of this shrine to the crypt ({@area Areas 116|SC-116|x}\u2013{@area 119|SC-119|x}) and its connection to the Dry Lands. This philosophy is heretical both in mainstream views of Charun and in most blood cults, which is why {@creature Ushulx|KPSC} skulks here beneath the Scarlet Citadel.", @@ -17861,9 +17934,11 @@ "{@creature Ushulx|KPSC} despises {@creature the Gaoler|KPSC}, and she has no particular animosity toward the characters unless they give her a reason to. If the characters demolished the {@creature zombie|MM|zombies} with ease and appear to be winning a battle in the torture chamber\u2014 or if the reverse is true and the characters could use some help\u2014{@creature Ushulx|KPSC} may be willing to strike a deal with them. This is a chance for a dramatic uptick. Decide whether the most interesting thing is for {@creature Ushulx|KPSC} to help the characters against {@creature the Gaoler|KPSC} or for {@creature Ushulx|KPSC} to aid {@creature the Gaoler|KPSC} and {@creature Scar|KPSC}.", "{@creature Ushulx|KPSC} helping the characters doesn't mean she's had a change of heart about her evil ways. She sees {@creature the Gaoler|KPSC} and {@creature Scar|KPSC} as liabilities whose cruelty will eventually bring down the wrath of Redtower on the citadel. In exchange for her help, {@creature Ushulx|KPSC} wants to be left alone. She tells characters how to reach the staircase down ({@area Area 112|SC-112|x}) and warns them the crypts are extremely dangerous. A good option here is to allow {@creature Ushulx|KPSC} to accompany the characters into the crypts. She explains that she's always wanted to explore them but it was too dangerous to do so alone. You can easily arrange for her to be killed by a {@creature shadow|MM}, a {@creature specter|MM}, or a {@creature wight|MM} in {@area Area 116|SC-116|x} (possibly when she sneaks off hoping the characters will be killed), then the party can run into an undead {@creature Ushulx|KPSC} later in the adventure!", "In any case, being helpful isn't the same as being a friend or an ally. In the end, {@creature Ushulx|KPSC} wants the characters dead, and she's certain they'll be killed if they proceed to deeper levels. Helping them head down to the arcane scriptorium or into the crypts is her way of sending them to their deaths. If the characters are disrespectful or try to bully her, {@creature Ushulx|KPSC} warns {@creature Cagoth-ze|KPSC} that intruders are on the way (assuming she isn't killed in the crypts)." - ] + ], + "id": "04c" } - ] + ], + "id": "04b" } ] }, @@ -17878,7 +17953,8 @@ "page": 44, "entries": [ "This chamber must be a storeroom. Small casks of water, preserved meat, bread, and vegetables are stacked against the north wall." - ] + ], + "id": "04d" }, "This chamber is actually a trap for any prisoner who manages to escape from their cell. {@creature The Gaoler|KPSC} hopes the prospect of food and water will lure people here, where they'll trigger the trap and be re-caught.", "The supplies are the trap. If anything is taken from the pile, iron bars drop from the ceiling across both doorways, trapping anyone in the room. The trigger wires and the holes in the ceiling near the doors can be detected with a successful {@dc 13} Intelligence ({@skill Investigation}) check. A successful {@dc 13} Wisdom ({@skill Perception}) check reveals the holes the bars fall out of but not the trigger.", @@ -17912,7 +17988,8 @@ "page": 44, "entries": [ "A pool of murky water dominates the center of the room. Water mixed with gravel and soil from the walls forms mud puddles around the walls. Next to the pool, a long plank rests across a log like a lever on a fulcrum. Tie-down straps on the plank and shackles hanging from the walls give the chamber an ominous look." - ] + ], + "id": "04e" }, "{@creature The Gaoler|KPSC} brings victims here to be strapped to the plank and dunked upside down into the pool, while other captives are shackled to the walls and forced to watch. No part of this device is animated, however, so it isn't used nearly as much as {@area Area 104|SC-104|x}. The pool is 3 feet deep.", "A {@creature steam mephit|MM} that enjoys watching the occasional torment floats near the ceiling of the chamber in a cloud of steam, effectively {@condition invisible}. If the opportunity arises, it may try to push a character into the pool if someone leans out too far\u2014or it may stay hidden in the presence of a large group. The mephit is immune to the fumes from {@area Area 111|SC-111|x}, however, and it can't resist contributing to the plight of characters who are already killing each other." @@ -17930,7 +18007,8 @@ "page": 45, "entries": [ "From the passage crudely knocked through the wall, you're staring into the sunken-eyed, chisel-toothed face of a giant rat! At least, that's what it appears to be, until you realize it's a statue of some forgotten rat-shaped minor deity or demon. Other than a few lit candles placed on the statue's dais, the room is barren. Polished carnelians set into the statue's eye sockets glitter in the candlelight." - ] + ], + "id": "04f" }, "None of the citadel's current residents worship this statue of a disregarded deity called Chittr'k'k, but {@creature the Gaoler|KPSC} orders {@creature Scar|KPSC} to light a few candles around it occasionally out of simple superstitious caution. {@creature Scar|KPSC} spends no more time in this chamber than he must.", "This chamber is not without its dangers. It sits directly above {@creature Danaska Maksilov|KPSC}'s alchemy vats on Level 2, and fumes from that area are vented through pipes to this statue, which is trapped. The trigger is magical; it trips if three or more creatures occupy the room at one time. This trigger can be detected only with a successful {@dc 13} Intelligence ({@skill Arcana}) check on the statue itself. Success indicates only the presence of the trigger, not its effect.", @@ -17978,7 +18056,8 @@ "page": 45, "entries": [ "This impressive mausoleum stretches beneath a 20-foot-high vaulted ceiling upheld by pillars. At the north end stands an imposing statue of a warrior in plate armor that reaches nearly to the ceiling. The armor and the pommel of the carved sword bear the ancient Holzanger family crest. Behind the statue is an intact sarcophagus. At the opposite end of the chamber, where the statue is looking, is a tall, carved stone door." - ] + ], + "id": "050" }, "The \"door\" at the south end of the chamber is only a carving. It represents an entrance to the underworld of the afterlife, and it's decorated with motifs representing Charun and the River Styx. A dwarf with the Stonecunning trait recognizes it as a false door immediately, as does anyone else who spends more than a few moments inspecting it closely.", "The statue represents Gerhardt Holzanger the Elder, first of the Holzangers to plumb the secrets of the ley lines that intersect beneath the citadel. He elevated the family to power and prominence via the ley lines, both by tapping the energy of the lines themselves and by manipulating those who came to study them. His name is carved at the foot of the statue in Elvish and Draconic (affectations of grandeur, as Gerhardt was human).", @@ -18002,7 +18081,8 @@ "page": 46, "entries": [ "This chamber looks as if it may have been the entrance to the catacombs long ago. The passage to the surface\u2014if that's where it led\u2014is entirely collapsed, and nothing remains except rubble and rusted, broken mining tools." - ] + ], + "id": "051" }, "A dwarf with the Stonecunning trait can determine after a few minutes' study the tunnel was purposely collapsed from this side." ] @@ -18031,7 +18111,8 @@ "page": 46, "entries": [ "These narrow, cobweb-laden corridors reek of mildewed stone and bone dust. Your lights barely illuminate the gloom, and even with {@sense darkvision} it seems as if you're peering through a gauzy curtain. Every footfall echoes dully along the damp passages until it dies, as if the air itself strangled it." - ] + ], + "id": "052" }, "{@creature Skeleton|MM|Skeletons} (CR 1/4), {@creature shadow|MM|shadows} (CR 1/2), {@creature specter|MM|specters} (CR 1), {@creature wight|MM|wights} (CR 3), and even {@creature wraith|MM|wraiths} (CR 5) wander these corridors. They are not the remains of Holzangers interred here; all these undead came via a pathway from the Dry Lands that emerges at the bottom of the ossuary ({@area Area 117|SC-117|x}).", "As characters explore, they are attacked or ambushed every minute or so by more undead. They can turn a corner and find themselves face-to-face with skeletons that were previously motionless. As they fight the skeletons, a specter can drift through a wall, or shadows can creep through the cracks around a door or flagstone, to attack them from behind. More skeletons\u2014or worse\u2014climb out of the ossuary pit at any time. In the catacombs, characters should never feel as if they are safe or have a secure retreat.", @@ -18050,7 +18131,8 @@ "page": 47, "entries": [ "The stench of death rises up from an irregular hole in the floor. Beyond the edge, it plunges 40 feet to a tangled heap of bones. When you look slightly away from the pile, you see an occasional flickering haze pass over it." - ] + ], + "id": "053" }, "The bottom of this pit is {@area Area 214|SC-214|x} of the arcane scriptorium on Level 2.", "A character who spots the haze in the pit and makes a successful {@dc 15} Intelligence ({@skill Arcana}) check recognizes it as the telltale aura of an active portal or pathway. This one connects Midgard to the Dry Lands (also known as Evermaw, domain of Mot, Vardesain, and Anu-Akma). The Dry Lands are a realm of death and undeath. Such an open pathway is dreadfully dangerous, because undead creatures of any kind can use it to enter Midgard. So far, nothing worse than specters, wights, and wraiths have come through this one, but that could change at any time\u2014especially if denizens of the Dry Lands become aware of the unique ley line convergence in the Scarlet Citadel.", @@ -18071,7 +18153,8 @@ "entries": [ "The door to this crypt stands ajar. Judging from gouges and pry marks on the frame, it looks as if it was forced open from this side.", "That notion is reinforced by the desiccated body of a human lying on the floor, clutching a prybar in one hand and a shortsword in the other." - ] + ], + "id": "054" }, "The dead adventurer has a {@item shortsword|PHB}, a {@item dungeoneer's pack|PHB}, {@item thieves' tools|PHB}, one {@item Antitoxin (vial)|PHB|vial of antitoxin}, and one {@item potion of healing}.", "Use {@table Burial and Treasure Table|KPSC|the table} in {@area Area 119|SC-119|x} to determine what's inside the sepulcher." @@ -18095,7 +18178,8 @@ } ] } - ] + ], + "id": "044" }, { "type": "section", @@ -18105,9 +18189,11 @@ "If {@creature the Gaoler|KPSC}, {@creature Scar|KPSC}, or {@creature Ushulx|KPSC}\u2014all of whom can reset sprung traps\u2014are killed, no replacements step into their shoes. Slain {@creature zombie|MM|zombies} in the oubliette get hung up on hooks as long as either {@creature the Gaoler|KPSC} or {@creature Scar|KPSC} are still alive; they can be reanimated again provided the zombie's body wasn't completely destroyed (or thrown down the oubliette).", "Undead in the crypts are limitless.", "If {@creature the Gaoler|KPSC}, {@creature Scar|KPSC}, and {@creature Ushulx|KPSC} are all gone, undead from the crypt area start filtering out and can be encountered anywhere on this level. {@creature Specter|MM|Specters} and {@creature shadow|MM|shadows} come first. Before long, {@creature skeleton|MM|skeletons} and {@creature wight|MM|wights} batter down the doors and start wandering the halls too. As characters gain levels, you can add {@creature ghoul|MM|ghouls}, {@creature ghast|MM|ghasts}, {@creature wraith|MM|wraiths}, and other powerful undead to keep fights challenging." - ] + ], + "id": "055" } - ] + ], + "id": "043" }, { "type": "section", @@ -18142,11 +18228,14 @@ "page": 49, "entries": [ "Several doors in the alchemist's portion of the level are noted as having \"ooze baffles.\" These are similar to ventilation slats in the lower half of the door, but they're staggered and baffled in a way that makes them look solid at a casual glance. Their purpose is to allow oozes to exude through the doors while still keeping out rodents, adventurers, and other riffraff. Each time characters encounter such a door, roll {@dice 1d20 + 2} and compare the result to the characters' passive {@skill Perception} scores. Anyone whose passive {@skill Perception} is higher than the roll notices the odd construction. A careful examination at that point reveals some scarring and pitting around the baffles. Once they're noticed, characters gain a +2 bonus on attempts to peek through the door or listen for sounds on the other side." - ] + ], + "id": "05a" } - ] + ], + "id": "059" } - ] + ], + "id": "058" }, { "type": "gallery", @@ -23930,7 +24019,8 @@ "page": 50, "entries": [ "After a small landing, the spiral stairs open into an antechamber. A portion of the floor is formed of grating, and the antechamber has two exits, both with closed doors." - ] + ], + "id": "05b" }, "The trap trigger is a pressure plate under the small landing between the bottom step and the floor grating. A character who examines the landing from the bottom step and makes a successful {@dc 13} Intelligence ({@skill Investigation}) check notices the landing (marked on the GM's map with a small red dot{@note , and with a hidden drawing on the Foundry Import}) is scarred as if by acid and that the stone is a pressure plate. If the check result is 18 or higher, the character detects the 5-foot section of stone floor directly across the stone grating from the landing (marked with another large red dot{@note , again with a hidden drawing}) is also a pressure plate. A successful {@dc 13} Wisdom ({@skill Perception}) check spots the scarring on the landing but nothing more.", "The only safe way to exit the staircase is by avoiding the squares marked with dots. Any character can easily hop or stretch from the bottom steps to the grating and from there to a safe floor space if they know the spots to avoid. No ability check is needed.", @@ -23962,7 +24052,8 @@ "Three large, metal vats dominate the center of this huge room. The vats emit burps of gas and splashes of foul-smelling, thick liquid. Slime drips or squirts from cracked hoses patched with rags and resin. Occasionally, a shudder runs through the whole assembly.", "Work tables around the vats are covered with beakers, vials, burners, bowls of powder, bottles of liquid, grinders, forceps, heavy gloves, jars of ink, quills, and paper. Imp-like creatures of elemental composition flit across the tables, sending papers flying and knocking over glass beakers that shatter on the stone floor.", "A nook in the south wall serves as a reading area with a chair, a lamp stand, and shelved books and scrolls. A similar nook in the north wall is occupied by simple living arrangements: a bed, a chest, and a cooking grate piled with dishes." - ] + ], + "id": "05c" }, "If you decide to place Maksilov here, be sure to read her entry in the {@adventure appendix|KPSC|10} and the notes for {@area Area 206|SC-206|x} in order to understand her motivation and state of mind. She doesn't immediately attack characters who intrude on her work, but she is highly suspicious of anyone who shows knowledgeable interest in it; they might be plotting to steal her accomplishments. Wherever Maksilov is, the {@creature quasit|MM} {@creature Bastronombecqua|KPSC|Bastron} is always nearby.", "Maksilov already created one {@creature dire gelatinous cube|KPSC} in these vats. She's now trying (for the twenty-second time) to incubate a {@creature gelatinous cube|MM}/{@creature ochre jelly|MM} {@creature Gelatinous Cube/Ochre Jelly Hybrid|KPSC|hybrid}\u2014and this attempt is about to pay off, more or less.", @@ -23990,9 +24081,11 @@ "Many potions and alchemical concoctions are spread around the work tables. Ten minutes of searching is enough to round them all up. They include: two {@item potion of ooze friendship|KPSC|potions of ooze friendship} (similar to {@item potion of animal friendship|DMG|animal friendship} but only oozes are affected), one {@item potion of diminution}, two {@item potion of gelatinous form (acidic)|KPSC|potions of gelatinous form (acidic variant}\u2014see {@adventure the appendix|KPSC|10}), two {@item potion of greater healing|DMG|potions of greater healing}, one {@item eyedrops of see invisibility|KPSC} (as the {@spell see invisibility|PHB|spell}), one {@item dust of somnolence|KPSC} (as a 1st-level {@spell sleep} spell), and one {@item life-preserving salve|KPSC} (stabilizes a dying creature when smeared onto the creature's forehead; vial contains five doses). There's also one {@item experimental potion of invulnerability|KPSC}. The potion has the standard effect in addition to the following side effect: for the next hour after drinking it, the creature can regain hit points only by drinking {@item potion of healing (*)|DMG|potions of healing}, not through magic or resting or any other means. This effect can't be discovered until healing is tried and fails.", "The library nook contains most of Maksilov's reference material and her extensive notes, written in her unique cypher combining mathematical and alchemical symbols. Someone who studies this material for several months can learn a great deal from it; she's a gifted and accomplished alchemist. Her work would be impossible to reproduce, however, without the ooze incubators from this chamber, the ooze essence extractor ({@area Area 207|SC-207|x}), and the vital alchemist's furnace ({@area Area 206|SC-206|x}). The extractor and the vats are described in enough detail to be recreated from her notes, but the alchemist's furnace has been here for ages and Maksilov herself doesn't fully understand how or why it works. All the books, scrolls, and notes in this small library plus stray notes and books scattered across the work tables (about 220 pounds' worth of material) would fetch at least 1,000 gp from an alchemists' or wizards' college or from an ambitious practitioner of alchemy.", "The sleeping nook contains nothing of special interest: a cot with a broken and badly repaired leg, an unlocked chest containing a few changes of clothing for Maksilov, and a stove for cooking. She relies on a {@creature steam mephit|MM} to clean her dishes, and it's clear from the pile that it's been slacking off." - ] + ], + "id": "05e" } - ] + ], + "id": "05d" }, { "type": "image", @@ -24028,7 +24121,8 @@ "page": 53, "entries": [ "Arrayed neatly on the floor are dozens of glass vials, crystal boxes, steel canisters, and porcelain urns." - ] + ], + "id": "05f" }, "Also here but unseen by the characters is a {@creature gelatinous cube|MM} that completely fills the chamber. That's why Maksilov considers this area secure, not because of the secret door. She gulps down a {@item Potion of Acid Resistance|DMG|potion of resistance to acid} and dons heavy rubber gloves whenever she needs to add or remove something from \"storage.\"", "There are no completed potions here. Instead, these are rare and expensive potion components. All together, they weigh 40 pounds and are worth 2,600 gp to an alchemist. If sold to a normal merchant, they fetch only a quarter of that.", @@ -24081,7 +24175,8 @@ "page": 54, "entries": [ "If the result is equal to or less than the number of dust goblins still alive, the survivors ask for a truce. (The more there are, the more likely they are to want to survive this.) If characters are at least willing to hear them out, they explain Keluikinj was a bad leader who wouldn't let them kill and steal. Why are they here, if not to bloody their weapons and fill their loot bags? They're glad he's dead, and they'll leave this place and never come back if the characters let them. The dust goblins know the layout of the level and can describe in vague terms what's to be found where, although most of it is worthless leavings of civilization that they neither understand nor want. They might agree to act as guides if they're promised plenty of gold, but trusting them would be a dangerous mistake." - ] + ], + "id": "061" }, { "type": "entries", @@ -24089,9 +24184,11 @@ "page": 54, "entries": [ "Keluikinj forbade the dust goblins from stealing anything on their surreptitious scouting patrols through the level to keep the inhabitants from getting suspicious, but that didn't stop them entirely. Tucked in among the sleeping furs and sacks of supplies are one each of {@item potion of growth|DMG}, {@item potion of healing|DMG|healing}, and {@item potion of thunder resistance|DMG|thunder resistance}." - ] + ], + "id": "062" } - ] + ], + "id": "060" } ] }, @@ -24116,7 +24213,8 @@ "page": 54, "entries": [ "An immense construction dominates the center of this vaulted room. It combines features of a foundry, an alchemy laboratory, a grist mill, and a dozen other arcane instruments you can't begin to identify. Its center glows with intense heat, but the rest of the room isn't much warmer than normal. The outer surface is studded with gauges, dials, spigots, knife switches, and levers." - ] + ], + "id": "063" }, "Besides the alchemist's furnace, the room is occupied by four {@variantrule ooze mephits|KPSC} (one of each type) and probably by {@creature Danaska Maksilov|KPSC} and her companion {@creature quasit|MM}, {@creature Bastronombecqua|KPSC|Bastron}, unless you choose to place her elsewhere. Maksilov is examining instruments around the furnace and making notes on a scroll of paper with a lead pencil.", { @@ -24173,7 +24271,8 @@ "width": 1278, "height": 832 } - ] + ], + "id": "065" }, { "type": "entries", @@ -24183,9 +24282,11 @@ "No treasure is stored here, but unused potions or concoctions might be salvageable. Roll any die for each potion or concoction not used by Maksilov or {@creature Bastronombecqua|KPSC|Bastron}; on an even result, the container survived the battle intact and characters can take it for their own use.", "Other than that, the room is filled with rare and wonderful alchemical components, but only someone trained in alchemy can identify the valuable ones or even know what they are. If they're all gathered and taken to a legitimate alchemist, characters can get {@dice 3000 + (2d10 × 100)|3,000 gp + (2d10 × 100) gp} for the lot. Each instance of the alchemist's furnace malfunctioning knocks 1,000 gp off the total, and if it blew up, nothing at all remains of value.", "The alchemist's furnace itself is by far the most valuable thing here, assuming it survives. It's impossible to move, no reputable or good-aligned alchemist would come here unless the whole dungeon were cleared out, and it would take years of study and testing before characters could make any use of it. Note to yourself whether characters do anything about the furnace at the end of the adventure; if they just walk away, eventually another psychopath takes over and resumes Maksilov's work." - ] + ], + "id": "066" } - ] + ], + "id": "064" } ] }, @@ -24201,7 +24302,8 @@ "page": 57, "entries": [ "Three huge vats stand along the south wall of this chamber. Although the vats appear to be sealed and covered by clear crystal lids, the air is acrid. Your nostrils sting, your eyes water, and you want to cough. The vats are linked by a complex web of hoses and tubes that gurgle and pulse as foul-looking bubbles and smears of slime trickle through them. The equipment makes this room resemble a distillery\u2014a poisonous, rusted, cruft-encrusted distillery. A desk is pushed against the north wall between two doors. Writing implements are neatly arranged on it." - ] + ], + "id": "067" }, "A character who spends at least 10 minutes inspecting the vats and makes a successful {@dc 15} Intelligence ({@skill Arcana}) check understands the vats' purpose\u2014to extract the essence (whatever that is) from oozes\u2014in general terms. A character who's proficient in both {@skill Arcana} and {@skill Investigation} can double their proficiency bonus on this check; one with a background in alchemy makes the check with advantage. A character who is proficient in neither {@skill Arcana} nor {@skill Investigation} makes the check with disadvantage (this is a perfect time for you to roll the second die in secret, as discussed in the {@adventure Traps and Secret Doors|KPSC|1|Traps and Secret Doors} section). The extractor is a dodgy piece of equipment, however, and poking into it without knowing what you're doing is risky. If the result of this check is 8 or lower, the character inadvertently releases a dangerous amount of ooze plasma into the room. Everyone in the room takes 9 ({@damage 2d8}) acid damage, or half damage with a successful {@dc 13} Constitution saving throw. Anyone who fails the saving throw is {@condition incapacitated} by coughing while they remain in the room. The ooze plasma settles out of the air in about 5 minutes, at which time creatures can safely return.", "Atop the desk are a notebook (similar to a modern lab record), several quills, and three jars of ink (blue, red, and green). The notebook on the desk is filled with columns and rows of numbers and alchemical symbols in different colors. None of it is intelligible to anyone but {@creature Danaska Maksilov|KPSC}. The book is an accounting record of the extractor's input and output over many generations of trial and error and eventual productive use. Someone who successfully investigated the extractor can draw this conclusion with confidence, though they can't actually \"read\" the ledger.", @@ -24215,9 +24317,11 @@ "page": 57, "entries": [ "A drawer in the desk contains more quills, loose sheets of paper, blotting sand, and three potion vials. The potions are {@item potion of acid resistance|DMG|acid resistance}, {@item potion of greater healing|DMG|greater healing}, and {@item potion of gelatinous form|KPSC|gelatinous form} (see the {@adventure appendix|KPSC|10})." - ] + ], + "id": "069" } - ] + ], + "id": "068" } ] }, @@ -24233,7 +24337,8 @@ "page": 57, "entries": [ "An acrid stinging sensation in your nostrils and mouth alerts you the air ahead is laced with corrosive fumes. Two stone vats, each about seven feet tall, flank the corridor. Rusted ladders are attached to their sides, although the bolts holding them together appear badly corroded. A noxious, green, viscous fluid seeps out of one tank and covers much of the floor. A wooden desk pushed against the wall tilts oddly; its front legs, which are in the goop on the floor, are noticeably shorter than the legs closer to the wall. A chair that once sat in front of the desk lies in pieces on the floor." - ] + ], + "id": "06a" }, "The tanks have open tops. Anyone who climbs one of the ladders sees more of the green fluid (ooze plasma) sloshing gently in the tank. The sloshing is caused by four {@creature Ooze Mephit (magma)|KPSC|ooze (magma) mephits} swimming through the plasma. If a character peers into the tank for more than 5 or 6 seconds, a mephit splashes a fistful of plasma at the character's face. The character must make a successful {@dc 13} Dexterity saving throw or take 5 ({@damage 1d10}) acid damage and be {@condition blinded} until someone pours clean water into their eyes to flush away the caustic fluid.", "The ooze plasma on the floor is weakly acidic. A creature who starts its turn in a space that's mostly ooze-covered takes 2 ({@damage 1d4}) acid damage. If the creature is {@condition prone}, the damage is 4 ({@damage 1d8}). If the creature is in one of the ooze tanks, the damage is 18 ({@damage 4d8}).", @@ -24256,7 +24361,8 @@ "page": 58, "entries": [ "This chamber could be a typical sage's study or office if not for the rippling bolts of pink energy tearing across it from wall to wall. The bolts resemble lightning, and your hair stands on end here as if the air is statically charged. Despite the appearance of tremendous power, the unearthly display makes no sound and seems to create no other disturbance in the surrounding air. Occasionally, however, you glimpse something almost like a recognizable scene flashing past your eyes, but it's gone too quickly for you to even be sure it happened, let alone to identify what it was." - ] + ], + "id": "06b" }, "The table in the northwest corner of the chamber is covered with complex instruments of {@creature Cagoth-ze|KPSC}'s design that help him study the time stream. They allow him to measure the flow of time, its intensity, and its momentum, and even provide him with the means to scoop up raw time and capture it in a specialized container. These instruments are well beyond the characters' experience or understanding. A successful {@dc 18} Intelligence ({@skill Arcana}) check reveals they all bear some relationship to time, but it provides no guidance on their specific uses or any other clues beyond that basic information. Even this can be a valuable insight, however, toward concluding that the phenomenon in the room is raw, unfiltered time.", "The time stream is tremendously dangerous to unprotected creatures; it's certainly the most dangerous feature on the three upper levels of the Scarlet Citadel's dungeon. {@creature Cagoth-ze|KPSC} is entirely immune to its risks, thanks to the {@item ring of being anchored in time|KPSC} (see {@adventure Magic Items in the appendix|KPSC|10}). A creature who steps into the time stream or even touches it must make a {@dc 15} Constitution saving throw. On a success, the creature immediately drops to 0 hit points and begins dying. On a failure, consult the {@table Time Stream Effect|KPSC} table; the resulting number (after modification) determines what happens.", @@ -24290,7 +24396,8 @@ "page": 59, "entries": [ "This oddly shaped chamber is empty except for a small desk and chair against the south wall and a spine-covered humanoid sitting cross-legged at the precise center of the room. All around it, the floor is covered in a complex pattern of interlacing lines that appear to be made from lighter-colored stone inlaid directly into the bluish gray flagstones of the floor. A small, wooden bowl rests between the creature's feet." - ] + ], + "id": "06c" }, "The original conjuration circle was installed ages ago by the elves, who built this portion of the dungeon. It was repaired to operating condition by {@creature Imortra the Debased|KPSC} at {@creature Cagoth-ze|KPSC}'s request. The circle functions as a reverse {@spell magic circle}; its magic keeps fiends and elementals inside. {@creature Cagoth-ze|KPSC} uses the circle to safely experiment with conjuration spells. After having limited success with minor conjurations, he tried something new and succeeded beyond all expectation. The creature in the circle is a {@creature barbed devil}. Its name is {@creature Lasbascilag|KPSC}, but if asked, it gives its name as Baska.", "{@creature Lasbascilag|KPSC} has been trapped in the circle for sixteen days. It's a little hungry (the bowl contains raw meat, and {@creature Lasbascilag|KPSC} is waiting for it to rot a bit more before eating it), a little bored (but devils, being ageless, are accustomed to long stretches of boredom), and intensely angry. It hides its anger well behind a facade of curiosity, but it might be goaded into showing it by repeated taunts over its situation.", @@ -24321,7 +24428,8 @@ "page": 60, "entries": [ "Two tall desks and a work table are the only furniture here. The desks are stained with ink and are covered in scrolls, paper, quills, blotters, and jars of ink. The lower portion of the work table doubles as a bookcase." - ] + ], + "id": "06d" }, "The clockwork servants have no instructions to fight anyone and they're not much good at it, but they fight back with their stools and fists if attacked. If a fight breaks out, or if characters poke around on the desks when no one else is here, an {@creature ink guardian|CCodex} ooze (Creature Codex) either gets knocked over or responds to the ruckus and attacks.", "The scribes' job is copying texts as they become available in the scriptorium. Because the scriptorium's contents reside in the distant future, {@creature Cagoth-ze|KPSC} can't rely on having access to what he wants when he wants it. His solution is to send two other clockwork servants into the future with his {@item time construct|KPSC} to retrieve materials and bring them to the present so scribes in this chamber can make copies. The scribes work while they can, slavishly copying every aspect of an original onto a new scroll or book until it disappears back to the future. For the most part, the scribes have no understanding of what they're copying; they simply look at squiggly lines and transfer the same shapes to blank paper or parchment. They seldom manage to finish copying something before it disappears again (see {@item Time Construct|KPSC} in the appendix), so a big part of their job is keeping track of what's been logged before. When a text reappears after weeks or years, they pick up where they left off, avoiding duplication." @@ -24340,7 +24448,8 @@ "page": 62, "entries": [ "The wall is broken here, and the doorway-sized hole is filled with dense, shimmering light. Beyond the light, you see bones\u2014heaps of them\u2014carpeting the floor to a depth of several feet. Above the bones is a darkness made of twisting, smoky filaments. It grows and shrinks in time to no earthly rhythm." - ] + ], + "id": "06e" }, "If you like, undead can step through the pathway while characters are watching. Catching a glimpse of the party, the undead plunge through the {@spell wall of fire} and attack. Even fairly powerful undead, such as a {@creature wight}, {@creature wraith}, or {@creature vampire spawn}, won't be an overpowering threat to the characters because they'll be weakened significantly by coming through the fire. The characters may not know that unless they've already stepped or poked an arm through the wall." ] @@ -24357,7 +24466,8 @@ "page": 62, "entries": [ "Scrolls and tattered books lie in heaps on tables in this enormous, ancient library. Shelves along the walls are nearly empty except for a few damaged books, torn sheets of parchment, cobwebs, and dust. The central portion of the floor is collapsed and plunges an unknown distance to who knows where." - ] + ], + "id": "06f" }, "The floor collapsed 80 years ago because of instabilities induced by the fluctuations of the {@item time construct|KPSC} ({@area Area 216|SC-216|x}). The ragged opening in the floor drops straight down to the center of the dwarven armory on Level 3 ({@area Area 304|SC-304|x}). The floor of the armory is 70 feet below the floor of the scriptorium, but the fall is only 60 feet because of the tall heap of rubble at the bottom. The floor is too far down for {@sense darkvision} or any lantern to illuminate from this area. A dropped object can be heard striking bottom (several times as it bounces down the rubble pile) after about 2 seconds. Players can calculate the distance from that if they know how, or they can drop or lower a light.", "The floor near the collapse is still unstable. If a character stands within 5 feet of the edge of the hole (which would be necessary to lower a light or even just look down), roll any die; on an odd result, the crumbling edge gives way. Allow the character to make a {@dc 8} Dexterity saving throw. On a failure, the character falls into the armory; on a success, the character manages to jump or fall backward onto the floor of the scriptorium.", @@ -24379,7 +24489,8 @@ "entries": [ "Torn books and crumpled scrolls scattered across desks and otherwise empty shelves indicate this was once part of a great library. If the shelves were filled, it might have been the greatest library outside Zobeck. Whatever secrets it once held, it's now little more than a ruin.", "In the southern portion of the room, the central area of the floor is oddly free of dust, and the flagstones there are marred by deep scratches in a symmetrical pattern." - ] + ], + "id": "070" }, "The scratches on the floor mark the spot where Cagothze built his {@item time construct|KPSC}. That's where it stands\u2014 somewhere in time.", "At a moment of your choosing while the characters are in the vicinity, the {@item time construct|KPSC} returns to the present. Its arrival is announced by a loud \"whump\" and a sensation of the characters' ears popping from the shock wave of air displaced by the construct's sudden emergence into this moment. When they investigate it, read the description.", @@ -24388,7 +24499,8 @@ "page": 63, "entries": [ "Standing at the center of the room is a glowing, gold and blue machine unlike anything you've ever seen. Copper and brass cogs, wheels, levers, springs, and spinning governors click, clatter, and ratchet back and forth like a gigantic timepiece. Pulsing blue orbs of polished crystal shine with unearthly light, float silently, or roll effortlessly across the metal surfaces in gravity-defying ways. Cold mist pours off the device, portions of which are caked in frost. Standing near it are two metal-frame humanoid constructs similarly coated with frost. Each of them carries an armful of books, scrolls, and loose sheets of parchment." - ] + ], + "id": "071" }, "When the construct arrives, place the {@area overlay|SC-216-MO|x} portraying the construct on the map and show the players the {@area Point-of-View illustration|SC-216-POV|x} {@homebrew |on page 66}.", { @@ -24436,7 +24548,8 @@ "entries": [ "The construct (which hasn't stopped flashing, clicking, and whirring since it arrived) stirs into greater activity. The glowing orbs become brighter and rotate faster, the spinning governors speed up, and a growing subsonic hum can be felt through the air and the floor. The two clockwork servants, having delivered their armloads of books, race back to stand at the construct's sides.", "With a loud \"whump,\" the construct emits a pulse of blue light that engulfs the chamber. You feel as if you're falling through nothingness, your stomach wants to climb up your throat, and the sensation of cold chills you to your bones\u2014until as suddenly as it began, the unnatural motion ends." - ] + ], + "id": "074" }, "Everyone who was pulled along through time by the construct takes 7 ({@damage 2d6}) cold damage and is temporally disoriented; a successful {@dc 13} Constitution saving throw halves the damage and prevents being disoriented. The effect of temporal disorientation is identical to being {@condition poisoned} (disadvantage on attack rolls and ability checks). Disorientation lasts {@dice 1d4} minutes.", "Given the natural caution of adventurers around anything unknown, some characters might try to avoid being drawn along with it. Your best tools here are their curiosity and your ability to make the construct seem fascinating and harmless. The clockwork servants clearly aren't afraid of it. If {@creature Cagoth-ze|KPSC} is alive, he's not afraid of it. Nothing about it looks threatening, and eventually even hardened adventurers are likely to let their guard down and approach within 30 feet\u2014and that's when the construct whisks them away on a quick sidetrack through time.", @@ -24451,7 +24564,8 @@ "These encounters can be expanded however you wish, and the length of time the construct spends in any given era is entirely up to you. As long as the players are enjoying themselves or having an exciting battle, let them stay and interact. The key is always to pull them away just before the situation is entirely resolved. The time construct cares nothing for their interests; it's just trying to relocate the arcane scriptorium. The exception to this is a point where the construct needs to recharge its matrices. You can time this randomly according to the notes in the appendix, or you can cause the recharge in the era you think the characters will most enjoy. What happens during those days is entirely up to you; they can pass quickly with just some desultory exploration through the altered dungeon, or you can design an extensive side quest for the characters.", "Far more dangerous than any of the creatures they might meet is the potential for characters to wander away and not return to the time construct when it's ready to depart. The time construct never follows the same route through time twice. In other words, it won't come back for them, so if characters are left behind in the past or the far future, they're unlikely to ever get back to their own time. The {@creature clockwork servant|CCodex|clockwork servants} explain this urgently if characters don't grasp it on their own. Characters left behind are simply out of the campaign unless you decide to deal with them in some other, more forgiving way.", "If you plot the characters' journey through time randomly, they arrive at the scriptorium 100,000 years in the future the first time you roll a repeat result. Or, you can send them on a preselected itinerary of your favorites or the eras you think they'll enjoy the most instead." - ] + ], + "id": "073" }, { "type": "entries", @@ -24465,7 +24579,8 @@ "entries": [ "Once the queasiness of the time displacement subsides, you see you're back in the scriptorium\u2014but this is the scriptorium in its grandest days, resplendent with elven furnishings. Fresh food and wine are laid out on a table. The shelves are filled with books, scrolls, and loose parchment sheets. There are books in {@language Elvish} with platinum bindings, parchments penned in gold ink in the script of the celestials, even scrolls that appear to have been set down in {@language Primordial} by giants or titans.", "The {@creature clockwork servant|CCodex|clockwork servants} immediately set to work plucking items off the shelves. They gather up as much as they can carry, which is barely enough to be noticed in this place." - ] + ], + "id": "076" }, "Thanks to the potent magic of the elves, the library in this era is encased in a protective bubble and shielded against any harm. Nothing that happened to this spot in the past can harm the scriptorium. Thanks to the same magic, characters can't leave the scriptorium. In addition to this area, it consists of {@area Areas 215|SC-215|x} (with intact floor), {@area 217|SC-217|x}, and {@area 218|SC-218|x}, all surrounded by an impenetrable translucent, arcane shell the elves call tangletime. Characters who press their noses against it make out structures in the far distance resembling colossal, inverted pyramids with multilimbed, gargantuan creatures lumbering and soaring around them. These are impressions only; the translucent energy makes it nearly impossible to see anything clearly. If someone insists on trying to get a clearer look, let them attempt a {@dc 15} Wisdom ({@skill Perception}) check. If it succeeds, they see what's out there, and their reward is a {@table long-term madness|DMG} ({@dice 1d10 × 10} hours; see standard rules for details) followed by complete amnesia about what they saw.", "Characters can learn much in this library, if they try. Simply plucking a book off a shelf at random to see what it's about is unlikely to produce much insight. The volumes here are in every known language (and even some the characters have never seen), and they cover subjects from the arcane to the divine to the truly bizarre.", @@ -24473,9 +24588,11 @@ "Characters don't have a lot of time here. Once the clockwork servants are loaded up, the time construct is ready to head home. You can be generous and give them up to an hour if they're making good use of it, but as before, the time construct fires up to leave before the characters are entirely ready to go.", "The return journey can be just as eventful. Include as many or as few stops as you like.", "Any books, scrolls, or materials the characters bring with them from the scriptorium into the past are affected by the same enchantment as those brought by the clockwork servants. After {@dice 1d10} days, they return magically to the future." - ] + ], + "id": "075" } - ] + ], + "id": "072" } ] }, @@ -24492,7 +24609,8 @@ "entries": [ "This living chamber is quite cozy and comfortable, although it's obviously meant for someone of short stature.", "The carpentry is top-notch. A desk near the door holds several books, papers, quills, and ink pots. A chest against the west wall has a latch but no lock." - ] + ], + "id": "077" }, "The chest has no apparent lock, but it is magically sealed. The latch opens only for someone wearing {@creature Cagoth-ze|KPSC}'s stickpin. Because there is no lock to pick, the only ways to open the chest are to destroy it (AC 12, 12 hit points) or to cast {@spell dispel magic} on it, which succeeds automatically. The chest contains 828 gp worth of assorted coins from across Midgard, a pair of exquisite gloves embroidered with gold thread (sized for a gnome; 25 gp), matching silver pitcher and goblet bearing {@creature Cagoth-ze|KPSC}'s family crest (which can help characters trace his past, if they take it to a herald for identification; 50 gp total), a framed silhouette of an unidentified gnome ({@creature Cagoth-ze|KPSC}'s brother) with the words \"Good Riddance\" scribbled across it, a {@item bag of holding}, a {@item Spell Scroll (5th Level)|DMG|spell scroll} of {@spell teleportation circle}, a {@item purple amethyst brooch|KPSC}, a {@item potion of hill giant strength}, and a {@item potion of growth}. If the chest is smashed open, everything inside except the coins loses half its value from damage, and each potion vial has a 50/50 chance of breaking. If the chest was opened via {@spell dispel magic}, the potions are destroyed but everything else is unscathed.", "The {@item purple amethyst brooch|KPSC|amethyst brooch} is significant on deeper levels of the citadel, where it indicates its wearer is a person of importance to {@creature Gellert the Gruesome|KPSC} and shouldn't be murdered without good reason. It is not, however, a guarantee of safe passage under all circumstances. Creatures on the lower levels understand symbols can be stolen and used by their enemies, and allowing the wrong person through just because they had a brooch is worse than not allowing the right person through because they didn't. For example, trollkin in the dwarven barracks (Level 3) won't defer to a character just because they have the brooch. It must be brandished as a sign of authority, and the wearer must behave as if they understand its significance. Otherwise, the trollkin assume the characters are murderers and thieves who should be dealt with as harshly as possible. The most likely way for characters to figure this out is by seeing leaders on lower levels wearing similar brooches.", @@ -24511,7 +24629,8 @@ "Even this partial and fragmented library is valuable. Sages of the Arcane Collegium in Zobeck would pay richly for its contents, as would many others with less savory reputations." ] } - ] + ], + "id": "057" }, { "type": "section", @@ -24522,9 +24641,11 @@ "As long as {@creature Cagoth-ze|KPSC} survives, he can summon new devils to the conjuration circle.", "{@creature Cagoth-ze|KPSC}'s death doesn't stop the time construct or the clockwork scribes in their work. These are intelligent creatures loyal to {@creature Cagoth-ze|KPSC}, and how they react to the gnome's death is up to you. They might simply carry on, or they might look for ways to get vengeance. The time construct is particularly dangerous in this regard, as it both sees {@creature Cagoth-ze|KPSC} as its revered creator and it's capable of fetching powerful creatures from the distant future and past to attack the characters. Dinosaurs have great potential here, but any creature can be used. Better yet, a standard monster can be re-skinned and used as a mutant, a more evolved version of itself, or as something else entirely to keep the players guessing and {@condition frightened}.", "Finally, the pathway to the Dry Lands is a perpetual danger. If the level is completely emptied of other enemies, undead batter down {@creature Cagoth-ze|KPSC}'s {@spell wall of fire} so they can roam freely throughout the level. The pathway can't be shut down until characters reach the bottom levels of the citadel." - ] + ], + "id": "078" } - ] + ], + "id": "056" }, { "type": "section", @@ -24564,7 +24685,8 @@ "While running this level, keep in mind it isn't meant to play out like a standard dungeon crawl, with explorers moving quietly into a room, slaughtering everything they meet, then moving unnoticed to the next room until the level is clear. The inhabitants here don't sit in one place waiting to be found and killed. They move around constantly in the process of going about their duties, and the lich hounds are adept at sniffing out intruders. There are too many enemies here, and they're too well organized, for a small party of 5th-level characters to scythe through in one go.", "Characters need to tackle these trollkin in a series of forays punctuated with periods of rest. This level is designed to become a running game of cat and mouse, with the characters falling back to what they think is a safe area, the trollkin seeking them out, characters falling back, etc. In this fight, the characters should never be allowed to rest and recover anywhere near the citadel. As long as they remain in the neighborhood, they can only grow weaker while the trollkin pursuers continually replenish their force with fresh replacements. The only place characters are guaranteed to find refuge is back in Redtower.", "The trollkin do everything in their power to kill their enemies. The sooner the players understand this, the more likely their characters are to survive. The worst thing the party can do here is underestimate the opposition. That mistake is almost guaranteed to get them all killed." - ] + ], + "id": "07d" }, { "type": "entries", @@ -24574,7 +24696,8 @@ "With the exception of the tombs\u2014which can't be entered until most of the level is explored\u2014no place on this level is safe for characters to take even a short rest while the trollkin remain active. As soon as any sign of intruders is noticed\u2014a body, a blood smear, an open door that should be closed\u2014a determined hunt is launched.", "Holing up in the scriptorium is also a bad idea; trollkin scouts quickly report everyone above is dead, which prompts more trollkin and lich hounds to scour that level for enemies too, plus {@creature the Gaoler|KPSC}'s areas and even the surface ruins. Once the trollkin are on the hunt, the only spots they don't search are the secret rooms used by the dust goblins ({@area Areas 204|SC-204|x} and {@area 205|SC-205|x}), which they don't know about, and the Holzanger ancestral shrine and crypts ({@area Areas 113|SC-113|x} through {@area 119|SC-119|x}), which are unsafe.", "Even if the characters find a safe hiding spot, the trollkin and their allies are on high alert from that time on. They post sentries in the ruins to report when anyone approaches, they guard every staircase and entrance, they patrol aggressively all the time, and they're impossible to surprise without magical aid. If characters hide in {@area Areas 204|SC-204|x} or {@area 205|SC-205|x}, they hear trollkin and lich hounds moving and searching in the corridor outside. Furthermore, if characters return to the same hiding spot a second time, trollkin scouts detect it, and they either launch an assault, arrange an ambush, or set up to starve the characters out." - ] + ], + "id": "07e" }, { "type": "entries", @@ -24582,7 +24705,8 @@ "page": 69, "entries": [ "casting {@spell thunderwave}, for example\u2014or they dropped lights down through the hole in the floor, the trollkin already know intruders are in the citadel. That puts them on low-level alert, which means two guards are posted in {@area Area 302|SC-302|x} where they can see both staircases." - ] + ], + "id": "07f" }, { "type": "entries", @@ -24605,7 +24729,8 @@ "width": 1278, "height": 864 } - ] + ], + "id": "080" }, { "type": "entries", @@ -24614,7 +24739,8 @@ "entries": [ "In the course of running this level, you will be tempted to go easy on the characters and let them hew through disorganized enemies, rest where no rest should be possible, fight more enemies who didn't react to the previous battle for no good reason, rest again in an impossible place, and so on. Don't do it! Don't cheapen the players' victory by letting them win without a struggle. To prevail here, characters need to think tactically. They need to know when to kick in the front door and when to sneak in the back, when to put their backs to the wall and fight to the end and when to run like rabbits.", "No trick or tactic the characters devise should ever work twice. These trollkin are not just obstacles to be plowed through. They are smart, tough, motivated warriors who want to win this fight as badly as the players do, who have nothing to gain by fighting fair or being merciful, and who are defending their home." - ] + ], + "id": "081" }, { "type": "entries", @@ -24636,9 +24762,11 @@ "{@creature Gellert the Gruesome|KPSC} hears about the characters and takes an interest in them. He imprisons them somewhere on Level 5 then quickly forgets about them." ] } - ] + ], + "id": "082" } - ] + ], + "id": "07c" }, { "type": "entries", @@ -24664,11 +24792,14 @@ "The trollkin chief is a reaver named {@creature Bjrnyar|KPSC}. The two other reavers are his lieutenants, Egail and Gostov. {@creature Bjrnyar|KPSC} is a veteran of many raids that taught him the value of patience and planning. Egail is a young hothead who wants only to kill enemies and gain glory. Gostov looks up to {@creature Bjrnyar|KPSC} and respects his wisdom but also grows impatient with prolonged inactivity.", "The two shamans are Giydya and Sassigne. Giydya is utterly loyal to {@creature Bjrnyar|KPSC}. She would (and has) killed other trollkin to enforce the chieftain's decrees. Sassigne is a fanatical follower of {@deity Thor|Norse|PHB}, but this zealotry is mostly a front to cover up Sassigne's true devotion to Chernobog, whose rites were banned by {@creature Bjrnyar|KPSC}.", "The two shamans generally don't prepare {@spell dominate beast} spells here because the lich hounds and dire owlbears aren't beasts (and they're someone else's responsibility anyway). Substitute any other {@filter 4th-level druid spell|spells|source=|level=4|class=druid} of your choice. Between battles, any spell that didn't work well against the characters should be replaced with something more promising." - ] + ], + "id": "084" } - ] + ], + "id": "083" } - ] + ], + "id": "07b" }, { "type": "gallery", @@ -29643,7 +29774,8 @@ "entries": [ "Although this hall bears the scars of battering rams and century-old magical detonations, the square-cut engaged columns and knotted, runic designs still exhibit the pride and craftsmanship of the dwarves who built it. Two gaps in the eastern wall indicate how fiercely the battle for the citadel raged. One of them probably was a doorway originally and the other is a breach created by the attackers. Now both are so battered, it's impossible to tell which is which. Twisted hinges indicate a corridor to the south once had ornamental doors at this end.", "Set into the north wall are double doors made of brass. While everything else about this area shows significant battle damage, the doors appear almost new. An immense relief portraying the inverted hammer of Thor is carved across both doors." - ] + ], + "id": "085" }, "If characters aren't expected, this area is empty. If they are expected (they've already killed some trollkin or lich hounds, or they dropped things down from the scriptorium), there are at least two guards stationed where they can see both staircases and quickly retreat through {@area Area 305|SC-305|x} to {@area 304|SC-304|x} or through {@area 312|SC-312|x} to {@area 311|SC-311|x}.", "The northern doors can be opened only by a symbol of {@deity Thor|Norse|PHB} hidden in the shrine of Volund ({@area Area 315|SC-315|x}; if the two {@creature monolith footman|ToB|monolith footmen} from that area are intact and following a character, they stop in the two spaces at the top of the stairs and do not descend farther). If the doors are damaged, the attack leaves a {@creature scar|KPSC} that slowly repairs itself and disappears over the next minute. If the tiny hammer from {@area Area 315|SC-315|x} is touched to the symbol of {@deity Thor|Norse|PHB}, the doors silently sink into the floor, revealing stairs leading down. Once they're opened, it's beyond the characters' power to close them again. The air below is dank, and the hallway itself is a few degrees colder than the rest of this level.", @@ -29672,7 +29804,8 @@ "page": 74, "entries": [ "This impressive passageway continues the decorative motifs of the entry hall. Ornate carvings and pilasters lining the walls almost conceal the arrow slits cleverly arranged between them. Double doors are closed across the southern end. The doors are sheathed in copper that's turned brilliant green-blue with age. You can still make out the inverted hammer of Thor and the god's stern visage hammered into the metal beneath the verdigris." - ] + ], + "id": "086" }, "This hallway is a trap, but the hallway itself is not the trigger. The copper-clad doors are.", "The doors are locked, but the lock is oddly flimsy. A character who examines the doors and makes a successful {@dc 15} Intelligence ({@skill Investigation}) check realizes if the doors are opened, steel bars drop across the opposite (northern) end of the passageway. If {@skill Perception} is used instead, the character suspects the doors are trapped but gets no other information.", @@ -29716,7 +29849,8 @@ "page": 75, "entries": [ "This immense hall stretches farther than your lights or {@sense darkvision} can reach. It appears to be used as both a martial training room and a smithy. A mound of dirt, stones, and broken tile in the middle of the chamber is taller than you, and judging from the damaged floor tiles around it, it used to be even bigger than it is now." - ] + ], + "id": "087" }, "The dwarves built their smithy along the western wall. The forge is set into the wall like a fireplace; only dwarves could have built a forge more than 100 feet underground with a chimney that would draw properly. An anvil, bellows, and other blacksmithing tools are scattered around. If an attack was expected, the forge is out; the trollkin won't give their enemies a ready-made fire.", "The door to {@area Area 305|SC-305|x} is normally kept barred from this side except when scouts need to retreat through it. The door to {@area 306|SC-306|x} is neither barred nor locked. The door to {@area 303|SC-303|x} is initially locked with a rather flimsy lock. After that trap is sprung, the trollkin can either bar the doors from this side (if they want to channel attackers through the breached workroom), they can bar the workroom doors and build a barricade across {@area 305|SC-305|x}, or they can barricade both doorways and channel the attackers through the breached barracks ({@area Area 312|SC-312|x})." @@ -29757,7 +29891,8 @@ "page": 76, "entries": [ "Seven small, stone sarcophagi are arranged around the walls of the crypt. Judging by their size, they're probably ossuaries rather than coffins. All of them bear inscriptions in Dwarvish runes." - ] + ], + "id": "088" }, "All the boxes have stone lids that are set in place but not sealed or cemented, so they can be opened easily by any two characters working together. The boxes are ossuaries; the disarticulated bones of the deceased were interred, not whole bodies. The bones are carefully arranged according to ancient dwarven customs.", { @@ -29793,7 +29928,8 @@ "page": 76, "entries": [ "A pale light flickers in the skull's eye sockets, and the jaw trembles on its pillow but doesn't quite rejoin itself to the skull. A whispery voice intones, \"Who disturbs us?\"" - ] + ], + "id": "08c" }, "As with the {@spell speak with dead} spell, characters can ask Hago up to five questions. Unfortunately, she died before the fall of the Scarlet Citadel, so she knows nothing about its current occupants. She isn't even aware of the hole in the floor of the stables that leads down to the caverns; it hadn't been made yet during her lifetime. Useful things she does know include:", { @@ -29806,11 +29942,14 @@ "The statue of Thor in the shrine ({@area Area 309|SC-309|x}) houses a {@creature ring servant|CCodex}, a terrifying construct of the ring mages. She doesn't know what conditions would call it back to wreak their vengeance, but she advises against tampering with it lest the {@creature ring servant|CCodex} awaken. If she also knows Chansar is entombed nearby, she urges the characters to leave immediately and take no further risks here." ] } - ] + ], + "id": "08b" } - ] + ], + "id": "08a" } - ] + ], + "id": "089" } ] }, @@ -29832,7 +29971,8 @@ "page": 77, "entries": [ "A silver casket rests atop a platform at the center of this crypt. The casket is covered in ornate carvings. Six upright stone coffins are arrayed around the walls. Two of the upright coffins stand open and empty. The others are all closed. The decayed corpse of a dwarf in splendid armor lies sprawled on the floor in front of one of the open coffins." - ] + ], + "id": "08d" }, "The silver coffin contains the remains of {@creature Chansar the Pale|KPSC}, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn't completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.", "The carvings on the silver coffin are {@language Dwarvish} runes spelling out the great achievements of {@creature Chansar the Pale|KPSC}. Reading his entire history in the runes takes at least 30 minutes. If characters aren't patient enough for that, a character who reads {@language Dwarvish} can make a {@dc 15} Intelligence ({@skill Investigation}) check to skim the runes for highlights in just a few minutes. If the check succeeds, they notice a section of the account spelling out deeds after the date of Chansar's death. They include defeating the prelate of the knights of Khors in single combat, destroying the church's sanctum in the region, rebuilding the Scarlet Citadel, and ruling from a silver throne for centuries. No history check is required for characters to know none of this ever happened. Chansar was spelling out his plans for after his return in undeath, all of which were derailed by Hellhand's betrayal.", @@ -29861,9 +30001,11 @@ "page": 78, "entries": [ "{@creature Chansar the Pale|KPSC} wears a {@item ring of evasion}. All the wights wear elaborate studded leather armor of dwarven make; each suit is worth 90 gp because of its ornamentation. Chansar also wears a silver crown set with small diamonds worth 6,000 gp, and his {@item battleaxe|PHB} would fetch 500 gp from a collector for its historical value. To anyone else, it's just a well-made battleaxe." - ] + ], + "id": "08f" } - ] + ], + "id": "08e" } ] }, @@ -29888,7 +30030,8 @@ "page": 78, "entries": [ "This small chamber contains only three items: two unlit braziers and a towering statue of Thor. The statue is 8 feet tall and portrays Thor as a gigantic, muscular figure with dwarven features and a stern scowl on his face. Its hands grip the handle of a massive, inverted hammer." - ] + ], + "id": "090" }, "The chamber actually contains a fourth item. Tucked behind the northern brazier is a ceramic jar containing peppercorns, juniper sprigs, dill, caraway seeds, powdered iron, and slivered rams' horn, all dry and crumbling. Characters find the jar if someone specifically looks behind the braziers or they search the room and make a successful {@dc 12} Wisdom ({@skill Perception}) check.", "The statue of Thor houses a {@creature ring servant|CCodex} (Creature Codex), a tremendously powerful creation of Valence Hellhand and the other ring wardens. Its task was to act as guardian of {@creature Chansar the Pale|KPSC} and the Pale Circle after their reawakening.", @@ -29913,9 +30056,11 @@ "entries": [ "the construct remains active. Anytime they return to this dungeon level, it attacks them if it can. It doesn't necessarily return to the shrine; it can be anywhere on the map. (Parking it in {@area Area 317|SC-317|x} right next to the hole in the floor would be a bit much, at least right away. Give the characters some chance to evade it through good tactics.) If characters use the owlbears' tunnel to sneak in and out, they might find the tunnel collapsed the next time they return. Once activated, the {@creature ring servant|CCodex} knows its enemies and seeks revenge for {@creature Chansar the Pale|KPSC}, but it doesn't leave the dungeon unless you decide otherwise.", "Even if characters deactivate the construct by lighting the braziers and burning ceremonial powder, the braziers eventually burn out or the powder runs out and it reactivates." - ] + ], + "id": "092" } - ] + ], + "id": "091" } ] }, @@ -30025,9 +30170,11 @@ "page": 80, "entries": [ "The two sets of doors at the east end of the corridor have no locks. The doors into the stables ({@area Area 317|SC-317|x}) open normally. The doors into the great hall ({@area Area 311|SC-311|x}) can't be barred from the north side, but the trollkin might have blocked them shut with rubble-filled barrels. This isn't guaranteed; {@creature Bjrnyar|KPSC} might decide being able to move through the door quickly to get behind enemies is more important than blocking this entrance. If the doors aren't blocked, there are two rubble-filled barrels near the doors, and those barrels can be heaved into blocking positions in 2 rounds. If the doors are blocked, they can be forced open with a {@spell knock} spell, a successful {@dc 20} Strength check, or destroyed (AC 15, 20 hit points)." - ] + ], + "id": "094" } - ] + ], + "id": "093" } ] }, @@ -30046,7 +30193,8 @@ "entries": [ "The dwarves built this magnificent hall for feasting, drinking, and dancing. Its grandeur is only slightly dimmed by time and battle damage. The flagstone floor is now covered with grime, the vaulted ceiling is caked with soot, and the massive columns are scarred by weapon strikes.", "More recently, the hall's furnishings of heavy wooden tables and benches have been piled into barricades in the northwest portion of the hall." - ] + ], + "id": "095" }, "{@creature Bjrnyar|KPSC} would prefer not to stage a final defense here for the same reasons he doesn't want a pitched battle in the armory: he believes wide-open space favors the intruders, who probably have plenty of magic to throw around. He'd rather keep them bottled up in corridors or fight them from behind barricades.", "The barricades in the northwest of the hall are constructed to defend against attackers coming from the breached barracks ({@area Area 312|SC-312|x}). If the positions are flipped\u2014trollkin on the north side, characters on the south and east\u2014the trollkin smash the platforms before scrambling over so characters can't use them. The barricade then has the same effect against characters as usual, but the characters also have half cover against attacks from the trollkin (+2 to AC and saving throws), who lose some of their height advantage." @@ -30089,9 +30237,11 @@ "page": 82, "entries": [ "1,400 gp, 7,000 sp, 6,500 cp, 13 gems (50 gp each), a {@item potion of heroism}, a {@item Spell Scroll (5th Level)|DMG|spell scroll} of {@spell teleportation circle}, a single {@item bead of force}, and a beautiful soapstone carving of a horse's head can all be found in the locked chest. (If you change the contents of the chest, always include the soapstone carving; it's part of the key to {@area Area 315|SC-315|x}.)" - ] + ], + "id": "097" } - ] + ], + "id": "096" }, { "type": "image", @@ -30129,7 +30279,8 @@ "entries": [ "You hear an audible clack and the squealing of long-dry gears. Dust filters down from the lintel as the brass-clad door sinks slowly down into the floor.", "Beyond is a chamber the same size as the one you're in, but completely different. At the center stands an immense golden anvil gleaming in the light. An inscription in Dwarvish runes is carved into the pedestal beneath the anvil. At each end of the room, larger-than-life statues of heavily armored dwarves stand guard." - ] + ], + "id": "098" }, "The anvil is much larger than any typical blacksmith's anvil: 7 feet long and 5 feet tall. It's on a 2-foot pedestal atop a 16-inch riser, which places the top of the anvil almost 8.5 feet above floor level. Even someone who stands on the steps around the anvil can't see the top.", "The inscription in {@language Dwarvish} states, \"Mighty Thor overlooks the sins of those who praise his name.\" A dwarf with the Stonecunning trait who inspects the inscription recognizes that it's more recent and less artistic than other features of the chamber. It's also an odd thing to write in a shrine to Volund, but that's not something to give away; players must realize that on their own.", @@ -30176,7 +30327,8 @@ "page": 83, "entries": [ "As soon as you open the door, the reek of an animal den hits your nostrils. Despite how powerfully the place smells, it looks reasonably clean. The stone floor is deeply gouged by claw marks, but you see no animal droppings and only a few blood smears and crushed bones." - ] + ], + "id": "099" }, "Whether any dire owlbears remain depends on how the battle for this level unfolded. It's possible characters have already killed all of them by the time this door is opened. If that's the case, only one {@creature dire owlbear cub|KPSC} is here. It's enclosed in the larger of the two stables at the east end of the room. The cub has the stats of a {@creature brown bear|MM}.", "Characters might cook up various schemes to raise this cub and domesticate it. Someone with {@skill Animal Handling} proficiency, a {@class druid}, or a {@class Ranger|PHB|Beast Master ranger|Beast Master|PHB} can establish an uneasy rapport with it by making a successful {@dc 13} Wisdom ({@skill Animal Handling}) check. The dire owlbear, however, is neither a beast nor easily domesticated. It's a feral monstrosity, and eventually (sooner rather than later) it turns and tries to tear off the hand that feeds it. Don't shy away from having this happen at the worst possible moment.", @@ -30205,9 +30357,11 @@ "In the western portion of the chamber, a hole is smashed through the floor. This opening was created by the derro living below as a shortcut to the surface after the dwarves were wiped out, allowing them to avoid a long trek on the Black River. The trollkin allowed the derro to use the tunnel on their surface raids in exchange for the derro occasionally leaving behind a weak or dying captive for the dire owlbears to kill and eat.", "The hole drops 80 feet to the bat caverns below ({@area Area 401|SC-401|x}). It's the only way for characters to reach the lower levels (or to get out again!) until they find other means from below.", "A rope ladder made from an unfamiliar, spongy fiber is tied to a wooden post in this chamber and hangs down the hole. A character who examines it and makes a successful {@dc 12} Intelligence ({@skill Nature}) check realizes it's woven from tough, giant fungus. If any trollkin or dire owlbears survive (and some almost certainly do; see {@adventure Restocking|KPSC|6|Restocking}), this ladder might be destroyed or removed at some point when the characters return to the hole." - ] + ], + "id": "09b" } - ] + ], + "id": "09a" } ] }, @@ -30222,7 +30376,8 @@ "A sturdy door set into the south wall of the tunnel a couple dozen paces beyond this chamber leads to {@area Area 319|SC-319|x} in the Clacking Caverns." ] } - ] + ], + "id": "07a" }, { "type": "section", @@ -33818,7 +33973,8 @@ "The walls, floor, and ceiling of this passage show signs of careful smoothing, but it's obvious this was a natural tunnel before the dwarves went to work improving it. It's equally obvious they didn't try to erase its natural origin but only aimed to improve on it\u2014to make the tunnel easier to traverse.", "Past a sweeping bend in the tunnel, a soft glow illuminates a large cavern ahead. The glow comes from blue-green moss blanketing the floor and walls. The moss emits a pale light that actually twinkles weakly, almost like starlight. The glow intensifies where the moss is crushed underfoot, so you leave glowing, twinkling footsteps in your wake.", "Smoothly cut and finished passages branch off the mosscovered tunnel to your right and left." - ] + ], + "id": "09d" }, "The glowing moss is harmless and can even be useful. Any character can figure out how to properly harvest and preserve the {@item glowing moss|KPSC} {@homebrew |(see the appendix)} with 15 minutes of study followed by a successful {@dc 18} Intelligence ({@skill Nature}) check. Druids make this check with advantage." ] @@ -33837,7 +33993,8 @@ "The walls and floor of this cavern are covered in a thick blanket of glowing, twinkling moss. The 25-foot-high, domed ceiling is mostly bare except for a few scattered, softly glowing spots. But the moss isn't the arresting sight here.", "Near the center of the cavern, an immense blob of water floats in midair.", "The blob is about 12 feet in diameter, is irregular in shape, and undulates slowly. The liquid is dark and somewhat obscured by reflections of the twinkling moss light, but you catch occasional glimpses that might be things swimming in it." - ] + ], + "id": "09e" }, "As unusual as this pool and the one in {@area Area 321|SC-321|x} appear, reality is even stranger than appearance. The pools aren't self-contained globs of water floating in midair. They're spots where a wrinkle in space-time induced by the Black River allows reality to intersect itself so two locations exist in the same space. In this case, the second location is a distant, tropical sea teeming with quippers. For example, if a character extends their hand into one of the pools, their hand exists simultaneously here beneath the Scarlet Citadel and in that tropical sea hundreds of miles away. There's always only one hand, but it occupies two coinciding spaces at the same time.", "Characters might get a glimmer of this truth if they study the phenomenon. First, within moments of approaching the pool, characters notice dead fish lying among the moss under and around the pool. These fall into two categories: freshly dead fish (no more than a day old) and clean, scattered bones (that's all the clacker beetles leave behind). Anyone with {@skill Nature} proficiency recognizes most of the fish as {@creature quipper|MM|quippers} but an unfamiliar variety they've never seen in this part of the world.", @@ -33858,7 +34015,8 @@ "The second problem is predators. Not everything in that sea is dangerous but {@creature reef shark|MM|reef sharks}, {@creature giant shark|MM|giant sharks}, and {@creature swarm of quippers|MM|quipper swarms} abound, along with any other sea creatures you add to the mix. Anyone who enters the sea should have to fight at least one hungry predator. If that fight leaves them bleeding, more predators appear.", "The final problem is finding their way back to the Scarlet Citadel. A character who stays in the portion of the pool that overlaps the Scarlet Citadel can return to this chamber automatically. A character who swims away into the sea can easily lose sight of the small spot where the sea and this mossy cavern overlap. A creature within 30 feet of the pool can spot it with a successful {@dc 10} Wisdom ({@skill Perception}) check. From 31 to 60 feet away, the DC increases to 15; from 61 to 90 feet, the DC is 20; and so on. If a {@quickref Vision and Light||2||bright light} is shining into the pool from this chamber, the DC is reduced by 5.", "While in the pool, a creature sees both the mossy cavern and the surrounding sea overlapped in a confusing jumble. By {@status concentration||concentrating} on one or the other, a creature can see the chosen scene more clearly. The effort is similar to trying to focus your eyes on a 3D photograph: hard to explain but not terribly difficult to do once you get the hang of it." - ] + ], + "id": "0a0" }, { "type": "entries", @@ -33872,7 +34030,8 @@ "The dwarves made a special bronze hook (which can be found in the fountain in {@area Area 327|SC-327|x}) that's magically paired with the bronze cylinder. When the hook is lowered to the cylinder, it automatically catches in the fish's open mouth so the cylinder can be hauled up with a rope. The hook trick isn't apparent until characters see the bronze hook and someone gets a close look at the container.", "In reverse, the cylinder wasn't lowered into the sea, it was just dropped into the pool to sink under its own weight.", "See {@adventure Treasure|KPSC|6|Treasure|3} for details on how to open the cylinder and on its contents." - ] + ], + "id": "0a1" }, { "type": "entries", @@ -33880,7 +34039,8 @@ "page": 88, "entries": [ "Assuming characters enter this chamber before entering {@area Area 321|SC-321|x}, they aren't attacked by clacker beetles here. If they explore {@area Area 321|SC-321|x} first, then the attack described in that chamber occurs here instead." - ] + ], + "id": "0a2" }, { "type": "entries", @@ -33889,9 +34049,11 @@ "entries": [ "The fish-cylinder is hollow, as anyone who taps on it quickly discovers. It has no apparent means of opening such as a screwed-in plug or a clamped-down hatch. A few minutes of close examination and a successful {@dc 13} Intelligence ({@skill Investigation}) check reveals a narrow, mud-clogged slot along the fish's belly. This slot is just wide enough for a knife edge to grip, and that's what's required; if a knife is dragged along the slot as if cutting the fish open, the cylinder splits apart into left and right halves that are joined by a concealed dorsal hinge.", "Inside the cylinder are a leather pouch containing a diamond and two emeralds (5,000 gp, 1,000 gp × 2) and a 5-inch-diameter golden disk embossed with a {@language Dwarvish} rune that means \"safe entrance.\" A character carrying this disk can unlock the doors to the tombs on this level automatically and can open them safely without setting off any {@spell glyph of warding}." - ] + ], + "id": "0a3" } - ] + ], + "id": "09f" }, { "type": "image", @@ -33919,7 +34081,8 @@ "The walls and floor of this cavern are covered in a thick blanket of glowing, twinkling moss. The 25-foot-high, domed ceiling is mostly bare except for a few scattered, softly glowing spots. But the moss isn't the arresting sight here.", "Near the center of the cavern, an immense blob of water floats in midair.", "The blob is 12 to 15 feet in diameter, is irregular in shape, and undulates slowly. The liquid is black and further obscured by reflections of the twinkling moss light." - ] + ], + "id": "0a4" }, "See the description of {@area Area 320|SC-320|x} for a full explanation of the wrinkle-in-reality nature of the pool. Both pools result from the same phenomenon.", "Both wrinkles do not, however, overlap the same region of sea. The pool in Area 320 intersects a warm tropical sea that's deep but not too deep for characters to swim in. This pool is an intersection with the depths of an icy northern sea, which makes it considerably more dangerous.", @@ -33938,7 +34101,8 @@ "page": 89, "entries": [ "At some time while characters are exploring this chamber, they're attacked by clacker beetles. The attacking group contains one {@creature clacker beetle soldier|KPSC} per character in the party. The purpose of this fight is to make characters aware of the beetles and the threat they pose." - ] + ], + "id": "0a6" }, { "type": "entries", @@ -33946,9 +34110,11 @@ "page": 89, "entries": [ "This cylinder opens the same way as its twin, by dragging a knife blade across its \"belly.\" The only thing inside it is a {@item mace of nightmares|KPSC} {@homebrew |(see the appendix)}." - ] + ], + "id": "0a7" } - ] + ], + "id": "0a5" } ] }, @@ -33965,7 +34131,8 @@ "page": 90, "entries": [ "Two stone coffins stand against the wall. Both are decorated with a motif representing interlocking gears, springs, and cams. A few clay jars are stacked in the corners of the room, and one wall shows signs of collapse." - ] + ], + "id": "0a8" }, "The sarcophagi are intact with no signs of tampering.", "The sarcophagus to the right as seen from the doorway holds the remains of a former dwarven mechanist. He is arrayed in what once would have been an impressive robe trimmed with fur and with dozens of decorative bronze gears sewn on.", @@ -33981,9 +34148,11 @@ "page": 90, "entries": [ "The clay jars are sealed with stretched parchment covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. They contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,280 gp." - ] + ], + "id": "0aa" } - ] + ], + "id": "0a9" }, { "type": "image", @@ -34010,7 +34179,8 @@ "page": 91, "entries": [ "The door to this tomb was smashed open from the hallway side long ago and now lies in pieces on the floor. Inside the tomb, the lid of the stone sarcophagus is shoved askew. Two clay jars stand intact in the near corner." - ] + ], + "id": "0ab" }, "The would-be thieves were disappointed by what they found. The sarcophagus contains a stone effigy of a body. It represented a dwarf who was slain in combat against a monster that devoured the body. Lacking a corpse, the hero's friends and family interred this effigy instead.", "Sprawled atop the effigy, however, are the real bones of a real dwarf decked out in rotten studded leather armor that shows significant damage from cutting and stabbing weapons. This was the dwarf who told his companions the tomb contained rich treasures; the harried would-be thieves murdered their companion and stuffed his body into the sarcophagus as payback for leading them on this wild goose chase.", @@ -34030,7 +34200,8 @@ "page": 91, "entries": [ "One stone coffin stands against the wall. It is decorated with a sun motif. A few clay jars are stacked in the corners of the room." - ] + ], + "id": "0ac" }, "The sarcophagus is intact and shows no signs of previous tampering. It holds the remains of a former cleric of Aten. She is arrayed in {@item chain mail|PHB} and a bronze helmet and clutches a {@item +1 warhammer|DMG} across her chest.", "The clay jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. Four of the five contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,280 gp. The fifth contains the life spark of an {@creature air elemental|MM} the cleric of Aten trapped and vowed to imprison for eternity. From the outside, this jar is no different from the others. If it's opened or broken, the elemental immediately reconstitutes its body from the surrounding air\u2014and it's furious about being imprisoned. Characters are surprised by default. After the elemental's surprise turn, roll initiative normally." @@ -34049,7 +34220,8 @@ "entries": [ "This cavern is blanketed in the hollowed-out, blackened husks of dead giant beetles. There are hundreds of them, maybe thousands. They're heaped more than a foot deep across the cavern floor. The shells are cracked and charred from intense heat, and the creatures must have been blown to bits; none of the remains you see are intact. The walls of the chamber are also charred, and you can still see the pale outlines where beetles clung to the stone when the flames struck.", "In the middle of the cavern lies a suit of plate armor. It's too large for most humanoids. Whoever wore it was nearly 8 feet tall. A representation of a skeleton is painted ornately on the armor in luminescent pigment that glows under your lights. Whoever wore this armor would have looked like a glowing skeleton advancing out of the darkness." - ] + ], + "id": "0ad" }, "All that remains inside the armor is the skeleton of the trollkin explorer. She was a hero of the clan living in the dwarven barracks who entered these caves to explore. Clacker beetles swarmed her at this spot, and she set off a {@spell fireball} spell from a scroll. Unknown to her, the spell on the scroll was written at 9th level. The blast killed everything in the chamber, including the trollkin. Subsequently, her bones were picked clean inside the armor by other clacker beetles.", "As characters advance into the chamber, they're attacked by {@creature clacker beetle soldier|KPSC|clacker beetle soldiers} and {@creature clacker beetle swarm|KPSC|clacker beetle swarms} that push their way up from under the charred husks all over the chamber. The attacking force of beetles includes one soldier for every character in the party, plus half that number of swarms. These beetles emerge from under the husks, attack, then crawl back under the husks where they have complete concealment. They disappear into the piles of husks so quickly that only creatures with Dexterity scores of 16 or higher can make {@action oppourtunity attack|PHB|opportunity attacks} against them as they retreat.", @@ -34062,9 +34234,11 @@ "page": 92, "entries": [ "The trollkin armor can't be worn by anyone under 8 feet tall. Because it's unique, it could fetch up to 2,000 gp from a collector, but a typical merchant or armorer offers only half that. If characters dig through the beetle husks near the armor, they also find a {@item warhammer|PHB}, a {@item heavy crossbow|PHB} that needs a new bowstring, fourteen steel {@item crossbow bolt|PHB|bolts}, a {@item handaxe|PHB}, a {@item shield|PHB}, three {@item dagger|PHB|daggers}, and a {@item potion of fire giant strength} buried among the beetle husks." - ] + ], + "id": "0af" } - ] + ], + "id": "0ae" } ] }, @@ -34082,7 +34256,8 @@ "page": 92, "entries": [ "Three stone coffins are arrayed against the wall opposite the door. They're decorated with silver-inlaid depictions of hideous faces that may represent demons or devils, but they don't fall neatly into the canon of any cults you're aware of. A narrow tunnel has been clawed roughly through one wall of the room, and several sealed clay jars are stacked in the corners." - ] + ], + "id": "0b0" }, "The three dwarves interred here were all warlocks who were bound in a pact with the same fiend. The leering faces etched in silver across the door and the coffins all represent this fiend. They appear to represent many different fiends, but deception and disguise are part of this fiend's portfolio. This particular cult of warlocks is highly secretive, so characters have no chance to identify the symbols unless there's a dwarf warlock among the group; a dwarf warlock recognizes the cult's insignia with a successful {@dc 13} Intelligence ({@skill Arcana}) or Intelligence ({@skill History}) check. In that event, tell the player this crypt is the work of a cult dedicated to trickery and guile. Otherwise, characters are in the dark.", "All three coffins hold the bodies of dwarves in similar condition: mummified, dressed in rich (but now badly deteriorated) robes, wearing minor items of jewelry worth {@dice 2d100} gp each, and clasping a wand in their folded hands. Of more immediate interest to characters may be the fact that all three bodies are also decapitated. The heads are in the coffins, arranged carefully so it isn't obvious to a casual observer that they're not attached at the necks. If the bodies are disturbed\u2014to get at the jewelry, for example\u2014 the separation of head from body becomes apparent.", @@ -34098,9 +34273,11 @@ "page": 92, "entries": [ "Aside from the minor jewelry noted on the bodies of the three {@creature warlock wight|KPSC|warlock wights} ({@dice 6d100} gp total value), the only other treasure in the chamber is held in the clay jars. The jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. They contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,800 gp. They also contain an assortment of notes and other arcane writings that reveal the nature of the dwarves' warlock pact to anyone who can read {@language Dwarvish}, has proficiency in {@skill Arcana}, and spends an hour poring over the material." - ] + ], + "id": "0b2" } - ] + ], + "id": "0b1" } ] }, @@ -34116,7 +34293,8 @@ "page": 92, "entries": [ "A square-sided pool of water stands in the center of this chamber. Water bubbles up at its center, creating a relaxing fountain effect. It's not at all obvious where this water comes from or how the fountain continues operating. There's no foul odor from the water, but quite a few dead beetles float on the surface and lie at the bottom." - ] + ], + "id": "0b3" }, "The water is clean and safe to drink, although the dead beetles give it an unpleasant taste. The beetles weren't {@condition poisoned} but simply drowned in the fountain.", { @@ -34131,9 +34309,11 @@ "This hook is magically paired with the fish-shaped container described in Area 320. If it's attached to a rope and lowered through the floating pool to the submerged cylinder, it automatically hooks onto the fish's mouth so the cylinder can be raised from the sea bed. The best way to do this is by threading the rope through the hard-to-spot pulley on the cavern ceiling, as noted in that chamber's description.", "Once the hook attaches to the cylinder, it stays attached until someone manually removes it. It can be removed easily by anyone who takes hold of it.", "The hook wound up in the fountain when clacker beetles found it. They were in the process of dragging it back to {@area Area 330|SC-330|x} when they stopped at the fountain for a drink and inadvertently dropped it in. By the time they were done drinking, their tiny brains had forgotten about the shiny hook that was then hidden among the dead beetles lining the bottom of the fountain." - ] + ], + "id": "0b5" } - ] + ], + "id": "0b4" } ] }, @@ -34152,7 +34332,8 @@ "Those on the ends are copper and tin; the coffin in the middle is bronze. The lid from the middle coffin lies on the floor but the other two are still closed.", "The copper coffin is decorated with designs representing fish and water. Any decorations that might remain on the tin coffin are obscured by decades of corrosion and black patina. The middle, bronze coffin shows scenes of a dwarf with a crossbow killing an immense boar.", "Besides the coffins, several large, sealed clay jars are stacked in the corners of the chamber." - ] + ], + "id": "0b6" }, "Nothing remains in the middle, bronze coffin but a skull, a pelvis, and a few other large bones. Everything else was eventually devoured or dragged away by clacker beetles.", "The copper, fish-themed sarcophagus holds the bones of a former dwarf ranger. He is arrayed in magical scale mail and clutches a long sword across his chest. The enchantment on the scale mail allows the wearer to make {@skill Stealth} checks normally and confers a swimming speed of 30 feet on the wearer.", @@ -34170,9 +34351,11 @@ "entries": [ "The copper coffin contains a beautiful but nonmagical {@item longsword|PHB} and magical scale mail that allows the wearer to make {@skill Stealth} checks normally and grants the wearer a swimming speed of 30 feet. The compartment hidden beneath the false bottom of the tin coffin contains a {@item vampire bane light crossbow|KPSC} (+1, and deals an additional {@damage 3d6} piercing damage to vampires), a {@item belt of dwarvenkind}, and a {@item wand of binding}.", "The clay jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. All of them contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 3,750 gp." - ] + ], + "id": "0b8" } - ] + ], + "id": "0b7" } ] }, @@ -34189,7 +34372,8 @@ "entries": [ "There's no mistaking this is a shrine to Charun, god of death and patron of rivers. Or rather, it was such a shrine. A statue of the enigmatic rower rises from dark water beyond a polished granite floor. The dwarves hid their icon well. From the looks of it, you may be the first visitors here in generations.", "Still, this area is unusually clean and well preserved compared to the chambers behind you." - ] + ], + "id": "0b9" }, "Although this shrine directly adjoins the clacker beetle nest, the beetles tend to avoid it. The reason lurks in the water: a {@creature gargoctopus|CCodex} (Creature Codex) frequents the area, and it snatches away and devours any clacker beetles it hears scuttling across the stone floor. When the beetles attack en masse, characters who retreat into this chamber can find relative safety along the water's edge; the few beetles that pursue them here hug the wall.", "Near the water, however, characters are well within reach of the {@creature gargoctopus|CCodex}, which isn't picky about what it drowns and eats.", @@ -34203,9 +34387,11 @@ "entries": [ "The stream flowing past this shrine is a small branch of the Black River that flows through Level 5. In a world where spatial relationships make sense, this shrine is about 120 feet above the level of the Black River. But the Black River isn't simply flowing water; it's a current of magic. If characters travel along this branch somehow (they'd have to swim, fly, or make a raft from scavenged material\u2014the \"boat\" in this shrine is part of a stone statue), it links up with the Black River somewhere near the portion shown on the Level 5 maps. There's no sensation of descending 120 feet along that watercourse. As far as the rafters are concerned, it's a flat, level trip. The length can be whatever you choose to make it. It can even be different distances when moving in opposite directions.", "Alternatively, if characters explore this stretch of water but you don't want them on Level 5 yet, after some length of time on the water, they arrive back at the shrine. They might come from the opposite direction (from the south if they headed out to the north, as if they'd traveled in a big circle), or they might approach from the same direction from which they left (somehow returning from the north even though they headed out to the north and never turned around or followed any branches). The Black River doesn't need to make sense; it follows its own rules. Recall the Black River is also a shadow road; characters who get too aggressive about exploring this waterway could suddenly find themselves rushing along the River Argent through the Rothenian Plain, on a mountain lake in the Ironcrags, or even paddling through the sewers of Triolo." - ] + ], + "id": "0bb" } - ] + ], + "id": "0ba" } ] }, @@ -34224,7 +34410,8 @@ "One is the amount of gold and silver coins, gems, glass, and jewelry scattered haphazardly across the floor.", "The second is the towering mounds of dirt and gravel that rise from the floor or form sloping heaps against the walls and which are laced with narrow tunnels.", "The third is the sound of continual clicking and clacking coming from those tunnels and from the large beetles you see crawling from the tunnels and across the floor, walls, and ceiling." - ] + ], + "id": "0bc" }, "The number of {@creature clacker beetle|KPSC|clacker beetles} and {@creature clacker beetle swarm|KPSC|clacker beetle swarms} in this chamber is effectively unlimited. You can hurl as many or as few against the party as you want, and there are always more available. Even if characters set off three {@spell fireball|PHB|fireballs} in this chamber, one after another, enough clacker beetles survive in their deep tunnels to overwhelm arrogant groups. (This doesn't mean characters can turn this chamber into an infinite XP farm. If characters actually fight an army of beetles, they should get the XP for them, but we recommend capping experience for fighting clacker beetles at 1,500 points per character. You can learn only so much from killing bugs; after that it's just gratuitous slaughter.)", "Clacker beetles are primarily scavengers, not hunters, so they don't see live humanoids as prey. They do, however, see large, noisy creatures as threats, and any threat near the nest must be eliminated at any cost.", @@ -34240,9 +34427,11 @@ "entries": [ "The beetles have accumulated significant treasure in this vault by raiding the grave goods left in the tombs. In each 5-foot square, careful characters can gather 1 to 600 ({@dice 1d100 × 1d6}) gp worth of coins, loose gems, jewelry, small decorative carvings, and other trinkets. Clearing a single 5-foot space this way without alarming the nest takes at least 5 minutes of slow, methodical movement. Going faster than that requires a {@dc 8} {@skill Stealth} check, and going much faster causes alarm automatically.", "Two special items of note can be found here by persistent characters. These are a {@item potion of supreme healing} in a crystal vial with a topaz stopper (hauled from the slain trollkin's kit) and a gold {@item ring of lightning resistance}. You can place these wherever you like, but both should be in different spaces and at least 20 feet from where characters enter the chamber." - ] + ], + "id": "0be" } - ] + ], + "id": "0bd" } ] }, @@ -34255,7 +34444,8 @@ "The hole in the floor of this cavern opens in the ceiling of {@area Area 406|SC-406|x}. The floor of that cavern is 50 feet below this one. There are no ropes, ladders, or notched handholds to serve as climbing aids, just a 50-foot drop to the cave floor. There are a few broken stones here a rope could be tied to plus plenty of places where a spike can be hammered into the wall to secure a rope. Other than that possible escape route for reckless characters who choose to flee into this room from pursuing beetles, there's nothing of interest here." ] } - ] + ], + "id": "09c" }, { "type": "section", @@ -34270,7 +34460,8 @@ "Don't make it a shooting gallery; characters need to be pressed hard and pushed to the brink of defeat by every wave for players to feel the excitement. When they're down to their last spells and their last hit points, and they're certain the next wave is bound to roll over them, that's the time for the beetles to commit a small but important mistake and leave a weak perimeter the characters can smash through to escape with their lives\u2014barely.", "In these fights, aim for a roughly even mix of soldier beetles and swarms. Vary the sizes of the waves. You can start big or small, but keep mixing it up. A small wave should have one enemy per character. A big one could have two, three, or even four enemies per character if they're arrayed in a way that lets the characters narrowly escape from a trap and bottle them up. Remember, the soldiers have a trait that allows them to double up in a 5-foot space, and a swarm can be in there too. Soldiers also like to position themselves behind swarms and attack by clacking. The more beetles overlap their clacking cones on targets, the better.", "Again, put the pressure on and keep it on, but keep it pulsing. Like any story, the battle should have dramatic highs and lows, furious action and brief lulls. The beetles are an implacable foe that simply doesn't ever give up." - ] + ], + "id": "0bf" }, { "type": "section", @@ -34292,9 +34483,11 @@ "width": 790, "height": 675 } - ] + ], + "id": "0c0" } - ] + ], + "id": "079" }, { "type": "section", @@ -34322,7 +34515,8 @@ "Some groups of players are just not cut out for\u2014or not interested in\u2014that kind of roleplaying challenge. This might sound cynical, but long experience shows that trying to shoehorn players into an intricate style of play they dislike and have no aptitude for is usually counterproductive. For them, we offer a more straightforward situation in which it's possible for characters to infiltrate the first group, slaughter everyone, smash into the second group, slaughter everyone, smash into the third group\u2014and maybe slaughter everyone, or maybe the party will be the ones getting slaughtered at that point. By the end, they'll certainly be covered in something\u2014whether it's glory or ignominy depends on whether the characters really are the badasses they believe themselves to be.", "Although the second approach is almost entirely oriented around combat, the first approach isn't combat-free. The characters are bound to fight several desperate battles on this level either way. The differences are how they get into these fights and the consequences for failure.", "In numbered area descriptions, notes applying to the straightforward assault approach are labeled Into the Fray. Notes applying to the more intricate, political approach are under the label Delicate Balance." - ] + ], + "id": "0c2" }, { "type": "section", @@ -34338,7 +34532,8 @@ "All derro have an affinity for bats; only the most extreme end up worshiping {@creature Camazotz, Demon Lord of Bats and Fire|ToB|Camazotz, the demon lord of bats and fire}.", "A derro {@creature speaker to the darkness|CCodex} (Creature Codex) named {@creature Gilsfeyr|KPSC} led his band of outcasts along the Black River until they found this cavern and its population of giant vampire bats, saber-toothed bats, bat swarms, and flame eater swarms. Recognizing a sign from Camazotz when he saw one, {@creature Gilsfeyr|KPSC} declared this spot to be their new home. The derro built a small village, constructed a temple, and set about establishing dominance over the bats and raiding the surface for slaves. After the citadel dwarves were wiped out and the barracks above was left empty, the derro mined up to the stables so they could use the owlbears' tunnel as a shortcut to the surface.", "On one of their raids, the derro captured a red dragonborn. When the captive demonstrated it could breathe fire (during an escape attempt in which several derro were killed), he saw an opportunity. He fed the dragonborn a diet of ego-suppressing lichen extract, renamed him {@creature Drakustanz|KPSC}, gave him a degree of provisional freedom (but with his will to resist crushed), and elevated him to a position of great ceremonial significance within the cult." - ] + ], + "id": "0c4" }, { "type": "entries", @@ -34346,7 +34541,8 @@ "page": 98, "entries": [ "After the derro settled here, a rift developed between two contentious leaders. On one side are {@creature Gilsfeyr|KPSC} and his fanatical worshipers of Camazotz and the giant bats of the cavern. On the other are {@creature Kurgorom|KPSC}, a {@creature derro witch queen|CCodex} (Creature Codex), and her loyalists who've grown tired of chanting endlessly to bats through a haze of soporific smoke and prefer traditional derro pursuits such as raiding the surface, tormenting captives, and brewing dangerous fungal extracts." - ] + ], + "id": "0c5" }, { "type": "entries", @@ -34356,7 +34552,8 @@ "The presence of {@creature Imortra the Debased|KPSC} keeps the tension between {@creature Gilsfeyr|KPSC} and {@creature Kurgorom|KPSC} from erupting into a bloody battle for dominance. Imortra commands more power than either group of derro in the form of conjured devils, and she skillfully plays the derro factions against each other to keep them in fear and serving her interest.", "Imortra is Gellert's top disciple. He trusts her as much as he trusts anyone, and he ensures her loyalty with a skillful mélange of bribes and intimidation. For her part, Imortra is well aware of the risk she runs associating with someone like Gellert but she considers him a useful master. Although he guards his secrets jealously, he's already taught her things she couldn't have learned elsewhere and given her access to vast ley-line power. She hopes to one day supplant the master, if she survives the apprenticeship.", "A large number of captives are also held on this level. Most of them are too weak to be any help in the inevitable battles, and they are a significant burden to the characters when they're released." - ] + ], + "id": "0c6" }, { "type": "entries", @@ -34368,7 +34565,8 @@ "Within their own zone, enemies are free to move and respond to threats as effectively as you deem appropriate. The area where this matters most is the bat cavern ({@area Area 403|SC-403|x}). The fight in that area starts small, but reinforcements flow in continually from more distant parts of the zone. The pacing in this battle is particularly important (see {@area 403. Bat Cavern|SC-403|x} for more information).", "Characters can take short rests after battles, but under this option they can't take long rests anywhere on this level. If they try, their rest is interrupted by an attack from either derro dements (if they're resting after the first battle) or by devilish scouts (if they're resting after the second battle). To finish a long rest, they need to withdraw from this level entirely. Even then, scouts might seek them out on the level above. The farther they withdraw, the safer they're likely to be.", "Taking a long rest does give the derro villagers and Imortra time to realize their homes are about to be attacked. They can't be surprised once they're alerted this way. Some defensive measures they can take include cutting down or dangerously weakening the rope ladder, posting sentries, and rigging traps on the most likely approach routes ({@area Areas 412|SC-412|x}, {@area 414|SC-414|x}, and {@area 416|SC-416|x}). Every derro is provided a {@item potion of augmented reality|KPSC} that is downed at the first sign of trouble. Imortra casts {@spell mage armor} on herself beforehand and plans to cast {@spell banishment} on whomever she perceives to be the most powerful spellcaster in the group as an initial volley." - ] + ], + "id": "0c7" }, { "type": "entries", @@ -34392,7 +34590,8 @@ "{@i You can't railroad characters into this line of action.} Give them clues and opportunities, but the players decide what their characters do. If they form a plan that's guaranteed to fail and get them killed or captured (or they blunder ahead with no plan at all), you should point out the immense risk, but you can't forbid them from choosing their own path.", "Always be flexible. Characters might come up with an excellent plan that's completely different from the \"divide and conquer\" approach suggested above. If you think it could work, let it play out. Player creativity deserves to be rewarded.", "But don't let a weak or foolish plan succeed out of sympathy. At the very least, characters who blunder in this situation should be captured, tormented, and humiliated for a while before pulling off a daring escape." - ] + ], + "id": "0c8" }, { "type": "entries", @@ -34402,9 +34601,11 @@ "Many areas of this level exist in both Midgard and a parallel, alternate dimension at the same time. A character with {@sense truesight} or under the effect of {@spell true seeing} magic sees both realities at the same time and can interact with both. This ability is vital to mitigating some of the dangers found here.", "The derro brew {@item potion of augmented reality|KPSC|potions of augmented reality} that allow them to see this alternate dimension. They also poison some of their weapons with a derivative of that potion, and one of its side effects is to bestow momentary {@sense truesight} on {@condition poisoned} creatures. Characters can learn about this three ways: by being struck by {@condition poisoned} weapons and having visions of an altered reality around them, by searching the derro village and discovering what they think are potions of true seeing, or by being given the potions by {@creature Kurgorom|KPSC}. However they learn about the potions, it's your job to subtly encourage someone to drink one and discover the additional secrets around them.", "If characters get their first glimpses of the parallel reality by being {@condition poisoned}, don't explain what's happening in clear terms. At first, they should have legitimate concerns over whether their senses are expanding and revealing an authentic, other reality to them, they're hallucinating, or they're losing their minds." - ] + ], + "id": "0c9" } - ] + ], + "id": "0c3" }, { "type": "section", @@ -42086,7 +42287,8 @@ "entries": [ "This natural cave is higher than it is wide. The rope ladder you're on sways madly from side to side, although it must be anchored to something at the bottom or the swinging would be even worse.", "Of more immediate concern are the bats clinging to the ceiling of the cave. There are thousands\u2014perhaps tens of thousands\u2014of them, and the least noise could startle them into a frenzy." - ] + ], + "id": "0cb" }, "This cave contains twenty {@creature swarm of bats|MM|swarms of bats}. Even if they all attack at once, they aren't very dangerous to 6th-level adventurers, but the things that are drawn to sounds of protracted battle from {@area Area 402|SC-402|x}, {@area 403|SC-403|x}, and beyond are much worse. Fortunately, the Large bats don't often enter this chamber because of the narrow openings. They can get in by crawling along the ceiling, but they'd rather not.", "As with all swarms, remember these aren't normal, garden-variety bats. They've been warped by the presence of the cultists into something malevolent.", @@ -42099,7 +42301,8 @@ "page": 101, "entries": [ "Unless characters unleash tremendously noisy or explosive spells against the bats, other bats and derro ignore what's going on in this remote corner of the cavern. If characters get through this cavern without much of a fight, these bats can join in a later fight if it needs reinforcement, or they can sit out the rest of the battle." - ] + ], + "id": "0cd" }, { "type": "entries", @@ -42107,9 +42310,11 @@ "page": 101, "entries": [ "Even if none of the bats attack, hundreds of them watch the characters constantly with what seems malevolent intent. A few fly away into the larger cavern\u2014to carry a warning? If needed, they join a later fight and gang up on characters who are behind the lines, knocked down, or at some other disadvantage." - ] + ], + "id": "0ce" } - ] + ], + "id": "0cc" } ] }, @@ -42125,7 +42330,8 @@ "page": 101, "entries": [ "The roof of this cavern is 40 feet above the floor, and it's crowded with bats the size of small dogs. For the moment at least, they're calm, although they seem to be watching you. Their eyes are open and their downward-turned faces expose long, daggerlike teeth, almost like a saber-tooth tiger's." - ] + ], + "id": "0cf" }, "These savage bats are aware of the characters, whether or not they react. Every character sneaking through the chamber must make a successful {@dc 13} Dexterity ({@skill Stealth}) check or rouse one {@creature saber-toothed bat|KPSC} into attacking. Characters who don't bother sneaking stir two bats into attacking. If any attacking bats are still alive at the start of the bats' turn on the third round of combat, roll {@dice 1d6}: on a 1\u20134, one {@creature swarm of bats|MM} from {@area Area 401|SC-401|x} joins in, on a 5\u20136, one {@creature saber-toothed bat|KPSC} joins in. From that point on, one more reinforcement flies into the fight (type determined randomly) every round until there are no more live bats in the fight at the start of the bats' turn or until the characters escape, probably by slipping into the submerged corridor ({@area Area 406|SC-406|x}).", { @@ -42137,7 +42343,8 @@ "page": 101, "entries": [ "As long as characters avoid using noisy or flashy spells and stay in this area, the fight remains confined to the small roosting chamber." - ] + ], + "id": "0d1" }, { "type": "entries", @@ -42145,9 +42352,11 @@ "page": 101, "entries": [ "This chamber is more exposed than the large roosting chamber. At the end of every round of combat, roll any die. On an even result, derro at the north end of the cavern spot the disturbance and alert {@creature Gilsfeyr|KPSC}, who dispatches a team of four {@creature derro pariah|KPSC|derro pariahs} {@homebrew |(see the appendix)} with orders to investigate but not engage." - ] + ], + "id": "0d2" } - ] + ], + "id": "0d0" } ] }, @@ -42165,7 +42374,8 @@ "entries": [ "You're at the edge of a cavern so immense you can't see the opposite wall. The ledge you're standing on appears to circle most of the cavern at a height of at least 10 feet above the floor. You hear the soft echo of splashing water. The roof is uneven, roughly 60 feet above the floor.", "The roof is also crowded with bats, some as large as a dwarf." - ] + ], + "id": "0d3" }, "The ledge at the south end of the cavern is 10 feet above the cavern floor. This holds true to about midway along the east and west sides of the cavern. At that point, the ledge slopes upward. By the time it reaches the north end of the cavern, the ledge across the north wall is 20 feet above the floor.", "The hole in the floor through which the turquoise stream flows drops about 50 feet to the Black River. The hole is centered over a spot near the entrance to the golden pyramid chamber ({@area Area 505|SC-505|x}).", @@ -42178,7 +42388,8 @@ "page": 103, "entries": [ "A pool of filthy, stagnant water has collected at the south end of the cavern. The liquid is so murky it's opaque, making it impossible to visually judge how deep it is. In fact, it's more of a pit than a pool, at 15 feet deep. It's the cozy lair of an {@creature otyugh|MM} that dines on the scraps of bodies and other waste that fall down the oubliette. Most of the time it pays no attention to what's going on in the cavern, but it perks up when anything disturbs its pool. For example, if someone pokes a 10-foot pole into the water, the {@creature otyugh|MM} snatches the creature with a tentacle and pulls it in." - ] + ], + "id": "0d5" }, { "type": "entries", @@ -42201,7 +42412,8 @@ }, "That's a potentially overwhelming force against four 6th-level characters, which is why this battle should be broken into two or more waves. In the initial battle, throw half to two-thirds of the force at the characters. When the heroes are on the ropes or when the monsters suffer a debilitating loss such as the death of {@creature Gilsfeyr|KPSC} or {@creature Drakustanz|KPSC}, the monsters break off to regroup. That gives the characters a chance to cast healing spells, drink potions, maneuver to a better position, or even withdraw from the level completely if they're badly beaten up. After ten or fifteen minutes, the derro and bats resume their attack with everything that's left of their force\u2014and with any luck, the characters prevail by a narrow margin.", "{@i The numbers of foes above are suggestions only!} If your group contains more or fewer than four characters, or if they're especially adept (or inept) in tactical situations, or if they toss off {@spell fireball|PHB|fireballs} like confetti on New Year's Eve, you must make adjustments. Don't undercut the excitement just to adhere to the list. If the first wave is annihilated without putting any pressure on the characters, double it and try again. The number of foes in this cavern is effectively unlimited. The only limit that matters is how much the characters can endure. You should push them to that limit or even a little beyond. They'll have plenty of opportunity to recover afterward." - ] + ], + "id": "0d6" }, { "type": "entries", @@ -42220,13 +42432,16 @@ "Far away in the darkness to the north, beyond the range of what you can see, you hear voices droning in the harsh tongue spoken by creatures that live deep underground. The chanting is accompanied by dull clanks and thumps made by wood and metal beating against stone.", "For a few sudden moments, the cavern is illuminated by a gout of fire erupting from the far wall. You feel its heat on your face. Bats dive into the flames and seem almost to gulp them down like water. They glow like embers in the darkness as they wheel away into the shadowed recesses of the ceiling and walls.", "As the flames recede, the image of an immense bat draped in jewelry of gold, gems, and human bones fills the cavern from floor to ceiling. Its voice echoes in the cavern. \"Strangers! Approach the sanctum! My acolytes will show you the way.\" From a short distance away, two dwarflike creatures beckon to you." - ] + ], + "id": "0d8" }, "The two dwarflike creatures are {@creature derro pariah|KPSC|derro pariahs} standing at the top of the steps just outside the mushroom cave ({@area Area 407|SC-407|x}). The gigantic bat is an illusion created by {@creature Gilsfeyr|KPSC}, who's positioned in the sanctum of Camazotz ({@area Area 410|SC-410|x}). It disappears after delivering its message; characters can't engage it in conversation and the two derro don't respond to questions or statements in any meaningful way. If characters follow as instructed, the derro lead them around the cavern along the northern ledge, through {@area Area 411|SC-411|x}, to the sanctum.", "If characters opt to attack everything in sight instead of following the derro to find out what's going on and who spoke to them, feel free to hit them hard. The {@creature flame eater swarm|CCodex|flame eater swarms} are charged up with fire from diving through the ceremonial flames (so their bites deal an extra 9 ({@damage 2d8}) fire damage), all the bats are in a frenzy, and the derro are whipped into religious hysteria. Overwhelm the characters with a tidal wave of {@creature giant vampire bat|CCodex|giant vampire bats}, {@creature saber-tooth bat|KPSC|saber-tooth bats}, {@creature flame eater swarm|CCodex|flame eater swarms}, and {@creature derro pariah|KPSC|derro pariahs}. The exact number isn't important. If you need more, bring more. Don't give characters any shot at {@creature Gilsfeyr|KPSC} or {@creature Drakustanz|KPSC}, but indulge yourself with a guilt-free TPK: {@creature Gilsfeyr|KPSC} wants the intruders alive. The monsters knock them {@condition unconscious} and capture them. The characters wake up, tightly bound and gagged, in the sanctum of Camazotz." - ] + ], + "id": "0d7" } - ] + ], + "id": "0d4" } ] }, @@ -42243,7 +42458,8 @@ "entries": [ "Water trickles out from between stones in the wall to form a pool, which flows out the chamber and across the cavern before falling through a large hole in the floor.", "The water is ice-cold and shimmers in many different shades, from brilliant azure to teal to dark twilight blue. Somehow the colors don't intermix but remain clearly separate as the water swirls." - ] + ], + "id": "0d9" }, "The water has no healing properties or other benefits for living creatures. Because it's infused with ley-line energy, a magic item that recovers expended charges overnight regains all its expended charges after 1 minute submerged in the pool. After recharging this way, the item must regain charges normally before this effect works on it again.", { @@ -42255,9 +42471,11 @@ "page": 104, "entries": [ "No changes." - ] + ], + "id": "0db" } - ] + ], + "id": "0da" } ] }, @@ -42289,7 +42507,8 @@ "page": 104, "entries": [ "The derro try to lure the characters around the ledge to trigger this trap (without being caught by it themselves). {@creature Gilsfeyr|KPSC} prevents the ledge from collapsing at the first opportunity if it looks like more characters might enter the danger zone." - ] + ], + "id": "0dd" }, { "type": "entries", @@ -42297,9 +42516,11 @@ "page": 104, "entries": [ "{@creature Gilsfeyr|KPSC} prevents the ledge from collapsing when characters first follow the derro around the north edge of the cavern. Otherwise, the trap should be used as noted in Into the Fray." - ] + ], + "id": "0de" } - ] + ], + "id": "0dc" }, { "type": "image", @@ -42331,7 +42552,8 @@ "page": 104, "entries": [ "A short flight of stairs leads down to a submerged corridor filled with ice-cold water of a brilliant blue hue." - ] + ], + "id": "0df" }, "The hole in the floor of {@area Area 331|SC-331|x} leads through a short, twisting chute before emerging from the ceiling of this tunnel. The tunnel is only about 7 feet high, and the water is 5 feet deep. Small characters and shorter dwarves must swim or be supported by a friend.", "The icy water is a sort of incubator. Each character who enters the water is attacked by two {@creature rime worm grub|ToB|rime worm grubs} (Tome of Beasts) after a round or two.", @@ -42345,7 +42567,8 @@ "page": 105, "entries": [ "If characters get into trouble on this level, they might try to abuse this corridor to their advantage. A typical ploy would be to launch a few spells and arrows at enemies, duck in here to escape, hide for 4 minutes instead of 5, run out to attack a few more bats, run back into the water, and so on. They can't avoid the saving throws that way. If they're in the water/out of the water/back in the water repeatedly without ever getting dry and warm, that's no different from being in the water for 5 minutes at a stretch. You can't exploit your way out of hypothermia." - ] + ], + "id": "0e1" }, { "type": "entries", @@ -42353,9 +42576,11 @@ "page": 105, "entries": [ "No changes." - ] + ], + "id": "0e2" } - ] + ], + "id": "0e0" } ] }, @@ -42371,7 +42596,8 @@ "page": 105, "entries": [ "The floor and walls of this chamber are covered in flat, orange growths resembling fungi or lichens. Some individual patches are up to 5 feet across. All of them glow with a soft light that warms the area slightly." - ] + ], + "id": "0e3" }, "A character who makes a successful {@dc 12} Intelligence ({@skill Nature}) check identifies the growths as lichen rather than fungi; rangers and druids succeed automatically.", "These are the lichens {@creature Gilsfeyr|KPSC} uses to concoct the ego-sapping food and tea with which he controls {@creature Drakustanz|KPSC}. In fact, all the {@creature derro pariah|KPSC|derro pariahs} drink and eat some of it. The pariahs' dose is small enough that the effect on them is similar to a {@spell charm person} spell, whereas {@creature Drakustanz|KPSC} is effectively {@spell dominate person|PHB|dominated}.", @@ -42387,9 +42613,11 @@ "page": 106, "entries": [ "No changes." - ] + ], + "id": "0e5" } - ] + ], + "id": "0e4" }, { "type": "image", @@ -42415,7 +42643,8 @@ "page": 106, "entries": [ "Seven rough sleeping areas are laid out on the floor around a fire ring. A water barrel stands near the south end of the cave." - ] + ], + "id": "0e6" }, "The fire can be lit or unlit, as you choose, but the derro never build it high; they keep the embers low until more heat is needed. Despite its simplicity, the chamber is messy. The derro toss animal bones and other rubbish into the corners, which attracts rodents and various cave vermin. Everything is splotched with bat guano.", "During a battle, {@creature Drakustanz|KPSC} is likely to stand at the ledge of this chamber and use his breath weapon into the cavern. {@creature Flame eater swarm|CCodex|Flame eater swarms} whip through the flames to \"energize\" the additional fire damage on their bite attacks. Up to fourteen swarms can benefit from one cone of flame, which probably is more than you need in the fight.", @@ -42428,9 +42657,11 @@ "page": 106, "entries": [ "No changes. Derro pariahs aren't likely to be surprised while sleeping or lounging here because any fight should break out in the larger cavern ({@area Area 403|SC-403|x}) and draw them in." - ] + ], + "id": "0e8" } - ] + ], + "id": "0e7" } ] }, @@ -42446,7 +42677,8 @@ "page": 106, "entries": [ "The quality and refinement of the furnishings in this chamber are entirely out of keeping with the harsh cavern surroundings. A beautiful, hand-woven rug softens the stone floor. A bed with dyed wool blankets is pushed against the wall. There's a chest for storage, nightstands, a brazier for heat, and even a desk and chair. The only signs indicating this chamber's occupant is a derro are the rubbish strewn in the corners and the unrelenting odor." - ] + ], + "id": "0e9" }, "There are papers on the desk but {@creature Gilsfeyr|KPSC} can neither read nor write, so they're covered in meaningless scribbles. The top of the desk is scarred by similar markings heavily gouged into the wood with the tip of a knife. The nightstands contain only rubbish such as the gnawed bones of rodents, scraps of leather, bits of string, and the mummified bodies of several bats. The unlocked chest contains a stiff cloak made from poorly tanned bat hides, a creepy leather mask resembling a man-bat hybrid, and a {@item Spell Scroll (5th Level)|DMG|spell scroll} of {@spell greater restoration} bearing the stamp of the temple of Perun in Zobeck.", { @@ -42458,9 +42690,11 @@ "page": 106, "entries": [ "No changes. {@creature Gilsfeyr|KPSC} should always be fought elsewhere as part of a larger battle." - ] + ], + "id": "0eb" } - ] + ], + "id": "0ea" } ] }, @@ -42477,7 +42711,8 @@ "entries": [ "This chamber is eerily lit by two glowing braziers along the southern wall and by a third hanging on a chain from the middle of the ceiling. Steps ascend to a 5-foot-high platform topped by a 10-foot-tall statue of a batlike humanoid entity. Its outspread arms meld into wings that stretch 20 feet across. The hunched torso and crouching legs are humanlike, but the ferocious, snarling face is pure bat. The idol stands inside a pentagram that's deeply scribed into the platform.", "The statue is clothed in a real kilt and girdle of silk, and it's draped in necklaces, bracelets, anklets, and armbands of gleaming gold, silver, and electrum. Its eyes are fiery red gems that glitter in the flickering light of the braziers. The wall behind the statue is blackened and scorched by fire." - ] + ], + "id": "0ec" }, "A character who makes a successful {@dc 18} Intelligence ({@skill Religion}) check recognizes the statue as a portrayal of {@creature Camazotz, Demon Lord of Bats and Fire|ToB}. If the character has proficiency in {@skill Religion}, they also know Camazotz is among the most savage and hate-filled of the demon lords\u2014no small claim. Its dominion extends over bats, vampires, and the deep, eternally lightless regions of the world. Association with bats, darkness, and undiluted evil account for the demon's appeal among derro.", "Any dwarf spots telltale signs the statue was carved by dwarves, not derro. The statue itself offers no clues why dwarves would do this.", @@ -42491,7 +42726,8 @@ "page": 107, "entries": [ "The jewelry adorning the statue consists of a gold gorget (1,000 gp), two gold bracelets (200 gp each), two electrum armbands (100 gp each), two silver anklets (75 gp each), a leather girdle with a silver badge (250 gp), and a silver earring (25 gp). The gems in its eyes are red garnets (100 gp each). The silver earring has the properties of a {@item ring of protection} (it counts as a ring even when worn in the ear). {@creature Gilsfeyr|KPSC} is unaware the earring is magical." - ] + ], + "id": "0ee" }, { "type": "entries", @@ -42499,7 +42735,8 @@ "page": 107, "entries": [ "By the time characters reach this chamber, they may have already killed all the bats and derro. Alternatively, {@creature Gilsfeyr|KPSC} might decide to make a final stand here with {@creature Drakustanz|KPSC} and a few hand-picked derro pariahs. In that case, the statue provides them a magical boost. At the end of each round, the statue's gem eyes both flare brightly. One bestows 15 temporary hit points on one derro; the other inflicts 16 ({@damage 3d10}) fire or necrotic damage on one character of your choice. Camazotz prefers fire damage, but it uses necrotic if the target is resistant or immune to fire." - ] + ], + "id": "0ef" }, { "type": "entries", @@ -42525,9 +42762,11 @@ }, "Do your best to sell this proposition. If nothing else, characters should realize they have little to lose by agreeing for now so they can explore other parts of the cave under the derro's safe passage and assess the larger situation before diving blindly into a potentially lethal battle.", "If characters were captured, they might have been force-fed lichen tea while {@condition unconscious} to weaken their resistance to {@creature Gilsfeyr|KPSC}'s arguments. In this case, they must make {@dc 15} Wisdom saving throws to avoid being {@condition charmed} by {@creature Gilsfeyr|KPSC}. Use this as a last resort, however; events will unfold much more smoothly if characters cooperate for their own reasons." - ] + ], + "id": "0f0" } - ] + ], + "id": "0ed" } ] }, @@ -42547,9 +42786,11 @@ "page": 104, "entries": [ "No changes." - ] + ], + "id": "0f2" } - ] + ], + "id": "0f1" } ] }, @@ -42569,7 +42810,8 @@ "page": 108, "entries": [ "Derro from either faction don't pursue characters past this point, but they remain on high alert nearby lest the intruders return." - ] + ], + "id": "0f4" }, { "type": "entries", @@ -42577,9 +42819,11 @@ "page": 108, "entries": [ "This rock face is the boundary between {@creature Gilsfeyr|KPSC}'s territory and {@creature Kurgorom|KPSC}'s territory. The derro cross it frequently." - ] + ], + "id": "0f5" } - ] + ], + "id": "0f3" } ] }, @@ -42598,7 +42842,8 @@ "entries": [ "This high-ceilinged cavern glows with an unearthly light in hues of purple. The light emanates from immense crystals growing around the base of the walls. Some of these crystals are as large as a person, but the walls are covered with much smaller versions, and the floor is strewn with purple shards.", "On the western and southern walls, you see openings near the roof of the cavern that may be passages leading away." - ] + ], + "id": "0f6" }, "The crystals are literally \"not of this world.\" Their alien substance is anathema to matter from the Prime plane. If someone enters the chamber, the soles of their footgear dissolve in 2 rounds. After that, they take 3 ({@damage 1d6}) force damage at the start of their turn as long as their flesh is in contact with the floor. The same thing happens to anyone who climbs the wall, and any rope lowered down the wall frays and breaks within seconds. Climbing characters are also subject to attacks from the crystalline devils, described later in this section. It's not impossible for characters to get through this chamber without {@spell true seeing}, but it requires tremendous creativity.", "Here's what characters see with {@spell true seeing} (show the players the {@area Point-of-View illustration|SC-413-POV|x} on the facing page):", @@ -42609,7 +42854,8 @@ "This high-ceilinged cavern glows with an unearthly light in hues of purple. Six crystal pillars extend from floor to ceiling, and the pillars support two crystal platforms shaped like ovals. One platform is 15 feet above the floor, the other is 15 feet above that. Curving ramps extend from the ground to the lower platform and from the lower to the higher one.", "Both platforms have an open space at their center. A pillar of insubstantial blue light extends from floor to ceiling through the openings. Nodules of light move upward through the blue columns, rising from the floor and disappearing into the ceiling. Their motion seems to be accompanied by the sound of singing or chanting that emanates from the nodules themselves.", "Two identical creatures stand motionless on the platforms, one on each level. They're humanoid and human-sized, but they appear to be equal parts flesh and purple crystal." - ] + ], + "id": "0f7" }, { "type": "image", @@ -42659,7 +42905,8 @@ "page": 109, "entries": [ "For the sake of preserving some semblance of balance, the {@creature crystalline devil|ToB|crystalline devils} don't team up against the characters if the devils can't be seen. You might even eliminate one devil entirely or decide it spends this battle lying on the ground in gem form. In that case, it can pop back into devil form later to cause problems for the characters if they return to this chamber, thinking it's safe. If the devils can be seen, then characters have a better idea what they're up against, and you can use both in combat. The characters can decide for themselves whether that makes for a fair fight." - ] + ], + "id": "0f9" }, { "type": "entries", @@ -42667,9 +42914,11 @@ "page": 109, "entries": [ "If characters are accompanied by derro guides when they enter this chamber, the {@creature crystalline devil|ToB|crystalline devils} assume they're allies. That remains true until Imortra is attacked; after that, the devils know they're facing an uprising." - ] + ], + "id": "0fa" } - ] + ], + "id": "0f8" } ] }, @@ -42686,7 +42935,8 @@ "entries": [ "This cavern contains fungi of many varieties, but two predominate: a tall, orange-capped variety and a shorter, white-capped variety. Both are enormous.", "A relatively clear path winds through the middle of the cavern, implying these fungi are tended and harvested purposefully." - ] + ], + "id": "0fb" }, "Most of the food for everyone on this level of the citadel comes from this farm: the derro live on fungus and cave vermin, and the captives subsist on the derro's cast-offs. Even Imortra eats some of the more appetizing fungi, but most of her supplies are brought in from outside. In addition, most of the ingredients that go into {@item potion of augmented reality|KPSC|potions of augmented reality} come from this cavern.", "Because it's vital to their survival, the derro dements are more concerned about this chamber than any other. They try to steer combat away from this cavern lest their food supply is incinerated by spells or trampled by enemies.", @@ -42709,7 +42959,8 @@ "page": 110, "entries": [ "Once the derro are on alert (any time after a big battle in the central cavern), {@creature Kurgorom|KPSC} posts sentries to watch this cave for intruders. She'd rather the heavy fighting happen around the more defensible village ({@area Area 415|SC-415|x}), but two to four derro dements hide among the dense fungi. {@creature Kurgorom|KPSC}'s instructions to the sentries are to launch a few attacks from the steps leading to the village then retreat. She hopes the characters will pursue immediately instead of searching this cavern right away. If the characters don't pursue, they'll be continually harassed from the steps and by {@creature Chupacabra|CCodex|chupacabras} (Creature Codex) lunging at them from behind. Once the characters chase their harassers into {@area Area 415|SC-415|x}, the derro hidden here are to advance and attack enemies from behind; ideally, those will be poorly armored spellcasters and archers. Because they're in prepared hiding spots, the derro dements have advantage on their Dexterity ({@skill Stealth}) checks to hide. Furthermore, characters who don't spend several minutes searching the chamber or at least devote an action to making a {@skill Perception} check during combat have little chance to spot the well-concealed derro in their own garden." - ] + ], + "id": "0fd" }, { "type": "entries", @@ -42717,9 +42968,11 @@ "page": 111, "entries": [ "If characters are escorted here by derro pariah, there isn't a fight unless the characters start it. After Imortra is dealt with and the alliance starts falling apart, the notes under Into the Fray apply equally here." - ] + ], + "id": "0fe" } - ] + ], + "id": "0fc" } ] }, @@ -42736,7 +42989,8 @@ "page": 111, "entries": [ "The derro village sits atop a 10-foot ledge accessible only by a narrow ladder; it would be easy to defend against foes who can't fly or cast spells. The village consists of a half-dozen stone huts huddled around a few fire pits. Strips of fungus and the peeled carcasses of various cave vermin hang from racks, drying in the smoky cavern air. The cavern stinks of burning fungus, rotting meat, and unwashed bodies packed into a too-confined living space." - ] + ], + "id": "0ff" }, "Although the cavern stinks, it's cleaner than characters might expect. The derro dump most of their trash and waste under the crystal platforms ({@area Area 413|SC-413|x}), where it's gradually disintegrated by the other-dimensional crystals scattered across the floor.", "Characters who experience {@spell true seeing} in this cavern see the same basic layout, but the cavern walls are carved into the decaying facades of ancient buildings whose interiors were cut into the stone. The creatures that carved the buildings were neither derro nor human. None of the angles are square or regular; everything seems based on irregular polygons with bases that are smaller than their tops. The effect is disorienting and unsettling; if a character sees it for the first time while {@condition frightened}, the character uses all their movement and actions to flee the cavern as quickly as they can and stay out until they're no longer {@condition frightened}. Once the character recovers, they don't need to flee the cavern again as a result of being {@condition frightened}. The interiors of the buildings are collapsed or filled with rubbish; it's impossible to move more than a few steps inside.", @@ -42761,7 +43015,8 @@ "The chupacabras skulk in the shadows and serve the role of watch dogs.", "If your party contains more than four characters or you want to give them a very deadly challenge, add one {@creature derro antipaladin|ToB} (Tome of Beasts) to the mix.", "As in the bat cavern, this opposing force is only a suggestion for the minimum opposition. You must make adjustments to suit your players and their characters. Don't allow the fight to be too easy. In fact, you're better off erring on the side of too difficult, because characters can retreat, regain their strength, and attack again, while the derro can only grow weaker with each assault. Unlike the bat cavern, it's difficult to add more derro after the first assault unless they arrive as reinforcements from {@area Area 416|SC-416|x}. Don't be reluctant to challenge the characters or the players with more than they can handle. Adversity forces them to get creative." - ] + ], + "id": "101" }, { "type": "entries", @@ -42775,7 +43030,8 @@ "page": 113, "entries": [ "All the derro, even the bat cultists, hush when the derro woman steps to the edge of the high ledge. Her clothing is a riot of stitched-together skins, bones, and blood-smeared clothes taken from surface dwellers. She wears adornments consisting of more bones, mummified rodents and vermin, and teeth and claws of every imaginable\u2014and unimaginable\u2014kind. Her hair is plaited into braids so long they would drag on the stone floor, but two cringing derro who follow behind her hold up the braids to keep them off the ground. A sheathed scimitar with telltale Magdar stylings on the hilt is shoved through her sash, and she waves a corkscrew staff made from bones, leather, and twisted fungus stalks." - ] + ], + "id": "103" }, "{@creature Kurgorom|KPSC} stands on the ledge and appraises the characters silently for about 30 seconds before signaling with her staff that they should be allowed up. The derro all remain silent during this stretch; many of them obviously cringe and cower from her countenance. If a character speaks, {@creature Kurgorom|KPSC} shrieks, \"Silence! I must weigh your salt in silence.\" If players are puzzled, allow characters to make {@dc 10} Wisdom ({@skill Insight}) checks. Those who succeed realize this is a simple demonstration of {@creature Kurgorom|KPSC}'s power over her clan. They're in no danger, but interrupting would make {@creature Kurgorom|KPSC} look bad and could seriously harm their chances for coming to an agreement. If characters insist on interrupting anyway, make a note of it for later. {@creature Kurgorom|KPSC} will want their suffering to be something special.", "If someone is wearing {@creature Cagoth-ze|KPSC}'s {@item purple amethyst brooch|KPSC|amethyst brooch}, {@creature Kurgorom|KPSC} is only momentarily thrown off by it. She realizes no one associated with {@creature Gellert the Gruesome|KPSC} would engage with the derro this way.", @@ -42791,7 +43047,8 @@ "When Imortra lowers her guard, the characters must murder her in the most painful and humiliating fashion possible or bring her to the village gagged and shackled for {@creature Kurgorom|KPSC} to torture. Either outcome is acceptable, but the second is preferred. Imortra should be given a quick death only if there's no other way to defeat her." ] } - ] + ], + "id": "102" }, { "type": "entries", @@ -42799,9 +43056,11 @@ "page": 114, "entries": [ "The derro don't have much, but they do have a few useful belongings. Most important are {@item potion of augmented reality|KPSC|potions of augmented reality}. A sack in {@creature Kurgorom|KPSC}'s hut contains four doses per player. Also in {@creature Kurgorom|KPSC}'s hut is a shield bearing the raven of Vidim; it's a +1 shield that also grants its bearer resistance to bludgeoning damage from melee attacks. Scattered through the huts are 850 cp, 72 sp, 12 gp, one {@item potion of supreme healing}, and one {@item Spell Scroll (8th Level)|DMG|spell scroll} of {@spell antimagic field}." - ] + ], + "id": "104" } - ] + ], + "id": "100" } ] }, @@ -42817,7 +43076,8 @@ "page": 114, "entries": [ "Around a dozen people\u2014humans, elves, dwarves, and others\u2014shuffle listlessly through this chamber or lie on filthy blankets. All are dressed in rags and appear ill and malnourished. Three other humanoid creatures stand near the southeast corner of the chamber. You can't tell what they are, because their appearance is completely hidden under heavy, mildewed robes." - ] + ], + "id": "105" }, "The people shuffling around the chamber are captives of {@creature Imortra the Debased|KPSC}. They were rounded up by the derro during raids on the surface and brought here as captives. All are destined for a gruesome death in one of Imortra's experiments or conversion to {@creature mindrot thrall|ToB|mindrot thralls}. In the meantime, they barely survive on meager rations of fungus and scraps from the derro village. All these NPCs are sick and exhausted, and they cower in the corners or hide beneath their blankets if a fight breaks out. More details on them can be found in the {@adventure Aftermath|KPSC|7|Aftermath} section.", "The three robed creatures are {@creature mindrot thrall|ToB|mindrot thralls} (Tome of Beasts) utterly loyal to {@creature Imortra the Debased|KPSC}. Their task is keeping an eye on the captives. Since the captives are too weak and dispirited to make much trouble, it's an easy job.", @@ -42847,7 +43107,8 @@ "width": 800, "height": 1000 } - ] + ], + "id": "107" }, { "type": "entries", @@ -42856,7 +43117,8 @@ "entries": [ "As soon as characters enter this chamber, the captives scatter and the characters are attacked by a {@creature barbed devil}, two {@creature bearded devil|MM|bearded devils}, and three {@creature mindrot thrall|ToB|mindrot thralls}.", "Pay attention during this battle to collateral damage caused by area-of-effect evocation spells and the mindrot thralls' acid breath; these can easily kill NPC captives cowering around the edges of the fight. The prisoners are too traumatized and terrified to follow commands from the characters or even to defend themselves. All they do is hug the walls and scream. The devils aren't above grabbing prisoners to use as living shields or as bargaining chips for their safety when the situation becomes dire for them. You'll actually do the characters a favor if at least four of the eleven NPCs die during the battle; the reason why becomes clear in the Aftermath section." - ] + ], + "id": "108" }, { "type": "entries", @@ -42905,7 +43167,8 @@ "This conversation is going to end in a battle; what matters is who starts it. If characters did the right things, either they get to start the battle or, if they're not taking action, their derro \"allies\" start it. If characters do enough wrong things, in your estimation, Imortra tires of the pretense and she starts the fight. Whichever side starts it\u2014the characters, the derro, or Imortra\u2014rolls twice for initiative and uses the higher result. For Imortra and her minions, use the best modifier available, which is {@skillCheck initiative 4} (the {@creature lich hound|ToB}). No one can be surprised here, because everyone involved expects this to erupt into a bloodbath.", "Even if a derro throws the first punch, the rest don't stick around for the slaughter. They flee at the first opportunity. Imortra and her allies ignore the derro, assuming they can be punished later. The characters are the immediate threat, and all effort is focused on destroying them.", "As with the other fights on this level, be ready to strengthen or weaken the enemy force here for the sake of staging the most dramatic battle. Your options include adding more devils or mindrot thralls, leaving some out, or having Imortra withdraw from the fight when she takes a certain amount of damage. If Imortra withdraws, she either barricades herself inside her chamber ({@area Area 418|SC-418|x}) or uses the {@spell teleportation circle} ({@area Area 417|SC-417|x}) to escape to regions unknown." - ] + ], + "id": "109" }, { "type": "entries", @@ -42927,9 +43190,11 @@ ] }, "Exactly how those events unfold is left to you and the players. As always, reward creativity and err on the side of increased drama and adventure." - ] + ], + "id": "10a" } - ] + ], + "id": "106" } ] }, @@ -42964,7 +43229,8 @@ "page": 118, "entries": [ "If characters find themselves fighting Imortra here, she calls up either the {@creature dorreq|ToB} or the {@creature voidling|ToB}, depending on how much time she has to light braziers. Neither is actually her ally, but she knows how to keep out of their reach. If you judge the circumstances to be right for an ironically dramatic turn, either of these creatures could grapple Imortra and carry her away with them, screaming, when they disappear from the chamber." - ] + ], + "id": "10c" }, { "type": "entries", @@ -42972,9 +43238,11 @@ "page": 118, "entries": [ "No changes." - ] + ], + "id": "10d" } - ] + ], + "id": "10b" } ] }, @@ -42997,7 +43265,8 @@ "Inside the room are all of Imortra's personal belongings: several beautiful outfits tailored by elves (700 gp total), mundane elven jewelry worth 1,650 gp, two doses of {@item purple worm poison|DMG}, extensive notes on the functions of the skull circle in {@area Area 417|SC-417|x}, a half-dozen books on conjuring in {@language Elvish} and {@language Infernal}, an {@item purple amethyst brooch|KPSC|amethyst brooch} identical to {@creature Cagoth-ze|KPSC}'s, and a small cage similar to a birdcage but much sturdier.", "Well-concealed beneath the bed is a secret compartment in the floor. Finding it requires a successful {@dc 20} Intelligence ({@skill Investigation}) check; the DC drops to 15 if the bed is moved. The cover to the compartment is protected with another {@spell glyph of warding} identical to the one on the door, which is triggered when the compartment is opened. Inside is Imortra's spell book and a scroll tube containing spell scrolls of {@spell dispel magic} and {@spell finger of death}. Both the spell book and the scroll tube are protected with yet more {@spell glyphs of warding} that detonate when opened.", "The cage appears empty but isn't. Inside it is an imp named {@creature Natisti|KPSC} who turned {@condition invisible} when it heard the characters coming. Characters with {@spell true seeing} see the imp anyway. The imp can't change shape; something about the cage prevents it. Imortra used the imp in some of her experiments. {@creature Natisti|KPSC} begs them piteously to set it free, or at least kill it, so it can return to the Nine Hells. It has nothing to offer in exchange except for its knowledge about the hidden compartment beneath Imortra's bed, which it has seen her use. It honestly doesn't know about the glyphs, since Imortra doesn't set them off." - ] + ], + "id": "10f" }, { "type": "entries", @@ -43008,15 +43277,19 @@ "page": 118, "entries": [ "No changes." - ] + ], + "id": "111" } - ] + ], + "id": "110" } - ] + ], + "id": "10e" } ] } - ] + ], + "id": "0ca" }, { "type": "section", @@ -43029,9 +43302,11 @@ "You can \"bedevil\" the characters with this as much or as little as you like. One suggestion is to confront them with a powerful devil such as a {@creature chort|ToB} (Tome of Beasts) on their first return. This devil explains the situation and their debt to them, either bemusedly or with exaggerated patience. It takes pains to make it clear that whether the characters accept or deny their responsibility makes not one shred of difference on the devil's balance sheet; the debt is theirs, like it or not, and they will fulfill any outstanding bargains or suffer the consequences.", "After that, the sky's the limit. The characters can be assailed by devilish bill collectors, soul repossessors, and hit squads anywhere they go.", "If the characters picked up Apnikeisim's token, he'll also be spying on everything they do. He can invoke various curses on them, but he can also interfere in more dangerous ways, such as tipping off foes when the characters approach and revealing the characters' plans to their enemies. Apnikeisim continues to be a thorn in their side until they get rid of the necklace or they do something of your choosing to placate him." - ] + ], + "id": "112" } - ] + ], + "id": "0c1" }, { "type": "section", @@ -43073,13 +43348,15 @@ "One leader in particular, {@creature Llagfel|KPSC}, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually {@creature Llagfel|KPSC} pursued rituals that, with Vardesain's help (in the form of the horrific chained thing), transformed her into a {@creature hierophant lich|CCodex} and her most faithful followers into phantom wights.", "At that point, the only creature along the Black River with the power to challenge {@creature Llagfel|KPSC} was a shadow river lord with whom the Charun cultists had maintained a nervous truce. {@creature Llagfel|KPSC} arranged an ambush, and the shadow river lord was captured and imprisoned in a specially built and sealed sarcophagus ({@area Area 511|SC-511|x}). {@creature Llagfel|KPSC} converted the main temple of Charun to worship of Vardesain and into a crypt for herself and her faithful myrmidons ({@area Area 509|SC-509|x}).", "Such is the state of the Black River now. It is the remnant of a once-important site, perverted to evil purposes and occupied by undead creatures and horrid aberrations that no longer remember why they're here. But the shadow river lord is only entombed, not destroyed. If it were released, it would eagerly pursue revenge over {@creature Llagfel|KPSC}. Since characters probably can't defeat the lich without the river lord's help, they need to find a way to release it. Complicating this is the fact that {@creature Llagfel|KPSC} holds the key to the river lord's sarcophagus, so characters must face the lich at least once on their own before they can set the wheels of ancient vengeance into motion." - ] + ], + "id": "117" }, "Tucked away in a hidden sanctum is {@creature Gellert the Gruesome|KPSC}, plying his research with little regard for the evil around him as long as it leaves him alone. Gellert has his own designs on the characters; he needs them to destroy an enemy on Level 6.", "The only other humanoid presence on this level is a small cadre of deep one-human hybrids that come occasionally to worship at some of the ancient temples to evil entities and to stash some of the golden tribute they collect from fishermen. These deep one hybrids are far from their usual territory along the coast and in the deep ocean. The Black River is much like the lightless abysses where the deep ones spawn, and they've learned that it gives them quick access to inland areas that would otherwise be beyond their reach.", "Most areas of this level function in isolation. A battle isn't likely to draw any reaction from neighbors unless an area description states otherwise. One resident in particular, however\u2014{@creature Brutwer|KPSC} the blood hag ({@area Areas 513|SC-513|x} and {@area 514|SC-514|x})\u2014does all she can from the safety of the darkness and the river bottom to bedevil the characters' attempts at exploration.", "A wind blows through portions of this level. This is caused by the {@item sphere of annihilation} on Level 6 drawing air into itself. The wind should be something of a mystery to characters since it seems to blow in conflicting directions, until they figure out that it's all blowing down to a lower level." - ] + ], + "id": "116" }, { "type": "entries", @@ -43117,7 +43394,8 @@ "If even one passenger doesn't pay, there is no bargain between passengers and boatman and the golem can deliver the characters anywhere it wants, including to hungry creatures in the river.", "The {@creature flesh golem|MM} can propel the boat 10 feet per round. A character can move the boat 10 feet per round downstream but just 5 feet per round upstream, provided they have a paddle or a pole that's at least 10 feet long.", "{@creature The boatman|KPSC} understands {@language Common} but it never speaks. If someone stands at the edge of the Black River and says aloud, \"Charun, I request your favor,\" or similar words to call {@creature the boatman|KPSC}, the golem poles the boat to the character's location. It doesn't respond to insults or informal calls. It is freed of all obligation to serve the characters if it's attacked or even insulted too often, if someone picks its pocket, if someone damages the boat, if someone tries to throw back its hood or see beneath its robe, or if someone tries to snatch its oar. It may be only a golem, but the cultists of Charun set up their boatman as a religious symbol, not as something to be treated like a punching bag or a clown. Doing so frees it to do as it pleases, and on the Black River, it can put unwanted passengers into serious peril." - ] + ], + "id": "119" }, { "type": "entries", @@ -43128,9 +43406,11 @@ "The boat has an AC of 12 and 75 hit points.", "A Large or larger creature in the water can try to swamp the boat. This requires an action and a successful {@dc 20} Strength check. If the check succeeds, the boat overturns and everyone aboard is dumped into the river. If the check fails but the result is 16\u201319, everyone aboard the boat must make a successful {@dc 13} Dexterity saving throw to avoid being tossed from the wildly rocking boat. A character that fails this saving throw can choose to make a second attempt immediately at the cost of becoming {@condition incapacitated} until the end of their next turn.", "A character in the river can climb into the boat (if it hasn't overturned) with a successful {@dc 13} Strength ({@skill Athletics}) check. Other characters in the boat or in the river can help, with the standard benefit." - ] + ], + "id": "11a" } - ] + ], + "id": "118" }, { "type": "entries", @@ -43147,7 +43427,8 @@ "page": 122, "entries": [ "The water in the river is cold, but not cold enough to cause damage unless someone spends 20 minutes or more in it. It is not normal water, however. A character submerged in the river at the start of their turn must succeed on a {@dc 8} Strength ({@skill Athletics}) check or take 5 ({@damage 1d10}) necrotic damage and have their hit point maximum decreased by the same amount until the character completes a short or long rest. The creatures that normally swim in the river (see the following section) are immune to this effect." - ] + ], + "id": "11c" }, { "type": "entries", @@ -43174,7 +43455,8 @@ "width": 598, "height": 827 } - ] + ], + "id": "11d" }, { "type": "entries", @@ -43182,13 +43464,17 @@ "page": 122, "entries": [ "The turquoise stream in the bat cavern ({@area Area 403|SC-403|x}) drains through the floor into the Black River near the entrance to the golden pyramid chamber ({@area Area 505|SC-505|x}). Cold water steadily rains down into the river at this point. Because the bats and derro sometimes dump bodies down that hole, river creatures congregate there in the hope of getting an occasional free meal. Characters always encounter river creatures at that part of the river if they swim or pole the boat through that area without the flesh golem aboard." - ] + ], + "id": "11e" } - ] + ], + "id": "11b" } - ] + ], + "id": "115" } - ] + ], + "id": "114" }, { "type": "section", @@ -50935,7 +51221,8 @@ "page": 123, "entries": [ "A simple stone landing stands alongside the dark river. On the landing is an immense suit of beautiful, dark armor that shines with an inner blue light. The helmet turns to face you, and you see through the visor it contains nothing but more of the soft light before it addresses you in {@language Elvish}." - ] + ], + "id": "120" }, "Characters who saw the {@creature monolith footman|ToB|monolith footmen} in the shrine of Volund ({@area Area 315|SC-315|x}) recognize the monolith champion as a similar type of construct.", "What the construct says in {@language Elvish} is a simple question: \"How far have you descended along the steps from above?\" Unless players specifically stated they were counting the steps, the best they can do is guess.", @@ -51436,7 +51723,8 @@ "This structure is neither natural nor carved from the surrounding stone but is made from bricks clearly brought into this cavern from somewhere else. The workmanship is superb. A door built of teak and mahogany bears decorative motifs somewhat similar to traditional elven designs.", "Inside the structure is a tidy kitchen and well-stocked larder with a low fire burning in the hearth. Fresh fruit and vegetables are stacked in bowls on the worktable.", "A second door, similar to the one you just came through, is closed in the wall to the northwest." - ] + ], + "id": "121" }, "Characters who watch for more than a few moments see the handiwork of the two {@spell unseen servant|PHB|unseen servants} as they go about their chores cleaning and preparing Gellert's meal. They do their best to work around the characters.", "If anyone other than Gellert opens the door from the landing ({@area Area 501|SC-501|x}), an {@spell arcane eye} is conjured into this room so Gellert can see who's arrived and take appropriate action. The eye is {@condition invisible}, but characters probably have {@sense truesight} if they're in the augmented-reality kitchen, so they can spot the eye watching them from atop a shelf if they look around.", @@ -51463,7 +51751,8 @@ "width": 514, "height": 872 } - ] + ], + "id": "122" } ] }, @@ -51482,7 +51771,8 @@ "entries": [ "You'd expect to see a chamber like this in the mansion of a Zobeck aristocrat, not in a cave hundreds of feet under a ruined castle. Fine furniture and a warm fire in a marble fireplace make the room cozy. Bookcases around the walls are lined with rare and exotic tomes.", "A man is seated before the fire. His skin is pale as a fish belly except for the spots where raw sores ooze through their bandages, and the flesh hangs loosely from his shrunken frame. He says something in a harsh, grating language that gives you an earache, but he then switches to {@language Common} and says, \"It's about time you got here.\"" - ] + ], + "id": "123" }, "Gellert's initial words are in {@language Void Speech|ToB}, which none of the characters are likely to understand.", { @@ -51509,7 +51799,8 @@ "page": 126, "entries": [ "If characters ask what lies through the door to {@area Area 504|SC-504|x}, Gellert waves his hand, the door swings open, and he says, \"See for yourself.\" Under no circumstance does he tell them anything about what's beyond the door, but he does belittle their courage and call them \"make-believe heroes\" if they're reluctant to explore. Should someone be {@condition petrified} in the cursed cave and characters ask Gellert for help, he offers up a few spell scrolls of {@spell greater restoration}\u2014but only if characters agree to head down to the howling halls as he asked." - ] + ], + "id": "125" }, { "type": "entries", @@ -51519,7 +51810,8 @@ "Eventually the characters are likely to wind up fighting Gellert. Either he'll annoy them past their limit or they'll infuriate him by killing the {@creature voidling|ToB} on Level 6 and destroying the {@item sphere of annihilation}. If the latter happens, they won't need to attack Gellert; he ambushes them when they return to the Black River.", "If the fight breaks out in this area, he is aided by the {@creature rug of smothering} on the floor. Wherever it happens, he drinks an {@item extract of dual-mindedness|KPSC} {@homebrew |(see appendix)} at the first opportunity (before the fight starts, if possible).", "Wherever the fight takes place, the {@creature monolith champion|ToB} shows up within a few rounds to aid its master. If the fight is going badly for Gellert, he can also call on the {@creature clay golem} in the crystal garden ({@area Area 507|SC-507|x}). Gellert doesn't pursue characters if they retreat to the howling halls or escape up to the bat caverns, but he might send the two constructs to track them down or hound them out of the citadel." - ] + ], + "id": "126" }, { "type": "entries", @@ -51527,9 +51819,11 @@ "page": 126, "entries": [ "Much of what's here in Gellert's chamber that looks valuable is actually worthless because it doesn't exist in Midgard. The furniture, decorations, and most of the books cease to exist for characters whose {@item potion of augmented reality|KPSC|potions of augmented reality} wear off. The items listed here make the transition to the material world if they're in a character's possession when the potion wears off. They are scattered throughout the room, not collected in any single chest or shelf. Characters can gather up one {@item extract of dual-mindedness|KPSC} (Gellert had two but drank one), two spell scrolls of {@spell greater restoration} (unless already used to save characters {@condition petrified} in the cursed cave), six {@item potion of augmented reality|KPSC|potions of augmented reality}, a {@item brooch of shielding} and {@item cloak of protection} (worn by Gellert), his {@item spellbook|PHB} containing all spells he knows plus up to twenty more {@filter sorcerer, wizard, and Void magic|spells|source=|class=sorcerer;wizard|school=void} spells of your choice {@note See {@loader Deep Magic 3: Void Magic|collection/Kobold Press; Deep Magic 03 Void Magic.json}}, a {@item cube of force}, a {@item helm of comprehending languages}, a {@item pearl of power}, and the {@item unquiet dagger|KPSC} (carried by Gellert; see appendix)." - ] + ], + "id": "127" } - ] + ], + "id": "124" } ] }, @@ -51548,7 +51842,8 @@ "The submerged passage opens into a natural cave. The floor is a mix of sand and gravel. In several places big chunks of stone have broken from the walls and fallen to the floor.", "The most interesting things here are three remarkably lifelike statues. They were sculpted in poses of dramatic action: swinging a sword, readying an arrow, parrying a blow. The sculptor had real talent.", "On second inspection, you see there are actually four statues. One at the far end of the cave is toppled over, snapped off below the knees." - ] + ], + "id": "128" }, "The lifelike statues in this chamber are, of course, {@condition petrified} adventurers. Their condition didn't occur for any of the usual reasons, such as a {@creature medusa} or {@creature basilisk}. This chamber is the abode of a strange and terrifying entity from the Void: the {@creature ghostly foe|KPSC} {@homebrew |(see the appendix)}.", "The number of manifestations created to fight the party is up to you, but one per character is recommended.", @@ -51598,9 +51893,11 @@ } ] } - ] + ], + "id": "12a" } - ] + ], + "id": "129" } ] }, @@ -51622,7 +51919,8 @@ "The central pyramid is the largest, standing over 8 feet tall. Four smaller pyramids surround it, one per side. Even the smaller pyramids are almost 5 feet high.", "Surrounding the pyramids on the floor are two frames of inlaid gold with jagged, flowing writing incised into them. The bands of gold are about a foot across. The writing is alien to your eyes.", "A golden door in the south wall of the cave is marked with the same jagged script\u2014although it may not be a door at all, since it has no handle or latch." - ] + ], + "id": "12b" }, "The writing is in {@language Void Speech|ToB}, the language of Leng. Trying to read it is harmful to minds that aren't resistant to the alien vibrations of the Void, even if the reader can't understand the symbols. A character who studies the writing on the floor or on the door takes 22 ({@damage 4d10}) psychic damage, or half damage with a successful {@dc 15} Wisdom saving throw. If the saving throw fails and any of the damage dice roll a 10, the character also goes temporarily insane. Roll {@dice 1d6} and consult the {@table Void Madness|KPSC} table. The madness lasts until the character completes a long rest.", { @@ -51643,7 +51941,8 @@ "If a character studies the markings on the floor or the golden door and makes their Wisdom saving throw successfully (or the character can read {@language Void Speech|KPSC}, regardless of the saving throw's success or failure), they receive a clue as to how the door can be opened. They see a fleeting image of the tops of the five pyramids meshed together by a spider's web. As it's unlikely any of the characters can spin webs, a {@spell web} spell is their only option. Casting web across the pyramids causes the golden door to dissolve into thin air, opening the way into the chamber holding {@creature Xymargshra|KPSC}'s hoard ({@area Area 506|SC-506|x}). {@spell Web} also activates the portal (see below) and alerts {@creature Xymargshra|KPSC} (see the appendix) that its treasury has been unsealed by thieves. {@creature Xymargshra|KPSC} channels through the portal into the chamber {@dice 1d3 + 2} rounds later.", "Both the door and the portal close again when the webs are removed or the {@spell web} spell ends.", "{@spell Knock} and comparable magic don't open this doorway, but {@spell dispel magic} opens it for 30 seconds if the spellcaster also makes a successful {@dc 15} spellcasting check." - ] + ], + "id": "12d" }, { "type": "entries", @@ -51654,7 +51953,8 @@ "Once the portal is opened, it stays open for as long as the webs remain. {@spell Web} is a {@status concentration} spell, so a character who casts it can end the spell at any time. Even ending the spell within a round or two won't put off {@creature Xymargshra|KPSC}; the avaricious spider comes to check on its stash regardless by reopening the portal from its own side.", "In that case, characters might notice webs spinning across the pyramids seemingly of their own accord moments before the portal reopens and {@creature Xymargshra|KPSC} emerges.", "Characters may be tempted to use the portal and see where it goes. The portal itself is an opaque disk of swirling black and purple like an immense, swollen bruise. It's created with Void magic as a security measure against incursions from Midgard ({@creature Xymargshra|KPSC}'s paranoia cannot be overstated). A creature not of Leng who touches the portal in any way takes 28 ({@damage 8d6}) necrotic damage, or half damage with a successful {@dc 15} Dexterity saving throw. A creature who steps through bodily or pokes its head through to have a look around immediately drops to 0 hit points and begins dying. If a character goes through without taking the precaution of tying a rope around their waist, and you're feeling generous, you can allow their body to fall with one foot still sticking through the portal on the Midgard side." - ] + ], + "id": "12e" }, { "type": "entries", @@ -51663,9 +51963,11 @@ "entries": [ "Before coming through the portal, {@creature Xymargshra|KPSC} may send an {@spell arcane eye} to inspect the situation. When it sees it's up against seasoned adventurers, it has the option of first using a spell scroll of {@spell invisibility} or even {@spell greater invisibility} from its library, depending on how challenging you want this battle to be. When it arrives, it immediately spider-climbs up to the ceiling and fights with spells as much as possible. Because the golden door is open whenever the portal is open, the {@creature ghostwalk spider|ToB} (Tome of Beasts) from {@area Area 506|SC-506|x} also joins in this battle.", "{@creature Xymargshra|KPSC} isn't interested in negotiating with the characters, but it will of course deliver a monologue during battle (in its harsh voice sprinkled with the impossible vowels and consonants of Void Speech) describing its utter disdain for lesser life forms and the certainty of its victory. In its multiple eyes, the characters are thieves deserving only death." - ] + ], + "id": "12f" } - ] + ], + "id": "12c" } ] }, @@ -51683,7 +51985,8 @@ "entries": [ "The central portion of this chamber is a pit or depression in the floor, which is filled with a heaping mound of golden and silver treasure. After the initial dazzlement, you realize the coins, jewelry, and artistic objects are all in unfamiliar, strange patterns. They have an air of unreality about them, almost as if they don't belong in this world.", "A golden door stands in the east wall of the chamber, very similar in design to the door you came through." - ] + ], + "id": "130" }, "Stretched across the top of the treasure-filled pit is a web of nearly {@condition invisible} strands of spider silk spun by {@creature Xymargshra|KPSC}. A character who examines the pit closely before reaching for something spots the webbing with a successful {@dc 15} Wisdom ({@skill Perception}) check. The webbing behaves exactly like a {@spell web} spell, but it's also coated with {@creature Xymargshra|KPSC}'s venom. A creature who touches it must make a successful {@dc 14} Dexterity saving throw or become {@condition restrained} by the webs until they break free with a successful {@dc 14} Strength check. It's reasonable to assume that unless a player states otherwise, their character reaches into the pit with their dominant hand. Since that's the hand they typically use for wielding a weapon, until they get free they can only use one-handed weapons, they make melee attacks with disadvantage, and they can't cast spells that have somatic components.", "Lurking beneath the treasure is a {@creature ghostwalk spider|ToB} (Tome of Beasts) that serves {@creature Xymargshra|KPSC} as a guardian. While it's still hidden (before characters see it or have a chance to identify it), it uses a bonus action to Ghostwalk. The spider can then jump up through the treasure and the webs incorporeally, use Spider Climb to cling to the ceiling, and attack. Its attacks don't make it visible, so characters should have no idea what they're up against unless they use some means to make the spider visible, such as {@spell faerie fire}. It's incorporeal, so tricks like dousing it with flour don't help.", @@ -51707,7 +52010,8 @@ "name": "Item Curses", "page": 129 } - ] + ], + "id": "132" }, { "type": "entries", @@ -51720,9 +52024,11 @@ "This door opens like the other one, by dissolving into thin air. It remains open for 10 minutes, then reappears and reseals the aperture.", "{@spell Knock} and comparable magic don't open this door, but {@spell dispel magic} opens it for 30 seconds if the spellcaster also makes a successful {@dc 15} spellcasting check.", "If both golden doors in this chamber are opened at the same time, air is pulled from the Black River through these two chambers and down toward the sphere of annihilation. This isn't a powerful, howling wind like that in {@creature Brutwer|KPSC}'s gallery ({@area Area 514|SC-514|x}), but it's enough to cause robes to flap and long hair to whip about." - ] + ], + "id": "133" } - ] + ], + "id": "131" } ] }, @@ -51742,7 +52048,8 @@ "entries": [ "An immense humanoid statue stands at the center of this crystal-studded chamber. Some sort of translucent, purple worm is curled around its neck, and another is twined around its ankles. Light in purple hues flashes through the worm's body and reflects from the crystals in the cavern and through the worm's jagged crystal teeth.", "The crystals lining the walls, ceiling, and floor amplify the glittering light from the worm in dazzling displays. Occasionally they emit a dim, purple glow of their own that wells up inside them and cascades across the room before rapidly fading away. This irregular, pulsing light creates an impression of the room's illumination filtering through water." - ] + ], + "id": "134" }, "The worms are two {@creature fate eater|ToB|fate eaters} (Tome of Beasts) that live in this chamber.", { @@ -51794,7 +52101,8 @@ "page": 133, "entries": [ "The stairs at the back of the cavern lead down to the elemental prison ({@area Area 612|SC-612|x}). A stiff breeze blows down these stairs, as noted at the beginning of the area's description." - ] + ], + "id": "136" }, { "type": "entries", @@ -51802,9 +52110,11 @@ "page": 134, "entries": [ "The {@creature fate eater|ToB|fate eaters} have no treasure, and there are no secret caches in the chamber. The crystals, however, have a unique property. If some of this crystal in powdered form is added to the normal material components of an evocation spell, the spell's area of effect can be changed to another shape with the same volume. For example, a lightning bolt normally affects a 100-foot line containing twenty 5-foot squares. With this powdered crystal, lightning bolt could be cast as a sphere with a 10-foot radius, a 15-foot cone (noting that a cone is three-dimensional), or a 15-foot cube. To recognize this property of the crystal, a sample of it must be studied for an hour by a character who casts spells using material components. {@spell Identify} and {@spell detect magic} don't react to the crystal because it is not, in and of itself, magical. Characters can gather as much of the crystal as they want while they're here, but it becomes inert and loses this useful property a week after being removed from this chamber." - ] + ], + "id": "137" } - ] + ], + "id": "135" } ] }, @@ -51851,7 +52161,8 @@ "page": 134, "entries": [ "The floor of this small chamber is only inches above the water level of the Black River. The stones are wet and spattered with mud that's formed into rivulets. On the wall opposite the entrance is a fountain. Water trickles from a peculiar, unsettling image of a fish carved into the cavern wall and collects in a basin before spilling out onto the floor." - ] + ], + "id": "138" }, "The floor of the chamber is slightly slick, not enough to be a hazard, but more than the characters might expect.", "The design of the fountain is mundane at first glance: a scaly fish standing on its tail, with water burbling out of its mouth and streaming down its fins into the basin. Characters have seen similar fountains in prosperous coastal towns. On closer inspection, however, eerie details are noticed. The eyes and the mouth have an unsettling similarity to human features. The carving is obviously wet from the water running down it, but its oily sheen implies something other than water might be involved. Even the way water dribbles from its mouth becomes increasingly distasteful as characters watch, with hints of convulsive vomiting rather than a steady trickle. Characters experience these thoughts as hints and notions, not as clear perceptions.", @@ -51868,9 +52179,11 @@ "entries": [ "The water in the fountain contains small amounts of {@item Dagon's oil|KPSC}. This oil is generated by the fish-fountain and mixes with the water, which is drawn directly from the Black River. It's also why the floor feels slicker than it ought to.", "A character who plunges their hands into the fountain, touches the water on the floor (or walks in it barefoot), or handles or blows the silver whistle without first cleaning it thoroughly is exposed to the effects of {@item Dagon's oil|KPSC} {@homebrew |(see the appendix)}." - ] + ], + "id": "13a" } - ] + ], + "id": "139" } ] }, @@ -51886,7 +52199,8 @@ "page": 135, "entries": [ "Up a short but steep flight of steps is a small chamber and, at its far end, wonderful treasures! Coins, golden jewelry and gems, weapons, silver plate, jeweled goblets, small statues, and crystal idols are strewn across the floor in heaps or piled into chests." - ] + ], + "id": "13b" }, "The treasure here contains both a challenge 0\u20134 hoard and a challenge 5\u201310 hoard. You can generate it as you like, either randomly or by design to provide the characters some essential equipment.", "If anything is taken from the hoard, deep ones are instantly aware of it. They immediately swim up the Black River, ready to attack the thieves who are robbing them of their hard-earned (in their bulbous, fishlike eyes) spoils. Before the party is able to leave the combined {@area Areas of 509|SC-509|x} and {@area 510|SC-510|x}, the deep ones arrive and either attack or lay an ambush (your choice). The attacking force consists of one {@creature deep one hybrid priest|ToB} (Tome of Beasts) and two {@creature deep one|ToB|deep ones} (Tome of Beasts) per character. Be sure to note whether characters became marked with {@item Dagon's oil|KPSC} from the archimandrite's font ({@area Area 509|SC-509|x})." @@ -51905,7 +52219,8 @@ "page": 135, "entries": [ "The floor of this large cavern is only inches above the level of the river. At least, most of it is above the river; a portion of the floor must have settled over the years, so water from the Black River runs across the tiles and pools around a stone sarcophagus with an intricately carved lid. The sarcophagus is the only thing in this large chamber." - ] + ], + "id": "13c" }, "The floor didn't sink; it was designed and built this way so water from the river could always surround the sarcophagus. When characters draw near the sarcophagus, they see it stands not in a puddle but in a shallow pool more than a foot deep. Two steps descend from the floor to the pool's bottom. To reach the sarcophagus, characters must stand in the pool.", "On closer inspection, characters also see the carvings on the lid are magical invocations in three different scripts and four different languages: {@language Common}, {@language Infernal}, {@language Abyssal}, and {@language Void Speech|ToB}. A character who makes a successful {@dc 13} Intelligence ({@skill Arcana}) check sees that all the inscriptions are appeals primarily to Vardesain but also to other supernatural entities\u2014some deities, some devils, some names the character doesn't recognize\u2014to keep this enemy of Vardesain in chains for all eternity.", @@ -51924,7 +52239,8 @@ "Without rising, the thing in the sarcophagus is suddenly standing atop the dais. Unless your eyes deceived you, it simply flowed out of the stone box like water, then reformed into a towering humanoid shape connected to the lapping water by streams flowing from beneath its robe.", "With a flash of light and the sound of cracking bone, a glowing green staff appears in one of the thing's gauntlets. At that signal, the shapes in the water rise up to reveal they're humanoid skeletons clutching scimitars and with unearthly purple light seeping from their ribcages and through their empty eye sockets.", "Silently, implacably, they stand around you." - ] + ], + "id": "13d" }, { "type": "image", @@ -51950,7 +52266,8 @@ "\"I can occupy her attention while you perform the needed tasks. They are simple enough, even for mortals.", "\"The shrine is behind the door near her throne. Open it with your wits, not your flesh. With the staff, unlock {@creature the chained thing|KPSC}'s cave. With the lamp, kill Vardesain's curse.", "\"Follow me.\"" - ] + ], + "id": "13e" }, "The shadow river lord and the shadow skeletons head immediately for {@creature Llagfel|KPSC}'s crypt. It's been waiting centuries for revenge and it wants to see this through, not answer the endless questions characters are bound to have. If characters ply it for more information, the river lord answers one or two questions with great impatience, then refuses to speak any further. If characters object that they're too weak for such a fight and need to recover from injuries first, the shadow river lord begrudgingly agrees to wait; it and the shadow skeletons disappear into the river and reappear 8 hours later, ready to go. If characters refuse to follow because they just don't want to face the lich again, the shadow river lord and the shadow skeletons go without them. Since {@creature Llagfel|KPSC} can't be slain while {@creature the chained thing|KPSC} exists, all the shadow creatures are destroyed in the fight, {@creature Llagfel|KPSC} survives, and the characters lose their best chance to cut off the portal to the Dry Lands.", "See {@creature Llagfel|KPSC}'s Crypt ({@area Area 511|SC-511|x}) for advice on staging this three-way battle.", @@ -51998,7 +52315,8 @@ "page": 138, "entries": [ "Broad steps lead to a small shrine dominated by a hideous statue of a bloated frog. Its tiny legs and feet are nearly hidden beneath the bulbous body that looks slimy and blubbery despite being carved from stone. The green jewels set into its bulging eyes seem to follow you as you move." - ] + ], + "id": "13f" }, "If characters come to this area the first time by descending the stairs, the shrine is unoccupied. The second or third time characters come to or past the temple, deep ones are placing offerings before the idol. The presence of intruders is a great affront to them, and they attack immediately. It's ideal if the characters approach the temple in the boat; deep ones are as comfortable in water as they are on land, so they can dive into the river and swarm the boat, pull characters into the water, and use the river as cover when necessary.", "The group at the shrine consists of a {@creature deep one hybrid priest|ToB} (Tome of Beasts) and one {@creature deep one|ToB} (Tome of Beasts) per character.", @@ -52013,7 +52331,8 @@ "The frog statue and the floor in front of it (the six spaces containing the design of two interlocking squares) are trapped. The trap can be noticed with an inspection of the statue or the floor and a successful {@dc 15} Intelligence ({@skill Investigation}) check. Success reveals the frog's eyes are the triggers, and the marked floor spaces collapse. A successful {@dc 15} Wisdom ({@skill Perception}) check detects an acrid smell in the area that's mostly masked by the smell of the nearby river and by being underground.", "If a gem is pried out of the idol, jagged lightning shoots from the statue and zaps every creature in the six marked spaces. The shock causes 17 ({@damage 5d6}) lightning damage or half damage with a successful {@dc 15} Dexterity saving throw. At the same time, the marked floor squares collapse and drop creatures on them into a 20-foot-deep, glass-lined pit. Characters take no falling damage because the bottom 10 feet of the pit is filled with acid. Creatures that fall into the pit take 7 ({@damage 2d6}) acid damage immediately. They take another 10 ({@damage 3d6}) acid damage every time they end their turn in the acid; this damage is halved if the character makes a successful {@dc 13} Strength ({@skill Athletics}) check. Characters in armor that causes disadvantage on {@skill Stealth} checks have disadvantage on this {@skill Athletics} check. The glass walls of the pit are too smooth to climb.", "Beyond the obvious injuries caused by the acid, if characters don't spend the next 10 minutes thoroughly washing the acid off all their gear, it destroys equipment. After the characters' next long rest, they find that any food, books, maps, scrolls, and other soft items immersed in the acid are destroyed. Clothing is badly damaged and needs to be replaced at the first opportunity. Armor loses 2 AC, shields lose 1. Weapons have a permanent \u22121 to hit and \u22122 to damage. At your option, magical equipment might be immune." - ] + ], + "id": "141" }, { "type": "entries", @@ -52021,9 +52340,11 @@ "page": 138, "entries": [ "Having come to worship, each deep one wears gold jewelry worth {@dice 3d6 × 10} gp. The jewelry is inexpertly made from other gold items, and most of it features unpleasant frog motifs. Any deep ones that die in the river sink to the bottom. If characters want that gold, they must dive into the river (and deal with the other river denizens) to get it. The jewels set into the frog's eyes are alexandrites worth 500 gp each." - ] + ], + "id": "142" } - ] + ], + "id": "140" } ] }, @@ -52040,7 +52361,8 @@ "page": 138, "entries": [ "A basin nearly eight feet across stands at the center of the chamber. At the far end is an immense statue of a demonic-looking creature; if it represents an actual demon or devil, you don't recognize the type. The basin, the floor, and the statue are splashed and spattered with red liquid. If your nose is a reliable indicator, that liquid is blood. The entire chamber is suffused with a dim red glow, though you see no obvious light sources." - ] + ], + "id": "143" }, "The basin is filled with blood, and the hag's {@creature crimson mist|CCodex} familiar swims in it. The first time a character glances inside the basin, they see it's filled with blood that's being slowly disturbed as if something is moving in it, at which point the {@creature crimson mist|CCodex} erupts and attacks.", "When the battle erupts, place the {@area overlay|SC-513-MO|x} on the map. Notice how each space contains a number in the corner. Numbered spaces are the only ones where characters can stand on the floor. Unnumbered spaces are occupied by the basin or the statue.", @@ -52080,7 +52402,8 @@ "The mist remains in those spaces until the start of its next turn. Anyone who moves through one of those spaces is also subject to Engulf (leave the {@dice d8} on the map with the number you rolled showing as a reminder). The crimson mist can be attacked in any of those spaces or in the four spaces of the basin.", "This crimson mist can have any number of creatures engulfed at the same time.", "If a character who failed their saving throw against Engulf is still engulfed at the start of the crimson mist's next turn, the crimson mist relocates normally but it also remains in the space with an engulfed character and keeps that character engulfed regardless of the new location roll. In other words, the crimson mist always keeps creatures engulfed even as it shifts locations. The engulfed character doesn't move. If a character escapes from being engulfed in a space that isn't one of this round's numbered locations, the crimson mist in that space dissipates and no longer contains crimson mist." - ] + ], + "id": "145" }, { "type": "entries", @@ -52091,7 +52414,8 @@ "Furthermore, {@creature Brutwer|KPSC} has advantage on melee attacks with her Blood-drinking Hair against anyone who's drenched in blood. This applies to characters who were in the same space as the crimson mist (regardless of whether their saving throw failed or succeeded) and to characters who teleported here from the shrine to Charun ({@area Area 107|SC-107|x}), as they arrived with their hands plunged into the basin of blood.", "{@creature Brutwer|KPSC} isn't inclined to be killed here. To help with that, she has one nonstandard trait for a blood hag: {@creature Brutwer|KPSC} can cast {@spell misty step} as a reaction to taking damage. When she's dangerously low on hit points, she uses this reaction to escape into the Black River. Once there, she can use {@spell water breathing} to stay submerged as long as she wants. Use your best judgment to gauge \"dangerously low on hit points,\" but don't cut it too fine.", "Always be aware of who's turn comes up next in initiative order; some 8th-level characters can dish out immense damage in a single turn. {@creature Brutwer|KPSC} surviving this scene makes the rest of the level considerably more dangerous for the characters." - ] + ], + "id": "146" }, { "type": "entries", @@ -52103,9 +52427,11 @@ "Without significant magic to help them, the characters can't hunt her down. {@creature Brutwer|KPSC} casts {@spell water breathing} at will, so she simply swims a few hundred yards away and waits until they stop searching.", "She might even enlist Gellert's aid, but this is unlikely; he isn't interested in other people's squabbles. {@creature Brutwer|KPSC} does at least warn Gellert dangerous adventurers have arrived, and she paints the situation to make it seem they're here specifically to kill him, whether or not it's true. What Gellert does with that information is up to you. If you like, make two skill checks: a Charisma ({@skill Deception}) check for {@creature Brutwer|KPSC} ({@skillCheck deception 7}) and a Wisdom ({@skill Insight}) check for Gellert ({@skillCheck insight 8}) to see whether he believes her account. If he does, one possible course for him would be this: if characters talk to him instead of immediately attacking, he tells them the hag that's been troubling them is hiding in the cursed cave ({@area Area 504|SC-504|x}). Then he ambushes them as they reemerge from the submerged passage.", "{@creature Brutwer|KPSC} recovers health by resting the same way characters do; she recovers fully during a long rest, and she has {@dice 21d8} Hit Dice to use during short rests. If she managed to tear off someone's face, that character becomes a perfect target for her deceptions. She can modify their memory and have them slip away from the group, then {@creature Brutwer|KPSC} takes that character's shape and assumes their role in the party until the right moment for a betrayal." - ] + ], + "id": "147" } - ] + ], + "id": "144" } ] }, @@ -52121,7 +52447,8 @@ "page": 140, "entries": [ "Blood-smeared steps lead up to a beautiful tiled floor. An unusually heavy door stands in the opposite wall. There are no furnishings, but the walls are lined with faces: human, dwarf, and elf, all very lifelike and yet oddly misshapen." - ] + ], + "id": "148" }, "When a character indicates they're taking a closer look at a face, it moves. The mouth opens and closes in silent mimicry of speech, and empty eyelids flutter.", "These are the faces {@creature Brutwer|KPSC} tore off unfortunate adventurers and travelers along the Black River. She kept them on display here. The faces aren't alive but they're animated objects with AC 18, 20 hit points, flying speed of 30 feet, and no attacks. They leap from the wall and flutter around the room like grotesque moths, trying to attach themselves to characters' faces or crawl into their backpacks and pouches. The faces have no ability to actually harm anyone but the characters don't know that. Everyone in the room when the faces \"come alive\" must make a successful {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute or until the faces are destroyed.", @@ -52142,7 +52469,8 @@ "A character that fails all three saving throws gets blown into the sandstorm chamber ({@area Area 601|SC-601|x}).", "A character whose saving throw succeeds halts their fall in the staircase and can try to make their way back up the stairs. This requires a {@dc 8} Strength ({@skill Athletics}) check. If this check succeeds, they make it all the way back to {@creature Brutwer|KPSC}'s gallery. If it fails, they tumble down 20 feet, take 3 ({@damage 1d6}) bludgeoning damage, and are back in the rolling and tumbling procedure until they catch themselves or land in {@area Area 601|SC-601|x}.", "If someone thinks to slam the door shut, the wind drops to almost nothing in the staircase and characters there automatically succeed on their Strength saving throws and ability checks. The situation can start all over, however, when they open the door again to get back into {@creature Brutwer|KPSC}'s gallery." - ] + ], + "id": "14a" }, { "type": "entries", @@ -52152,9 +52480,11 @@ "Characters might rope themselves together like mountain climbers to navigate these stairs. In that case, the character who's first through the door or farthest down the stairs makes the first saving throw, with advantage. Then work your way back up the line, from first to last. Each time a character's saving throw succeeds, the next person in line also gets advantage on their saving throw. If someone's saving throw fails, the next character in line makes their saving throw normally\u2014unless they're the last person in line, in which case they have disadvantage on the saving throw (because no one is supporting them).", "Being roped together provides advantage only if the rope is taut. If characters have 10 feet of rope between them but they're standing 5 feet apart, the rope doesn't help on their saving throws. It might still prevent them from tumbling as far down the steps.", "A better plan than tying themselves together is simply tying a rope to one of the stone columns at the entrance to the gallery and tossing it down the stairs. The wind will pull the end all the way to {@area Area 601|SC-601|x} if the rope is long enough. Characters can then \"climb\" or rappel down the rope. A character who climbs with their hands only needs to make a successful {@dc 8} Strength ({@skill Athletics}) check to keep their grip. Using a {@item climber's kit|PHB} with a harness makes success automatic." - ] + ], + "id": "14b" } - ] + ], + "id": "149" } ] }, @@ -52174,7 +52504,8 @@ "You're at the entrance to an immense chamber with vaulted ceilings supported by six massive columns. Flickering green light dimly illuminates the chamber. The light emanates from two bronze braziers at the north end of the room. The northern portion of the room is elevated five feet above the rest of the floor, with steps leading up to it. At the center of the raised portion stands a pale gray seat. At this distance and in this eerie light, you can't tell if it's made from stone, metal, or bone.", "The walls of the room are decorated with life-size paintings of warriors in full harness and with weapons drawn. They're portrayed standing in open doorways of various shapes, but all appear to be paintings on the plaster-covered walls.", "In the northwest and southeast corners of the room are two more blackened steel doors similar to the one you just opened." - ] + ], + "id": "14c" }, { "type": "image", @@ -52204,7 +52535,8 @@ "The 5-foot space containing {@creature Llagfel|KPSC}'s throne is surrounded by a permanent {@spell antimagic field}. She retreats to this field only when the crypt is free of enemies. She wants to be able to cast spells otherwise.", "{@creature Llagfel|KPSC} wears what appears to be a 3-inch-long shark's tooth on a gold chain around her neck. It is a tooth from a {@creature purple worm}, but more importantly, it's the key that breaks the divine {@spell arcane lock} on the sarcophagus of the {@creature shadow river lord|CCodex}. To get the key, characters must either pluck it off {@creature Llagfel|KPSC}'s temporarily lifeless corpse (easy) after reducing her to 0 hit points (not so easy), or snatch it from her during combat. Snatching it away during combat requires only a successful hit against {@creature Llagfel|KPSC}'s armor class of 14 with an empty hand. She takes no special precautions to protect the tooth, since it never occurs to her that anyone else would even know what it is. She wears it only because Vardesain demands it.", "If two attempts to snatch the tooth fail, {@creature Llagfel|KPSC} catches on that the characters know more than she thought they did. She wrenches off the necklace and grips it in her hand from then on; the only way to get it then is to pry it from her cold, dead fingers, unless characters come up with something more creative. Note {@creature Llagfel|KPSC} has {@sense truesight} and a passive {@skill Perception} of 19, so sending a rogue to sneak up on her invisibly is unlikely to work." - ] + ], + "id": "14e" }, { "type": "entries", @@ -52213,7 +52545,8 @@ "entries": [ "The sixteen niches lining the walls of this room mark the locations of the painted warriors, which portray the sixteen warriors who served {@creature Llagfel|KPSC} most loyally during her lifetime. Inside these niches are sixteen {@creature phantom wight|KPSC|phantom wights} (see the appendix). Four of them (or {@dice 1d3 + 2} if you prefer) join the combat each round. The phantom wights simply pass through the painted plaster over the doors of their tombs to reach the battle.", "If your group of 8th-level characters is so outrageously powerful that it can defeat the unstoppable undead here, you should beef up the undead. Make all {@creature Llagfel|KPSC}'s myrmidons {@creature wraith|MM|wraiths} or even {@creature spectral guardian|ToB|spectral guardians} (Tome of Beasts)." - ] + ], + "id": "14f" }, { "type": "entries", @@ -52223,7 +52556,8 @@ "The braziers burn with an unholy fire that can't be extinguished. Even capping them won't contain the incorporeal smoke. The smoke from the braziers has two effects.", "First, it gives undead in this chamber advantage on saving throws against turning effects.", "Second, it carries a withering miasma throughout the chamber. A living creature that starts its turn in the smoke (which fills the chamber and the small landing outside the chamber entrance if the door is open) must make a successful {@dc 15} Constitution saving throw or take 9 ({@damage 2d8}) necrotic damage and have its hit point maximum reduced by the same amount. This reduction lasts until the creature finishes a long rest. This is a supernatural effect, not poison. The smoke doesn't need to be inhaled to cause harm, so holding one's breath provides no protection against it." - ] + ], + "id": "150" }, { "type": "entries", @@ -52231,7 +52565,8 @@ "page": 142, "entries": [ "Be sure to read the descriptions of {@area Area 517|SC-517|x} and {@creature the chained thing|KPSC} before trying to stage this battle! {@creature The chained thing|KPSC} has a pronounced effect on what happens in the tomb. In short, {@creature Llagfel|KPSC} and her myrmidons can't be destroyed while {@creature the chained thing|KPSC} exists; they can be reduced to 0 hit points temporarily, but 2 rounds later they return to full hit points and rejoin the fight." - ] + ], + "id": "151" }, { "type": "entries", @@ -52247,7 +52582,8 @@ "If the shadow river lord's sarcophagus has been opened, then the river lord precedes characters into the chamber and ten shadow skeletons follow. It and its shadow skeletons engage {@creature Llagfel|KPSC} and the phantom wights in a battle for supremacy." ] } - ] + ], + "id": "152" }, { "type": "entries", @@ -52291,7 +52627,8 @@ "As noted, your priority during this fight is to keep the action moving rapidly and keep the scene as exciting as possible. Don't allow characters to skate through unscathed while the undead only fight each other. The characters must be drawn into the battle to the extent they can handle. If your group has more than four characters or they're uncommonly lethal, reduce the number of shadow skeletons to compensate.", "It should take characters 5 or 6 rounds to reach the shrine ({@area Area 516|SC-516|x}), open it, recover the staff and the lamp, dash or fight their way to the north end of the crypt, and open the second door. By the time characters open the door to {@area Area 517|SC-517|x}, you want the shadow river lord's force to be on the verge of collapse. If that isn't happening, turn {@creature Llagfel|KPSC}'s attention away from the shadow river lord and against the shadow skeletons to whittle them down, or turn her against the characters to slow them down.", "This is one of the climactic scenes of the adventure. It's a bad one to blunder your way through on a first try. {@i We strongly recommend rehearsing this battle in solitaire play} a few times before running it for your group. That's doubly important if this type of action is new to you. To get the most impact from the scene, you must have a good feel for what the forces can do to each other and how quickly or slowly the undead fighters wipe each other out. The only way to know that is to try it beforehand and see it in action with dice and figures or tokens on the map. Even without any involvement from the characters, a dress rehearsal is vital to make the scene fast-paced and thrilling." - ] + ], + "id": "153" }, { "type": "entries", @@ -52300,7 +52637,8 @@ "entries": [ "Once {@creature the chained thing|KPSC} is destroyed, {@creature Llagfel|KPSC} and her myrmidons can be slain. Characters must also locate {@creature Llagfel|KPSC}'s phylactery and destroy it; the shadow river lord can help with that if characters don't think of it or don't look in the right place.", "If you've paced everything perfectly, after the battle, characters are faced with the matter of what, if anything, to do about the shadow river lord. It was a vital ally in this battle to vanquish {@creature Llagfel|KPSC}, but it's also unquestionably evil. In a nutshell, their options are to let bygones be bygones and keep moving, or to try to destroy the powerful undead. If they don't destroy it, the river lord takes possession of the crypt as its new lair. If characters try to prevent the shadow river lord from setting up headquarters in the crypt or try to claim {@item Vardesain's Ghastly Stave|KPSC} or the {@item ghoul light|KPSC}, that's sufficient cause for it to attack them. The shadow river lord is not their friend and doesn't consider them equals. They were useful in obtaining its revenge; perhaps they could be of further use replenishing the thinned ranks of fallen shadow skeletons." - ] + ], + "id": "154" }, { "type": "entries", @@ -52308,9 +52646,11 @@ "page": 144, "entries": [ "{@item Vardesain's Ghastly Stave|KPSC} and the {@item ghoul light|KPSC} are the most obvious treasures here, but they're not tremendously useful and are cursed to boot. A hidden compartment in the base of the throne can be found with a successful {@dc 18} Wisdom ({@skill Perception}) check; it contains a jeweled crown worth 2,000 gp, a {@item belt of dwarvenkind}, one dose of {@item dust of dryness}, and a {@item Spell Scroll (7th Level)|DMG|spell scroll} of {@spell delayed blast fireball}. The sixteen individual burial chambers hidden behind the paintings of {@creature Llagfel|KPSC}'s myrmidons each contains a challenge 5\u201310 individual treasure (or assume an average of 75 gp per myrmidon, if you don't want to roll each one separately)." - ] + ], + "id": "155" } - ] + ], + "id": "14d" } ] }, @@ -52328,7 +52668,8 @@ "entries": [ "The only thing in this small chamber beyond the steel door is a nine-foot-tall statue of a cloaked humanoid figure. It may have been an idol of Charun at one time, but it isn't any longer. {@creature The boatman|KPSC}'s oar has been replaced with a wooden staff topped by a leering human skull. What appear to be human teeth are hammered into the staff along its whole length, and jawbones are lashed to it with strips of desiccated gut. More gut, dyed purple, is wrapped around the staff near the skull in a manner that suggests a bloated worm. A rusted lantern hangs from a notch hacked into the statue's left hand. Beneath the drooping hood, Charun's face has been chiseled into a caricature of a skull. The skull effect is crudely heightened by flaking, chalky white paint.", "The wall behind the statue is painted with an equally crude portrayal of green flames, as if the statue were standing in an unnatural green fire. Before your eyes, the painted flames begin to flicker and dance." - ] + ], + "id": "156" }, "The flickering green flames aren't harmful by themselves, but they amplify the effect of the Withering Miasma from the braziers. Creatures have disadvantage on saving throws against the Withering Miasma while in this chamber.", "The staff and the lantern are both magical, in case they're examined with detect magic; both indicate transmutation magic. The lantern is a {@item ghoul light|KPSC} and the staff is {@item Vardesain's Ghastly Stave|KPSC} {@homebrew |(see the appendix)}. Both items are cursed. Both are also essential to dealing with {@creature the chained thing|KPSC} in {@area Area 517|SC-517|x}. They can be removed from the statue easily.", @@ -52338,7 +52679,8 @@ "page": 144, "entries": [ "{@creature Llagfel|KPSC}'s phylactery, which is immune to damage, is hidden inside the statue. To find it, the statue must be tipped over to reveal a hollow space in its base. Inside the hollow is a mummified quipper with gold and silver accents sewn along its fins and gills and with aquamarine stones in its eye sockets. The easiest way to destroy it here is to toss it into the {@item sphere of annihilation} on Level 6. Gellert will take it off the characters' hands if they ask, but he won't say what he has in mind for it. That's a temporary solution at best, since the characters are likely to fight Gellert to the death eventually. The library automatons might be persuaded to take the phylactery and abandon it sometime in the far future. The fate eaters express great interest in it if characters still have it during that conversation; they gladly take it, but like Gellert, don't explain their intentions for it. Tossing the phylactery through the portal in {@area Area 505|SC-505|x} into the plateau of Leng is guaranteed to have unfortunate consequences. {@creature Llagfel|KPSC}'s body can't reform while the phylactery is in the illumination from the {@item ghoul light|KPSC}, for as long as characters can keep it lit. Outside the Scarlet Citadel, the choice of what can destroy {@creature Llagfel|KPSC}'s phylactery is up to you." - ] + ], + "id": "157" } ] }, @@ -52356,7 +52698,8 @@ "entries": [ "As the steel door swings away, a stench of death and rot rolls out of the cave beyond and washes past you. You hear the sound of a chain being dragged across stone, then something lunges into view from the darkness. Heavy chains wrapped around its misshapen body prevent it from reaching the doorway.", "The thing is not humanoid, but it has humanoid elements. Eyes, mouths, even limbs, but none of it is where you'd expect it to be. Its flesh appears fungal, but it looks and smells like putrid meat. The creature lunges again and again in mindless fury." - ] + ], + "id": "158" }, { "type": "image", @@ -52379,13 +52722,16 @@ "page": 145, "entries": [ "The presence of {@creature the chained thing|KPSC} nearly atop the Black River is also what's keeping the portal to the Dry Lands open on Level 2 ({@area Area 214|SC-214|x}). When {@creature the chained thing|KPSC} is destroyed, the portal closes permanently. Undead on this side are trapped in Midgard and no more can come through. This won't make them happy, and if characters travel through Level 2 or Level 1 again, they should be ambushed one last time by the last, powerful remnants of those visitors from the Dry Lands." - ] + ], + "id": "15a" } - ] + ], + "id": "159" } ] } - ] + ], + "id": "11f" }, { "type": "section", @@ -52467,10 +52813,12 @@ } ], "width": 735, - "height": 721 + "height": 721, + "id": "15e" }, "The expansion maps can connect directly to the main map or you can place any length of river, from a few hundred feet to several miles, between the main map and the extension. An important consideration in that decision is how persistent your players are about exploring. You want to test their endurance, but you don't want them to turn back before finding the new area." - ] + ], + "id": "15d" }, { "type": "entries", @@ -52479,9 +52827,11 @@ "entries": [ "The best way for characters to travel on the Black River is with the boat, assuming it remains intact. {@creature The boatman|KPSC} will take them to the deep ones' lair, if they name that as a destination and pay the fare. If the boat was destroyed by the trap at {@area Area 508|SC-508|x} or by river creatures, characters must swim, fly, or come up with another river craft of their own. Barrels from Gellert's larder could be lashed together into a crude raft. Plenty of construction material can be salvaged from the dwarven barracks if characters are willing to backtrack and lug it all down. A raft could be built from giant fungus growing in {@area Area 414|SC-414|x}, but any attack from creatures in the water is likely to leave it in shreds.", "One unique aspect of travel on the Black River is that it sometimes inexplicably changes its direction of flow. Remember that it's not a simple subterranean river; it's an alignment of river, ley line, and shadow road. The normal laws of reality can and often do operate here, but they don't always. Whether the current reverses direction while characters are on the river is up to you and your estimation of whether another complication is needed. This event should serve more as a spooky, atmospheric element than as a real obstacle. The current of the Black River is generally sluggish anyway." - ] + ], + "id": "15f" } - ] + ], + "id": "15c" }, { "type": "gallery", @@ -54029,7 +54379,8 @@ "This chilly, lightless cavern is dank and damp. It smells of rotting fish and decaying vegetation. The floor is mere inches above the level of the river and has standing puddles in many places.", "A rock ledge runs across the middle of the cavern and looms 8 feet above the lower half. A crude stone ladder is carved into the ledge, its handholds and footholds dripping with river mud and unidentifiable slime.", "Fungus grows throughout both levels of the chamber. It ranges from the size of a fist to the size of a bear and spans every color of the rainbow." - ] + ], + "id": "160" }, "Deep ones don't use boats to travel on the river. They swim from place to place and climb up onto land (if humanoid) or drag themselves from the water (if more fishlike). A character who makes a successful {@dc 15} Wisdom ({@skill Survival}) check on the lower level notices many splotches and tracks on the floor that resemble drag marks or webbed appendages.", "At first glance, the fungi could include any variety of giant fungus, including {@creature shrieker|MM|shriekers} or {@creature violet fungus}. In fact, these fungi are generally harmless but highly unusual. They form a hivemind that's capable of rudimentary thought and telepathic communication. When characters first enter the chamber, they must make a {@dc 13} Intelligence saving throw. On a failure, nothing happens. On a success, the character senses the fungi's attempt to communicate and can respond.", @@ -54055,7 +54406,8 @@ ] }, "The final point is true if the characters have a light source with them or if they make any noise in the lower portion of the chamber. If they declare they're being stealthy and they have no light sources, they can attempt a group {@dc 13} Dexterity ({@skill Stealth}) check. If more than half the group succeeds, the deep ones don't notice their arrival and might be caught by surprise." - ] + ], + "id": "162" }, { "type": "entries", @@ -54068,12 +54420,14 @@ "name": "Blowgun", "entries": [ "{@atk rw} {@hit 3} to hit, range 25/100 ft., one target. {@h}{@damage 1} piercing damage plus 10 ({@damage 3d6}) poison damage, or half poison damage with a successful {@dc 12} Constitution saving throw. If a creature takes 15 or more poison damage from a single blowgun attack, it is also {@condition paralyzed} until the end of its next turn (see {@item Sea Serpent Venom|KPSC} in the appendix)." - ] + ], + "id": "164" }, "The {@spell ice storm} causes terrible destruction to the fungi in the lower chamber, which triggers their defense mechanism: a telepathic wail of pain and fear that affects all other creatures in the chamber. Every creature, at the start of its turn, must make a successful {@dc 15} Charisma saving throw or be {@condition frightened} until the start of its next turn. This fright affects ability checks and attack rolls as usual, and the {@condition frightened} creature's speed is 0 since the chamber is filled with fungi, making it impossible to move without getting closer to fungus. There's one exception to the movement restriction: if a creature's saving throw result is 8 or lower, it must immediately (before taking any other action) move toward the river by the shortest route and dive in to escape from the horrid screaming in its mind. A creature in the river makes its saving throw with advantage.", "The screaming affects every part of this map sheet except the shrine. It doesn't extend off this map to affect the antechamber, observatory, or dark pool ({@area Areas 522|SC-522|x}\u2013{@area 524|SC-524|x}) or river spaces on that map sheet. The fungi stop screaming at the end of a round during which no one takes damage and no attack rolls are made in the mushroom cave.", "If you want to pile on the characters' troubles, the {@creature drowned maiden|ToB} in the river (see {@area Area 521|SC-521|x}) can arrive to entangle and slay deep ones or drown characters who dive into the water. She's immune to {@condition frightened|PHB|fright}, so the screaming fungi don't bother her in the least." - ] + ], + "id": "163" }, { "type": "entries", @@ -54081,7 +54435,8 @@ "page": 149, "entries": [ "When characters inspect the upper level of the chamber, they find a captive bound and gagged near the wall. This is {@creature Renry Lofulthur|KPSC}. Renry uses the {@creature gladiator} stat block but can be any race and gender you choose. Renry is wearing only a thin tunic, but all the NPC's armor, weapons, and other gear ({@item studded leather armor|PHB}, {@item shield|PHB}, {@item spear|PHB}, {@item dagger|PHB}, adventurer's pack) are stashed near the other treasure (see the Treasure section for details). Renry was captured near the coast by deep ones. They spent what must have been many days traveling up the river with Renry lashed to a floating log. The NPC is hungry but otherwise okay. Renry is keen to get revenge and volunteers to fight alongside the party through the rest of this area. Try to keep Renry alive until characters reach the dark pool ({@area Area 524|SC-524|x}), where Renry's grisly death can demonstrate the intensity of the danger for characters who are reluctant to back down from anything. Consider allowing one of the players to control Renry in addition to their own character so they know this NPC is no glass cannon." - ] + ], + "id": "165" }, { "type": "entries", @@ -54089,9 +54444,11 @@ "page": 149, "entries": [ "A search of the upper level of the chamber locates a fish-skin bag tucked among the fungi. It contains four gems worth 75 gp, 150 gp, 300 gp, and 1,000 gp, plus a {@item bag of beans} and a {@item potion of submission|KPSC} {@homebrew |(see appendix)} in a vial made from the spiral shell of an unfamiliar deep-sea mollusk. Characters can also recover the deep ones' weapons and {@dice 1d6} doses of {@item sea serpent venom|KPSC}." - ] + ], + "id": "166" } - ] + ], + "id": "161" } ] }, @@ -54119,7 +54476,8 @@ "page": 150, "entries": [ "This small shrine was carved from the rock wall of the river cavern some 16 feet above the water. A statue stands on a low dais at the far end of the chamber. The artistic manner of the sculpting is so highly stylized that it's difficult to be certain of the subject, but it appears to be a scaled humanoid bearing a stick in one hand and an octopus or squid in the other. Rusted chains are wrapped around the statue; the chains are obviously real and not part of the stonework. In front of the statue sits a basket of woven seaweed that's filled with humanoid skulls." - ] + ], + "id": "167" }, "Anyone with proficiency in {@skill Religion} or {@skill History} recognizes the statue as a portrayal of Nethus. The statue likely predates the god's imprisonment, since the chains were obviously added. The \"stick\" was once the shaft of a trident, but the head is broken off. It can be found in the bottom of the skull-filled basket if the skulls are dumped onto the floor.", "A dwarf realizes the statue is carved from a type of stone that's found only on coral-ringed volcanic islands. No such stone should exist in this place; it must have been brought here from hundreds of miles away.", @@ -54135,7 +54493,8 @@ "The tumult of fighting in the mushroom cave and the terrified squeals of the fungi draw attention from deep ones elsewhere along this stretch of river. A second force identical to the first group (one {@creature deep one|ToB} per character plus one {@creature deep one hybrid priest|ToB}) arrives while characters are inspecting the shrine. As before, the deep ones are equipped with blowguns and {@item sea serpent venom|KPSC}.", "How this battle unfolds depends on how characters approached their investigation of the shrine. If the entire party entered the shrine, deep ones attack them with spells and blowguns from the ledge across the river and try to keep them bottled up in the shrine. If one or a few characters remained behind in the mushroom cave, the deep ones either try to sneak up on them or snipe at them with blowguns from the river. Deep ones using blowguns from the river have three-quarters cover (+5 to AC and Dexterity saving throws).", "This battle also triggers the telepathic defense mechanism of the fungi in {@area Area 518|SC-518|x} if fighting becomes general in that area or anyone casts an area-of-effect spell there." - ] + ], + "id": "169" }, { "type": "entries", @@ -54143,9 +54502,11 @@ "page": 150, "entries": [ "These deep ones bring no valuables into the fight, but characters can recover the deep ones' weapons and {@dice 1d6} doses of {@item sea serpent venom|KPSC}." - ] + ], + "id": "16a" } - ] + ], + "id": "168" } ] }, @@ -54170,7 +54531,8 @@ "page": 151, "entries": [ "Because the drowned maiden has been in this area for so long and her influence permeates it, it's treated as a monstrous lair. Saving throws against her {@spell disguise self} spells are made with disadvantage everywhere on her portion of the Black River map. Also, Solnis rejuvenates after being slain if her body is left in the Black River (see her description in the appendix). She can bedevil the characters as they're coming and going on the river, and she can even follow them surreptitiously as they return to the main maps to attack them while they rest; it's fairly simple for Solnis to snatch someone with her hair and drag them into the river, especially if they're dozing within 15 feet of the water." - ] + ], + "id": "16c" }, { "type": "entries", @@ -54180,9 +54542,11 @@ "If you think your players are inclined to believe a story from a person in distress, Solnis may remain hidden until after they've explored the mushroom cave and the shrine ({@area Areas 518|SC-518|x}\u2013{@area 520|SC-520|x}) and dealt with all the deep ones there. When characters return to {@area Area 518|SC-518|x}, they find Solnis waiting for them, soaking wet, shivering, and collapsed on the damp stone floor. Her story about having escaped from the deep ones and needing help might be more believable under these circumstances.", "A second alternative, again depending on your knowledge of your players, is that the deep ones finally captured Solnis only a few hours or days before the characters arrived. Eventually she'll be tossed to the {@creature shoggoth|ToB} in the dark pool, but when characters arrive, she's being tormented by vengeful deep ones in the shrine ({@area Area 520|SC-520|x}). This adds credibility to her story and makes it all the more shocking when, as characters are escorting her back across the bridge, she grapples someone with her hair and dives into the river.", "If you use the first of these scenarios, Renry knows nothing about Solnis and has never seen her before. In the second of these scenarios, Renry probably heard Solnis being tormented in the shrine but knows nothing about where she came from or how long she's been a captive." - ] + ], + "id": "16d" } - ] + ], + "id": "16b" } ] }, @@ -55298,7 +55662,8 @@ "Unfamiliar, savage objects hang from pegs rudely hammered into cracks in the walls or lie on shelves cobbled together from shattered barrels and broken ship's furnishings. These items resemble vestments and sacred objects, but they're made from fish scales, shark bones, the shells of giant crustaceans, and what can only be human skin, often with recognizable facial features.", "A few small baskets tossed haphazardly into corners appear to contain gold and silver jewelry, precious gems, and fantastic art objects.", "A door of bronze with coral and mother-of-pearl insets stands closed." - ] + ], + "id": "16e" }, "A dwarf with the Stonecunning trait can't identify the source of the stonework or estimate its age any more accurately than \"older than any civilization I've encountered.\" A character who has proficiency in {@skill History} can try to get more information from the carvings by making a {@dc 15} Wisdom saving throw. On a success, they find the carvings too disturbing to study in detail and they can't learn anything from them. On a failure, the character suspects this chamber may be the work of exiles from the Void in prehistory. Unless the character has been to the Void or visited the Plateau of Leng, this can only be a guess. The character is deeply but subtly affected by what they've seen. Until the character completes a long rest, they make saving throws with disadvantage and all weapon and spell attack rolls against the character are made with advantage.", "The door to {@area Area 524|SC-524|x} is closed but not locked.", @@ -55312,9 +55677,11 @@ "page": 152, "entries": [ "Three baskets woven from seaweed contain random treasures dredged up by the {@creature shoggoth|ToB}. This consists of jewelry and small statues made from gold, silver, platinum, bone, and a bewildering variety of exotic gems. The statues all depict disturbing or blasphemous subjects; the jewelry was clearly not meant to be worn by humanoid creatures. All of it is covered by a tarlike yet slimy patina. No reputable art or antiquities dealer will have anything to do with these items. Finding a buyer could be an adventure in itself, involving dealings with the most unsavory, unpleasant merchants imaginable. To the \"right\" buyer, the items would be worth 30,000 gp total. A much easier (both physically and psychologically) course of action is to pry out the gems and melt the metal into ingots. Any merchant would pay 10,000 gp for the sanitized raw material." - ] + ], + "id": "170" } - ] + ], + "id": "16f" } ] }, @@ -55342,7 +55709,8 @@ "The chamber beyond the bronze door is dominated by a central, decorative well that sits flush with the floor. The floor around the well is an intricately patterned mosaic rendered illegible by smears of river silt, blood, tarlike goo, and the remains of fish and other creatures that have been smashed into paste. Dark, thick, oily liquid fills the well nearly to its lip. The substance shifts and gurgles in the well in a manner no liquid should. The stench of blood, meat, sweat, and bodily humors is overpowering.", "Each corner of the chamber contains a stone table. On each table rests a large copper bowl filled with dark, red blood.", "On the far side of the pool, four of the fish-human hybrid creatures are engaged in a blasphemous arcane ritual. Their guttural, blubbery chanting throbs in time with the undulations of the liquid in the well." - ] + ], + "id": "171" }, "The chanting creatures are three {@creature deep one|ToB|deep ones} and one {@creature deep one archimandrite|ToB} (Tome of Beasts). All four are wearing adornments from {@area Area 522|SC-522|x} (giving them some protection against the shoggoth's Hideous Piping when it appears).", "No matter how much deep one finery from the antechamber characters drape on themselves, they can't trick these deep ones into believing they're anything but intruders. The sound of fighting and spellcasting farther along the river alerts the archimandrite to danger. Magical disguises might cause a second's hesitation, but that's it. The {@item potion of submission|KPSC} from {@area Area 518|SC-518|x} can allow one character to enter the chamber and scout it without arousing the deep ones' ire, but that doesn't suddenly make them forget the larger situation.", @@ -55368,7 +55736,8 @@ "width": 864, "height": 1144 } - ] + ], + "id": "173" }, { "type": "entries", @@ -55382,7 +55751,8 @@ "Third, you can turn the {@creature shoggoth|ToB} against a character. Any character who draws the shoggoth's full attention is likely to die\u2014and death by {@creature shoggoth|ToB} is likely to be permanent, with no possibility of being raised or reincarnated. Even so, focusing on one character is better than spreading out the shoggoth's attacks, because once a character is {@condition grappled}, only the very strongest have much chance to escape.", "Killing a character doesn't need to be traumatic. Some groups will hardly bat an eye, but to others it's a taboo. If you suspect the situation could reach this point, think about your players ahead of time. Do any players show signs of getting tired of their characters? Has anyone given hints that they'd rather be playing a different class or race? If so, then this is an opportunity, not a problem. Have a private conversation with that character before the game and offer to let them replace their current character with one they'd enjoy more in exchange for killing their character in a spectacular way. You don't need to give any details, and obviously you need the player to keep this secret until after their big death. Handled properly, this situation can be a win for everyone.", "After all this, players have been given ample warning that fighting the {@creature shoggoth|ToB} is a hopeless proposition. Anyone who stays and fights should understand it means their death. If that's their choice, play it out." - ] + ], + "id": "174" }, { "type": "entries", @@ -55392,13 +55762,16 @@ "Even getting out of the chamber may not be easy if more than half the characters are unable to move because of the shoggoth's Hideous Piping. They aren't {@condition paralyzed}, however, so one character can move a confused character out of the room through a combination of urging and dragging. As long as characters are making an earnest effort to escape, let them get away. You can even hit them with Slam attacks from the {@creature shoggoth|ToB} as they go but overlook the grappling portion of the attack.", "When characters escape through the anteroom, it's time for the {@creature shoggoth|ToB} to heave itself out of its well and ooze through the doorway in pursuit. This is purely for drama and to urge the characters to keep moving fast. There's no time to loot the antechamber or investigate the observatory. Describe the great bronze door dissolving into the {@creature shoggoth|ToB} and the doorframe bursting as the monster forces its way into the anteroom, where the walls buckle and chunks of ceiling collapse from the strain of the creature's immense bulk and strength. If characters make it to the river and keep retreating, they're safe. The {@creature shoggoth|ToB} doesn't pursue them along the river, but the sounds of destruction and Hideous Piping can be heard until characters are well away.", "You can throw one last problem at the characters if you want, in the form of a squad of {@creature deep one|ToB|deep ones}, {@creature lesser scrag|CCodex|scrags}, {@creature gargoctopus|CCodex|gargoctopi}, or {@creature water leaper|ToB|water leapers} that responded to the archimandrite's call. A fitting conclusion to this escapade is to have this force severely damage the characters' boat so that any baskets or sacks of ancient treasure taken from the anteroom fall overboard and sink into the Black River. In that case, leave them one lumpish gold-and-platinum statue that they recognize after the fact as a representation of a {@creature shoggoth|ToB} with jeweled eyes and teeth." - ] + ], + "id": "175" } - ] + ], + "id": "172" } ] } - ] + ], + "id": "15b" }, { "type": "section", @@ -55408,9 +55781,11 @@ "Unless characters hunt down {@creature Brutwer|KPSC}, she can remain a threat on this level for a long time. She can ally with different types of river creatures and be a real thorn in the characters' sides if they try to use this level for shelter while exploring the much more hostile environments of the Howling Halls. Even alone, her Call the Blood ability can prevent the characters from resting on this level with little danger to herself.", "The {@creature shadow river lord|CCodex} is another threat. Any gratitude he feels for the party's help against {@creature Llagfel|KPSC} is likely to be short-lived. If {@creature Llagfel|KPSC} isn't destroyed, the situation is far worse. She isn't keen on fighting anything very far removed from {@creature the chained thing|KPSC}, but she might do it if the stakes are high enough.", "Potentially the worst threat here, though, is the gate to the Plateau of Leng. {@creature Xymargshra|KPSC} has no friends, but it has enemies\u2014and allies\u2014that would capitalize on the creature's disappearance to try to seize its wealth. Horrors of every kind dwell on the Plateau of Leng, and they're sure to be lured by the potential for plunder in a place like the Scarlet Citadel and the surrounding countryside. Most of what comes from Leng should be aberrations with links to the Void and their corrupted, twisted humanoid servants. {@i Tome of Beasts} and {@i Creature Codex} both include many horrific aberrations suitable for use in these roles." - ] + ], + "id": "176" } - ] + ], + "id": "113" }, { "type": "section", @@ -55444,7 +55819,8 @@ "The {@item sphere of annihilation} in {@area Area 614|SC-614|x} destroys everything, including the air touching it. This vacuum pulls air through the tunnels. If the air was allowed to build up unlimited momentum, it would eventually become a howling cyclone. Closed doors and narrow passages lessen the storm, but the wind is always substantial. At its weakest, it's strong enough to send light objects sailing through the air, not just skidding along the ground. At its strongest, it can approach the force of a hurricane.", "Because of the strong wind, ranged weapon attacks are made with disadvantage if the range is more than 10 feet.", "At the end of every combat (the whole fight, not every round), all characters who were involved in the fight must make a successful Constitution saving throw or gain one level of {@condition exhaustion}. Characters who took no damage during the fight make this saving throw with advantage. The DC for the saving throw varies from chamber to chamber and is noted in individual area descriptions." - ] + ], + "id": "17a" }, { "type": "entries", @@ -55456,7 +55832,8 @@ "If characters manage to leave a path of open doors behind them clear to the Black River itself, the wind along that path rapidly builds up to hurricane strength. A creature along that path that's not an elemental must make a successful {@dc 20} Strength saving throw at the start of its turn or be pulled {@dice 2d6} spaces ({@dice 2d6 × 5} feet) toward the {@item sphere of annihilation}.", "In {@area Areas 601|SC-601|x} through {@area 606|SC-606|x}, blowing sand and salt reduce visibility to 5 feet. Everything beyond that distance has total concealment unless characters have senses to supplement sight, such as {@sense tremorsense|MM}. Specific areas may include additional effects.", "If the door in {@area 604|SC-604|x} is closed, the wind through {@area Areas 601|SC-601|x}\u2013{@area 605|SC-605|x} drops to the level of a strong, normal wind and visibility increases to 30 feet. If the door in {@area Area 607|SC-607|x} is closed (as it is at the start), the wind through {@area Areas 608|SC-608|x}\u2013{@area 614|SC-614|x} is a bit stronger than that because of the narrow apertures that are always open." - ] + ], + "id": "17b" }, { "type": "entries", @@ -55472,7 +55849,8 @@ "name": "Elemental Effects", "page": 156 } - ] + ], + "id": "17c" }, { "type": "entries", @@ -55522,9 +55900,11 @@ }, "Use the examples, your own interpretation of the guidelines, and your sense of drama to judge all the corner cases that are bound to arise.", "Spellcasters who utilize ley-line magic as described in {@book Deep Magic 5: Ley Lines|DM05} are considered to be in the vicinity of a titanic ley line anywhere on this level." - ] + ], + "id": "17d" } - ] + ], + "id": "179" }, { "type": "gallery", @@ -62274,7 +62654,8 @@ "page": 157, "entries": [ "The air ahead is thick with wind-driven sand\u2014so thick you can barely see five feet through the maelstrom\u2014and the wind is so loud you must shout to be heard. From what little you can see, the area is a natural cavern, but judging its size is impossible." - ] + ], + "id": "17e" }, "Creatures can see only 5 feet through the whirling salt and sand. Beyond that distance, everything is {@quickref Vision and Light||2||heavily obscured}, so characters are effectively {@condition blinded} beyond 5 feet.", "But the sand and salt make it dangerous for a creature to open its eyes at all, so even seeing 5 feet is risky. At the start of a character's turn, the player must state whether the character's eyes are open or shut. For simplicity, this choice lasts until the start of their next turn. With eyes closed, the character is {@condition blinded} unless they have another sense to replace sight, such as {@sense tremorsense|MM}. With eyes open, the character must make a successful {@dc 12} Constitution saving throw at the end of their turn or be {@condition blinded} until they get out of this wind-blown salt and sand and they or someone else spends an action pouring clean water over their eyes. {@spell Lesser restoration} or comparable magic also restores their sight.", @@ -62307,7 +62688,8 @@ "page": 158, "entries": [ "The wind and blowing sand and salt are bad everywhere, but this is worse than anything in the larger chamber. Since you stepped around the bend, salt has pelted you with hurricane force." - ] + ], + "id": "17f" }, "Any movement in this passage that shortens the distance between the moving creature and the north end of the passage is made as if over {@quickref difficult terrain||3} because of the force of the wind and the pelting salt. Moving in any other direction is normal.", "The windborne salt here is all moving in the same direction and with tremendous force, so a creature other than the {@creature salt golem|ToB} that ends its turn in a space where a straight line can be drawn to the north end of the passage takes 22 ({@damage 4d10}) bludgeoning damage. A creature that's using a {@item shield|PHB} for protection halves the damage with a successful {@dc 14} Strength saving throw; a creature without a {@item shield|PHB} gets no saving throw.", @@ -62328,7 +62710,8 @@ "page": 158, "entries": [ "The temperature here is stiflingly hot, and the swirling sand and salt make breathing and seeing difficult. Patterns on the floor resemble writing, but it's difficult to discern in the blinding dust and heat." - ] + ], + "id": "180" }, "Two {@creature salt devil|ToB|salt devils} (Tome of Beasts) lurk in this chamber when characters arrive. Two more teleport in on the second and third rounds of battle, one per round. Salt devils aren't {@condition blinded} by the swirling salt and sand.", "A creature that steps adjacent to the doorway into {@area Area 604|SC-604|x} (any of the three starred spaces{@note , represented by a red drawing in Foundry}) must make a successful {@dc 13} Strength saving throw or be pulled {@dice 1d6} spaces ({@dice 1d6 × 5} feet) toward the door in {@area Area 604|SC-604|x}.", @@ -62349,7 +62732,8 @@ "page": 158, "entries": [ "The wind whipping through this chamber forms a miniature cyclone in the larger, eastern portion of the room. It's impossible to see what's going on there, but the sound implies the swirling air is filled with stones and probably lost weapons and discarded pieces of armor." - ] + ], + "id": "181" }, "A creature that moves east of the two starred spaces{@note (red drawing in Foundry)} on the map or starts its turn in that area must make a successful {@dc 15} Strength saving throw or be lifted off its feet and carried by the cyclone wind clockwise around the room. The creature doesn't occupy any specific space; it's sailing through the air at high speed and banging off the walls with great force. A creature in this situation is considered {@condition restrained}. While {@condition restrained} this way, the creature takes 14 ({@damage 4d6}) bludgeoning damage at the end of its turn; the damage is halved with a successful {@dc 15} Dexterity saving throw, which is made with disadvantage because of the {@condition restrained|PHB|restraint}.", "A creature caught up in the maelstrom can escape three ways:", @@ -62383,7 +62767,8 @@ "page": 160, "entries": [ "The wind, and the salt and sand it carries with it, tear along this short corridor and through a portcullis of steel bars at the eastern end of the chamber. On the other side of those bars is a tremendous cyclone of flying debris, crackling lightning, and inky tendrils of darkness that seem to grasp at anything nearby. At its core is a black nothingness, an absence of existence that pulls reality into itself and annihilates it." - ] + ], + "id": "182" }, "Standing around in this area gaping at the {@item sphere of annihilation} is foolhardy.", "Any number of creatures can pile up in the starred space as long as they're all {@condition restrained} against the bars.", @@ -62410,7 +62795,8 @@ "page": 161, "entries": [ "The heat in this chamber is still oppressive, but the wind is much calmer. You can actually open your eyes here without being {@condition blinded} by sand and salt. Flying dust stings your eyes and throat, but you can see the far side of the chamber. The only thing of note is a large lever set into the floor near the eastern wall, with enigmatic marks scratched into the stone above it." - ] + ], + "id": "183" }, "Show the players the {@area Point-of-View illustration|SC-606-POV|x} below. The lever can be in one of four positions. The marks indicate the four positions and whether the door and bars are open or closed when the lever is in that position. From left to right, the marks indicate:", { @@ -62444,7 +62830,8 @@ "page": 162, "entries": [ "One mistake in this situation can result in irrevocable death for one or more characters. Death might not be instant\u2014the character might have a chance or two for rescue\u2014but the odds are dismal. What's worse is that the character who makes the fatal mistake probably won't be the one who dies. As the GM, it's up to you whether to allow this sort of thing in your game. In its defense, the puzzle of the lever is not difficult. Players who give it even a few seconds of thought should have no trouble coming up with the right solution. Be sure the players try to reason out the solution on their own before you let them fall back on an Intelligence ability check or something similar. In life-or-death situations like this, we discourage relying on dice at all. On the other hand, this is a perfect situation for an {@spell augury} spell or comparable magic." - ] + ], + "id": "185" }, "The effects of the various lever settings are as follows:", { @@ -62483,7 +62870,8 @@ ] }, "The DC for the Constitution saving throw against {@condition exhaustion} in this chamber is 15." - ] + ], + "id": "184" } ] }, @@ -62502,7 +62890,8 @@ "entries": [ "The temperature drops rapidly as you descend the steps. At the bottom, the stairs open into a cave of jagged, crackling ice. Cold mist drifts down the walls and hovers just above the floor. Light here is dimmed in a way with which even your lanterns can't contend. Maybe it's the black ice itself; light seems to just die when it strikes the ice instead of glittering off it.", "In the north wall stands a door of ice. The door is closed but wind whistles around it, dragging along wisps of mist from the floor to whatever lies beyond it. More mist pours out through a narrow cleft in the wall to the left of the door. In the south wall, a portcullis thick with rime blocks a wide passage into a room of white ice. But in this cave, there's only the frigid cold, the gloom, and the walls of hideous, jagged ice shards." - ] + ], + "id": "186" }, "Burrowed into the ice where they can't be seen are a {@creature adult rime worm|ToB|rime worm} and four {@creature rime worm grub|ToB|rime worm grubs} (or one per character, whichever is more). They wait until characters have moved into the chamber and are spread out investigating before attacking. When the worms attack, make a Dexterity check ({@skillCheck dexterity 2}) for the rime worms, with advantage, and compare the result to the characters' passive {@skill Perception} scores to determine whether anyone's surprised. (The worms won't be noticed as long as they stay hidden, but characters who hear them as they start cracking through the ice might have enough warning to avoid surprise.) The {@creature adult rime worm|ToB} remains inside its burrow with just its head showing for as long as it can while still attacking with its Tendrils and Black Ice Spray. This limits the number of enemies who can surround it. It squirms out of its burrow when no targets are within its reach.", "Exactly where the worms are is up to you. They can burst up through the floor, out of the walls, or drop down from the ceiling.", @@ -62524,9 +62913,11 @@ "On examining the door, characters realize it isn't a door at all; it's a solid sheet of ice 2 feet thick across the passageway, with enough tiny gaps for wind to rush through. The ice is translucent enough for the vague outline of the passageway to be seen beyond it.", "The ice has AC 15 and 25 hit points, but it's magically immune to all damage unless {@spell dispel magic} is cast on it. Once the {@creature adult rime worm|ToB|rime worm} is slain, the door loses its immunity to fire damage. At that point, even a small heat source can eventually melt the ice away. Once the ice melts, the passage can't be resealed without magic.", "The frozen portcullis in the south wall is stout and permanently set in place. It has AC 15 and 40 hit points. The bars can be bent far enough for Medium characters to squeeze through with a successful {@dc 23} Strength ({@skill Athletics}) check, but a creature that touches the bars takes 7 ({@damage 2d6}) cold damage (that figure is already amplified by the room's cold)." - ] + ], + "id": "188" } - ] + ], + "id": "187" } ] }, @@ -62546,7 +62937,8 @@ "entries": [ "Something about the shape of this chamber calms the wind to a strong breeze. It still causes robes to flap and loose hair to fly around your face, but it's not strong enough to be a hazard. The air is uncomfortably cold. It can't be more than a few degrees above freezing.", "The floor is carpeted with bones. They appear to be mostly from humans and other humanoids, but some animal bones are mixed in: you see an owlbear's skull, wing bones from giant bats, and a few others you can't identify." - ] + ], + "id": "189" }, "The bones gathered here over centuries because of the eddy effect. Hidden among them is a {@creature bonepowder ghoul|ToB} (Tome of Beasts) named {@creature Morgaryv|KPSC}. It is perfectly concealed among the bones when characters enter. Make a Dexterity ({@skill Stealth}) check for it, with advantage because it's had plenty of time to hide. Use that result as the DC for Wisdom ({@skill Perception}) checks or passive {@skill Perception} from the characters.", "Assuming characters don't notice it, the ghoul's best play is to make a surprise attack with circle of death or Whirlwind.", @@ -62568,9 +62960,11 @@ "entries": [ "Among the bones in the chamber are 6,000 gp in assorted coins plus a few hundred small gems (25 gp each), {@dice 3d6} 500-gp gems, and {@dice 3d6} 1,000-gp gems, but sifting through the bones to gather them all up takes {@dice 5d10} hours of work. There are also {@item potion of speed|DMG|potions of speed} and {@item potion of invisibility|DMG|invisibility}, spell scrolls of {@spell feeblemind}, {@spell maze}, and {@spell antimagic field}, a {@item +1 shield}, a {@item wind fan}, a {@item cloak of elvenkind}, a {@item belt of hill giant strength}, and a {@item Horn of Valhalla, Brass|DMG|brass horn of Valhalla}.", "You can create your own challenge 11\u201316 treasure hoard if you prefer." - ] + ], + "id": "18b" } - ] + ], + "id": "18a" } ] }, @@ -62587,7 +62981,8 @@ "page": 164, "entries": [ "It's actually snowing here! Moisture from the air crystallizes into snow that's whirling through the air as if there's a blizzard. Snow sticks to the cavern walls and is piled up a foot thick on the floor." - ] + ], + "id": "18c" }, "Everything in this chamber is {@quickref Vision and Light||2||lightly obscured} by blowing snow.", "The snow conceals a glyph that occupies the central 10-foot-by-10-foot portion of the floor (marked by the four stars{@note , a red drawing in Foundry}). It can be detected with a successful {@dc 13} Intelligence ({@skill Investigation}) check, but only if characters clear the snow ahead of them with shovels or brooms. Tapping the floor with a stick won't detect it or trigger it.", @@ -62612,7 +63007,8 @@ "page": 165, "entries": [ "Despite the powerful wind blowing ahead of you, a dreadful stench has managed to work its way upwind to your nostrils. The chamber it comes from is small and mostly empty, except for several small, blue-skinned, winged humanoids." - ] + ], + "id": "18d" }, "This chamber is occupied by {@creature wind demon|CCodex|wind demons} (Creature Codex) that outnumber the characters 3:2. They like it here because of how the narrow clefts in the walls act as nozzles to accelerate the wind. They've so befouled the atmosphere with their stench that any creature other than a wind demon that enters the area or starts its turn there must make a successful {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of its next turn.", "The {@creature wind demon|CCodex|wind demons} aren't looking for a fight against the characters. It's not that they're peaceful or benevolent; they'd gleefully tear the characters into shreds if they thought they could, but they recognize overwhelming odds when they see them. They also aren't especially {@condition frightened} of the characters, since the {@creature wind demon|CCodex|wind demons} can easily fly away through one of the narrow clefts. They might be willing to talk if the characters offer them something of value. Money doesn't interest them; they want things the characters would genuinely miss.", @@ -62636,7 +63032,8 @@ "page": 165, "entries": [ "Atop the ledge is a snug cave, completely sheltered from the wind that whips through the chamber below. Someone was here before you, as evidenced by the fire ring on the floor and a few pieces of adventuring gear stacked along the walls." - ] + ], + "id": "18e" }, "The fire ring contains no ash. Instead, there's an {@item iron pot|PHB|iron cooking pot} holding some burned rags and a half-full {@item Oil (flask)|PHB|flask of oil} lying next to it. These are the remains of the previous party's ersatz oil stove; they burned oil-soaked rags in the pot and continually fed more oil to it. With fresh rags and more oil, it would work again. The \"stove\" burns a {@item Oil (flask)|PHB|flask of oil} per hour and heats the cave enough that characters can get a long rest with just normal blankets.", "Among the other gear stowed in the cave are enough {@item Rations (1 day)|PHB|rations} for 8 days (tough from being frozen for years but edible if boiled), {@item Silk Rope (50 feet)|PHB|50 feet of silk rope} with a {@item grappling hook|PHB}, two ice axes, one {@item Alchemist's Fire (flask)|PHB|flask of alchemist's fire}, a {@item healer's kit|PHB}, {@item potion of greater healing|DMG|potions of greater healing}, {@item potion of superior healing|DMG|superior healing}, {@item potion of clairvoyance|DMG|clairvoyance}, and {@item potion of gelatinous form|KPSC|gelatinous form} {@homebrew |(see the appendix)}, a {@item Parchment (one sheet)|PHB|sheet of parchment} containing writing in both {@language Common} and Illyrian (an aristocratic court tongue used in a region south of the Scarlet Citadel), and the {@item spellbook|PHB} of an 8th-level wizard (fill it with any spells you choose) named Ravaulze the Shrewd who apparently had connections to the Arcane Collegium in Zobeck. She disappeared so long ago that no one who knew her other than an elf could still be alive, but the collegium itself might be interested in knowing what became of her.", @@ -62654,9 +63051,11 @@ "The party can take a short rest here without issues. It's chilly but otherwise safe.", "To complete a long rest requires one of the following: {@item Clothing, cold weather|IDRotF|cold-weather gear} for everyone, warm furs or three {@item blanket|PHB|blankets} apiece for everyone, or the means to start a fire and keep it burning for 8 hours. It's unlikely the characters brought along a stack of firewood, {@item Clothing, cold weather|IDRotF|cold-weather gear}, or sufficient {@item blanket|PHB|blankets} unless this is a return trip or they have a well-stocked {@item bag of holding}. If they try taking a long rest without adequate warmth, each character must make a {@dc 13} Constitution saving throw. If it fails, the character gets only a short rest, not a long one.", "However, while {@creature Hasfera-ruzai|KPSC} remains imprisoned in {@area Area 612|SC-612|x}, characters may be plagued with disturbing dreams when they try to take a long rest here. At the end of a long rest, each character must make a {@dc 13} spellcasting ability check. Arcane spellcasters make this check with advantage. Characters without a spellcasting ability make a simple Intelligence, Wisdom, or Charisma check (using whichever is lowest), with disadvantage. If the check fails, the character gets the benefits of a long rest. If the check succeeds, the character gets only a short rest, not a long one. The more competent a spellcaster is, the more likely their thoughts are to be disturbed by {@creature Hasfera-ruzai|KPSC}. See the elemental prison ({@area Area 612|SC-612|x}) for more on the consequences of these dreams." - ] + ], + "id": "190" } - ] + ], + "id": "18f" } ] }, @@ -62674,7 +63073,8 @@ "entries": [ "An icy wind blows through this barren, frozen chamber.", "Aside from the steps you came down, three passages lead out. A dank, loathsome breeze blows from the wide passage in the western wall; a 20-foot ledge ascends to a cave in the northwest corner; and portcullis bars sheathed in heavy frost block a passage into a grim-looking cavern to the north." - ] + ], + "id": "191" }, "A character who makes a successful {@dc 13} Wisdom ({@skill Perception}) check here senses something frightfully unnatural about it but gets nothing more specific than that. With a successful {@dc 15} Intelligence ({@skill Investigation}) check, a character detects the faint outline of a magical glyph inscribed between the abandoned refuge ({@area Area 611|SC-611|x}) and the western passage. Once the glyph has been spotted, a successful {@dc 20} Intelligence ({@skill Arcana}) check reveals the glyph is not part of a {@spell glyph of warding} spell but the remainder of some ancient evocation ritual enacted on this spot. A character with proficiency in {@skill Arcana} adds twice their proficiency bonus to the final check.", "{@creature Hasfera-ruzai|KPSC}'s prison exists simultaneously on both the Material Plane and the Ethereal Plane. Under normal circumstances, it can be seen and felt only by creatures whose senses extend into both planes. Characters with {@sense truesight} see the prison immediately. A {@spell detect magic} spell reveals the presence of tremendously powerful evocation magic, but the source remains {@condition invisible} and intangible.", @@ -62688,7 +63088,8 @@ "entries": [ "When characters fail to get a long rest because of disturbing dreams (see Resting in {@area Area 611|SC-611|x}), they awaken with the sense of something unnatural in this chamber. Those characters can attempt (or re-attempt) {@skill Arcana}, {@skill Investigation}, and {@skill Perception} checks in this cavern, now with advantage. A character who looks at the glyph after a night of dreams realizes that in their dreams, something was whispering about this glyph, trying to lead them to it. They also understand that {@sense truesight} or a {@spell true seeing} spell can reveal what's currently hidden.", "When someone with {@sense truesight} sees the prison, show them the {@area overlay|SC-612-MO|x}. Don't place it on the map yet or show it to players whose characters can't see it." - ] + ], + "id": "193" }, { "type": "image", @@ -62714,7 +63115,8 @@ "{@creature Hasfera-ruzai|KPSC}'s prison is a floor-to-ceiling cylinder of ice filled with roiling flame. Characters can tell the inside of the cylinder is aflame, but they can't make out any details beyond that through the cloudy ice. Water streams down the outside of the cylinder from the heat inside, but it freezes again when it reaches the floor, continually pushing fresh ice up the wall. Clouds of steam blanket the room. No object or magical effect can pass through the ice.", "A character with {@sense truesight} who stands on the glyph can hear {@creature Hasfera-ruzai|KPSC} through the prison wall, and it can hear the character. A character without {@sense truesight} can be heard by {@creature Hasfera-ruzai|KPSC} but can't hear the djinni in return.", "{@creature Hasfera-ruzai|KPSC} is a nasty creature with nothing but disdain for humans and their ilk. That's why it refused to grant a {@spell wish} to a human, which led to it being imprisoned here and its slow transformation into an {@creature al-Aeshma genie|ToB} (Tome of Beasts). It desperately wants to be free from its prison, and it swallows some of its contempt if that allows it to negotiate for this prize. \"Bored out of its mind\" is an almost literal description of {@creature Hasfera-ruzai|KPSC}. Centuries of isolation have driven it nearly insane. The genie is easily frustrated by mortals, and it's prone to furious outbursts when things don't go its way. {@creature Hasfera-ruzai|KPSC} immediately calms down again after each outburst and tries to smooth things over, but conversation with it isn't easy." - ] + ], + "id": "194" }, { "type": "entries", @@ -62740,9 +63142,11 @@ "If characters foolishly free {@creature Hasfera-ruzai|KPSC} without extracting promises from it, the genie attacks them ruthlessly for a few rounds, then flies away laughing or escapes in {@spell gaseous form}.", "{@creature Hasfera-ruzai|KPSC}'s flying speed and elemental nature make it immune to all the wind effects throughout this level. It's likewise unaffected by the temperature extremes of this level. Being immune to lightning gives it a critical advantage in approaching the {@item sphere of annihilation}. Whether the characters can capitalize on these assets in their fights against the sphere, the {@creature voidling|ToB}, and {@creature Gellert the Gruesome|KPSC} is up to the players' creativity. If they're clever, {@creature Hasfera-ruzai|KPSC} can be a powerful, if temporary, ally.", "The DC for the Constitution saving throw against {@condition exhaustion} in this chamber is 14." - ] + ], + "id": "195" } - ] + ], + "id": "192" } ] }, @@ -62759,7 +63163,8 @@ "page": 168, "entries": [ "The wind blowing past you here is unlike what you've experienced anywhere else. That was just wind; this is unwholesome, dank, an exhalation of vileness that threatens to overpower your senses." - ] + ], + "id": "196" }, "The chamber is empty. The passage to the south descends steeply without stairs. Where it leads\u2014if indeed it leads anywhere\u2014is up to you. The purpose of this area is to serve as a launching point for you to add your own levels beyond, if you choose to do so. At this point, you may simply explain to players that whatever waits down that passage isn't part of the {@i Scarlet Citadel} adventure and redirect them back to the matter at hand." ] @@ -62777,7 +63182,8 @@ "entries": [ "At the eye of a hurricane of whirling dust and crackling lightning hangs a globe of black nothingness. Matter that touches it emits a spark of light, then simply winks out of existence. The wind that howls through the surrounding tunnels is all drawn to this spot and hurls itself into the blackness.", "But not everything is annihilated by contact with the sphere. Wispy tendrils of darkness snake out of it, grasp at anything nearby, and pull it into the inky horror." - ] + ], + "id": "197" }, { "type": "image", @@ -62875,7 +63281,8 @@ } ] } - ] + ], + "id": "199" }, { "type": "entries", @@ -62887,7 +63294,8 @@ "If the saving throw succeeds, the creature holds its position. If the saving throw result is 10\u201314, the creature is pulled 10 feet closer to the sphere. If the result is 9 or lower, the creature becomes airborne, is pulled within 10 feet of the sphere, and is swirling around it clockwise. See Circling the Drain.", "A creature inside the effect of a {@spell reverse gravity} spell has disadvantage on this saving throw.", "All movement costs double unless the creature is entering a space closer to the sphere." - ] + ], + "id": "19a" }, { "type": "entries", @@ -62896,7 +63304,8 @@ "entries": [ "Once a creature is lifted bodily into the maelstrom swirling around the {@item sphere of annihilation}, they're effectively flying out of control unless the creature has a flying speed of its own. The creature is treated as {@condition grappled} (escape {@dc 18}) by the wind. At the start of the creature's turn, roll a {@dice d12} and read the result as a position on a clock face centered on the sphere; swirl the creature around the circle a few times, stopping at that number position within 10 feet of the sphere. The creature takes 14 ({@damage 4d6}) bludgeoning damage from banging against the walls, floor, and ceiling plus 22 ({@damage 4d10}) force damage from brushing against the sphere; a successful {@dc 15} Dexterity saving throw halves the bludgeoning damage and negates the force damage. This DC is higher than the typical saving throw against a {@item sphere of annihilation} because the creature has so little control over its own movement.", "A creature that uses an action and makes a successful {@dc 18} Strength ({@skill Athletics}) check to escape the {@action grapple} latches onto a projecting stone on the floor or wall and lands {@condition prone} in their space." - ] + ], + "id": "19b" }, { "type": "entries", @@ -62907,7 +63316,8 @@ "When the {@creature voidling|ToB} is destroyed, the {@item sphere of annihilation} collapses into itself until it finally disappears into the Void with a pop and a burst of necrotic energy equivalent to the voidlings's Necrotic Burst. This burst doesn't launch a fragment of the sphere, since it's entirely gone.", "When the sphere collapses, the wind dies away completely. Creatures that were swirling around the sphere plow into the floor and take a final 3 ({@damage 1d6}) bludgeoning damage.", "The DC for the Constitution saving throw against {@condition exhaustion} in this chamber is 15." - ] + ], + "id": "19c" }, { "type": "entries", @@ -62916,9 +63326,11 @@ "entries": [ "Some past interpretations of the {@item sphere of annihilation} included the idea that things and people destroyed by it weren't simply gone; they were erased not only from existence but also from memory as if they'd never existed in the first place. Items created by a person, such as a painting or a home, still existed but no one knew where they came from. A beloved spouse had no memory of ever having loved or even known an annihilated hero; children had no recollection of a lost parent; other members of an adventuring party instantly forgot they ever had another companion the moment that person was annihilated by the sphere.", "Treating the sphere this way is a challenge for players, who must roleplay not knowing something the players clearly do know (and probably feel sad about). It's an interesting twist you can add to the scenario if your group is up for it. It also requires a small alteration to the Player Handout, which mentions a party member lost to the sphere." - ] + ], + "id": "19d" } - ] + ], + "id": "198" }, { "type": "image", @@ -62932,7 +63344,8 @@ } ] } - ] + ], + "id": "178" }, { "type": "section", @@ -62940,9 +63353,11 @@ "page": 170, "entries": [ "The freezing trap ({@area Area 609|SC-609|x}) resets automatically after 24 hours. Other than that, nothing else on this level restocks, resets, or generates new threats unless you choose to place them." - ] + ], + "id": "19e" } - ] + ], + "id": "177" }, { "type": "section", @@ -63016,7 +63431,8 @@ "name": "Saber-toothed Bat", "page": 171 } - ] + ], + "id": "1a2" }, { "type": "entries", @@ -63051,7 +63467,8 @@ "name": "Swarm of Clacker Beetles", "page": 172 } - ] + ], + "id": "1a3" }, { "type": "entries", @@ -63130,7 +63547,8 @@ "name": "Cagoth-ze", "page": 173 } - ] + ], + "id": "1a4" }, { "type": "entries", @@ -63147,7 +63565,8 @@ "page": 173, "entries": [ "{@creature The chained thing|KPSC} is a gift from Vardesain to a disciple who gained distinction through betrayal or some other service. That disciple and its followers can attune to {@creature the chained thing|KPSC} the same way a creature attunes to a magic item. When {@creature the chained thing|KPSC} unleashes its Necrotic Wave, all attuned, undead creatures at 0 hit points that are also within 100 feet of {@creature the chained thing|KPSC} recover all their hit points. This doesn't happen if {@creature the chained thing|KPSC}'s Regeneration is currently being prevented by radiant damage." - ] + ], + "id": "1a6" }, { "type": "statblock", @@ -63156,7 +63575,8 @@ "name": "The Chained Thing", "page": 173 } - ] + ], + "id": "1a5" }, { "type": "entries", @@ -63182,7 +63602,8 @@ "name": "Bastronombecqua", "page": 174 } - ] + ], + "id": "1a7" }, { "type": "entries", @@ -63219,7 +63640,8 @@ "name": "Kurgorom", "page": 175 } - ] + ], + "id": "1a8" }, { "type": "entries", @@ -63244,7 +63666,8 @@ "width": 935, "height": 909 } - ] + ], + "id": "1a9" }, { "type": "entries", @@ -63260,7 +63683,8 @@ "name": "Dire Owlbear", "page": 177 } - ] + ], + "id": "1aa" }, { "type": "entries", @@ -63278,9 +63702,11 @@ "page": 177, "entries": [ "{@creature Drakustanz|KPSC} exhales a 15-foot cone of flame. Every creature in the cone takes 7 ({@damage 2d6}) fire damage or half damage with a successful {@dc 13} Dexterity saving throw." - ] + ], + "id": "1ad" } - ] + ], + "id": "1ac" }, { "type": "statblock", @@ -63289,7 +63715,8 @@ "name": "Drakustanz", "page": 177 } - ] + ], + "id": "1ab" }, { "type": "entries", @@ -63304,7 +63731,8 @@ "name": "The Gaoler", "page": 177 } - ] + ], + "id": "1ae" }, { "type": "entries", @@ -63329,7 +63757,8 @@ "name": "Gelatinous Cube/Ochre Jelly Hybrid", "page": 178 } - ] + ], + "id": "1af" }, { "type": "entries", @@ -63349,7 +63778,8 @@ "name": "Gellert the Gruesome", "page": 179 } - ] + ], + "id": "1b0" }, { "type": "entries", @@ -63369,9 +63799,11 @@ "entries": [ "Possession by a ghostly foe is far more dangerous than possession by a {@creature ghost}, because {@creature the ghostly foe|KPSC} has access to the possessed creature's entire catalog of traits including knowledge, proficiencies, class abilities, and spells. Its weakness is that the alien presence of {@creature the ghostly foe|KPSC} in a creature's mind is anathema to flesh-and-blood creatures and eventually turns them to stone. {@creature The ghostly foe|KPSC} fights against it, but if the affected creature opens itself psychically to the effect, petrification is automatic. In this way, a powerful creature can opt to sacrifice itself instead of slaughtering its comrades.", "A {@condition petrified} creature is restored to its normal state by {@spell greater restoration}, {@spell dispel evil and good}, or comparable magic. While {@condition petrified}, the creature must make a death saving throw every 10 days. A success or a natural 20 has no effect, but the creature dies after three failures." - ] + ], + "id": "1b3" } - ] + ], + "id": "1b2" }, { "type": "image", @@ -63390,7 +63822,8 @@ "name": "Ghostly Foe", "page": 181 } - ] + ], + "id": "1b1" }, { "type": "entries", @@ -63407,7 +63840,8 @@ "name": "Imortra the Debased", "page": 181 } - ] + ], + "id": "1b4" }, { "type": "entries", @@ -63432,7 +63866,8 @@ "name": "Keluikinj, Dust Goblin Firstblade", "page": 182 } - ] + ], + "id": "1b5" }, { "type": "entries", @@ -63491,7 +63926,8 @@ } ] } - ] + ], + "id": "1b6" }, { "type": "entries", @@ -63506,7 +63942,8 @@ "page": 183, "entries": [ "Chansar and any wights within 30 feet of him have advantage on saving throws against effects that turn undead." - ] + ], + "id": "1b8" }, "One of the Pale Circle was a ring warden. Its Intelligence is 16, it has a Spellcasting ability, and it possesses a ring-staff that boosts its spell damage.", { @@ -63560,7 +63997,8 @@ "page": 183, "entries": [ "When the {@creature ring warden wight|KPSC} rolls damage for a spell attack while holding its ring-staff, it adds +3 to the result. The {@creature ring warden wight|KPSC} can use the ring-staff as an {@item arcane focus|PHB}." - ] + ], + "id": "1b9" }, { "type": "statblock", @@ -63583,7 +64021,8 @@ "name": "Chansar the Pale", "page": 183 } - ] + ], + "id": "1b7" }, { "type": "entries", @@ -63597,7 +64036,8 @@ "page": 184, "entries": [ "The {@creature phantom wight|KPSC} can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." - ] + ], + "id": "1bb" }, { "type": "statblock", @@ -63606,7 +64046,8 @@ "name": "Phantom Wight", "page": 184 } - ] + ], + "id": "1ba" }, { "type": "entries", @@ -63630,7 +64071,8 @@ "page": 184, "collapsed": true } - ] + ], + "id": "1bc" }, { "type": "entries", @@ -63656,7 +64098,8 @@ "name": "Solnis Ledniskol", "page": 184 } - ] + ], + "id": "1bd" }, { "type": "entries", @@ -63699,7 +64142,8 @@ "name": "Ushulx", "page": 184 } - ] + ], + "id": "1be" }, { "type": "entries", @@ -63715,7 +64159,8 @@ "page": 184, "entries": [ "A warlock wight doesn't require air, food, drink, or sleep." - ] + ], + "id": "1c0" }, { "type": "statblock", @@ -63724,7 +64169,8 @@ "name": "Warlock Wight", "page": 184 } - ] + ], + "id": "1bf" }, { "type": "entries", @@ -63740,7 +64186,8 @@ "page": 185, "entries": [ "{@creature Xymargshra|KPSC} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] + ], + "id": "1c2" }, "Second, it has an expanded list of innate spells. Spells marked with an asterisk (*) are Void magic spells from Deep Magic. Their full descriptions are included under Deep Magic Spells in the appendix.", { @@ -63783,11 +64230,14 @@ "name": "Xymargshra", "page": 185 } - ] + ], + "id": "1c1" } - ] + ], + "id": "1a1" } - ] + ], + "id": "1a0" }, { "type": "section", @@ -64096,7 +64546,8 @@ "name": "Weapon of Nightmares", "page": 193 } - ] + ], + "id": "1c3" }, { "type": "section", @@ -64250,9 +64701,11 @@ "name": "Weapon of Blood", "page": 198 } - ] + ], + "id": "1c4" } - ] + ], + "id": "19f" }, { "type": "section", @@ -64342,7 +64795,8 @@ "type": "CONS" } } - ] + ], + "id": "1c5" }, { "type": "section", @@ -64377,7 +64831,8 @@ "These setbacks are infuriating!" ] } - ] + ], + "id": "1c7" }, { "type": "section", @@ -64409,7 +64864,8 @@ } ] } - ] + ], + "id": "1c8" }, { "type": "section", @@ -64437,9 +64893,11 @@ "Tomorrow, we face it again." ] } - ] + ], + "id": "1c9" } - ] + ], + "id": "1c6" }, { "type": "section", @@ -64594,7 +65052,8 @@ } ] } - ] + ], + "id": "1ca" }, { "type": "section", @@ -64629,7 +65088,8 @@ "Plus much more!" ] } - ] + ], + "id": "1cc" }, { "type": "image", @@ -64641,7 +65101,8 @@ "width": 1281, "height": 1657 } - ] + ], + "id": "1cb" } ] } diff --git a/adventure/Kobold Press; Warlock Lair 50 The Light of Memoria.json b/adventure/Kobold Press; Warlock Lair 50 The Light of Memoria.json index 51faec4a1..33ba0c5e3 100644 --- a/adventure/Kobold Press; Warlock Lair 50 The Light of Memoria.json +++ b/adventure/Kobold Press; Warlock Lair 50 The Light of Memoria.json @@ -553,7 +553,8 @@ "{@note {@b Open Game Content:} The Open Content in this adventure includes the {@creature shroud|ToB} and {@creature spectral memory|WL50} stat blocks and the {@item amulet of memory magic|WL50} item.}", "{@note © 2020 Open Design LLC}", "{@link www.koboldpress.com}" - ] + ], + "id": "001" }, { "type": "gallery", @@ -601,7 +602,8 @@ "width": 1347, "height": 1625 } - ] + ], + "id": "000" }, { "type": "section", @@ -617,7 +619,8 @@ "Memoria is a forgotten ruin mostly vanished into the lowland bogs north of Redtower. Its obscurity is ironic: Once, it was a settlement dedicated to Mnemosyne, goddess of memory, who has, likewise, suffered an unhappy fate. Centuries ago, a mysterious cult of benign necromancers founded Memoria after fleeing elven authority and condemnation in Kammae, settling in the White Forest to take advantage of the area's potent ley lines. These necromancers did not defile the dead. They utilized necromancy to interact with their ancestors, hoping to create a utopia of peaceful co-existence for the living and dead with the past and present side-by-side.", "To achieve this vision, the Memorians devised a relic called the {@item light of Memoria|WL50} to create a bridge to the afterlife and light the way for their ancestors' spirits to cross into the mortal world. Avoiding bloodshed, the Memorians empowered the relic with communal sacrifice of many years of their lives. When at last they enacted the ritual, however, something went wrong. Instead of their ancestors' spirits peacefully transitioning, they brought forward an army of twisted specters, wraiths, and shadows which overwhelmed Memoria.", "The surviving Memorians retreated to a nearby shadow gate, but the undead followed. To prevent their mistakes from endangering others, the Memorians used the {@item light of Memoria|WL50|light} to sever the gate's connection to the shadow roads and sealed the undead\u2014and themselves\u2014in a pocket dimension called the Oubliette. Memoria and the cult of Mnemosyne who built it fell out of reckoning. The dormant gate became an eerie local curiosity, and the {@item light of Memoria|WL50|light} disappeared, buried beneath the elements." - ] + ], + "id": "003" }, { "type": "entries", @@ -625,7 +628,8 @@ "page": 3, "entries": [ "A week ago, {@creature Tymon|WL50}, an apprentice of {@creature Gellert the Gruesome|KPSC}, came investigating the archway. Unlike other curious investigators, {@creature Tymon|WL50} benefited from a recent tree fall uprooting the {@item light of Memoria|WL50}. Curious at the magic still stored within it, he stumbled his way through activating it enough to open the portal to Oubliette, only to fall through and drop the {@item light of Memoria|WL50|light} in surprise. Trapped on the other side, he has since fallen to the mercy of a wraith called {@creature the Forgotten|WL50} (see {@area Area 10|WL50-10|x}). It has surmounted all other undead in the Oubliette, and it intends to experiment, as the Memorians did, with Tymon's living energy to open the portal again. {@creature The Forgotten|WL50} has been trapped in a nightmare memory realm haunted by the madness and grief of the Memorians, and it craves escape to torment the living again." - ] + ], + "id": "004" }, { "type": "entries", @@ -642,7 +646,8 @@ "PCs already familiar with Redtower may {@adventure have met Gabe in town|KPSC|2|R13. Orchard}. He suffered nightmares after spending the night in the {@adventure Lifeless Clearing|KPSC|2|E3. The Lifeless Clearing}, prompting the PCs to investigate further." ] } - ] + ], + "id": "005" }, { "type": "entries", @@ -659,7 +664,8 @@ "page": 3, "entries": [ "PCs sleeping in the clearing have dreams of shadowy labyrinths and being hunted by unseen creatures in a dark forest. Each PC that sleeps in the clearing must succeed on a {@dc 10} Wisdom saving throw upon awakening or suffer one level of {@condition exhaustion}." - ] + ], + "id": "008" }, { "type": "entries", @@ -668,7 +674,8 @@ "entries": [ "The first time the PCs arrive in the clearing, they discover four {@creature bandit|MM|bandits}, investigating the arch. One of them, Dameka, stands apart, holding the {@item light of Memoria|WL50} and complaining loudly she can't read it. Dameka and her companions reside in the White Forest, preying on adventurers drawn to the Scarlet Citadel and occasionally performing odd jobs for {@creature Gellert the Gruesome|KPSC}. She has never met {@creature Gellert the Gruesome|KPSC|Gellert} and works primarily through his intermediaries. One such intermediary, {@creature Cagoth-ze|KPSC} (see the Hapless Apprentice sidebar on page 5), sent her in search of {@creature Tymon|WL50} after the young apprentice didn't return from his task.", "If the PCs aren't immediately apparent or if they sneak closer to listen in, Dameka grumbles about a \"scrawny-necked apprentice,\" wondering aloud why he'd come here and suspicious he's holding out on them. Eventually, she pockets the {@item light of Memoria|WL50|light} and the {@creature bandit|MM|bandits} spread out, likely flushing out the PCs. If found or if the PCs interrupt them, Dameka is relieved for an end to the boredom. She leads the attack, gleeful for the potential of better loot than Tymon's leftovers. If Dameka is killed, the other {@creature bandit|MM|bandits} flee into the forest and leave the {@item light of Memoria|WL50|light} behind." - ] + ], + "id": "009" }, { "type": "entries", @@ -676,9 +683,11 @@ "page": 3, "entries": [ "Besides their equipment, the {@creature bandit|MM|bandits} also each have 10 gp and two days' trail {@item Rations (1 day)|PHB|rations}, except Dameka. She has 3 pp, 10 gp, 2 gems worth 10 gp each, and three days' {@item Rations (1 day)|PHB|rations}. A note from {@creature Cagoth-ze|KPSC}, directing her to find the wayward apprentice, sits in her pocket. The {@item light of Memoria|WL50} she recovered is described on page 4." - ] + ], + "id": "00a" } - ] + ], + "id": "007" }, { "type": "entries", @@ -694,7 +703,8 @@ "At sunset, midnight, and dawn\u2014 when shadows are longest and deepest\u2014the archway flickers, its faded engravings emitting a soft blue glow. Short bursts of electricity zig-zag across the arch's opening and, for a brief moment, a glimpse into the Oubliette opens. It shows a young, anguished man in tattered robes bound in shadowy chains. An ethereal voice calls for help before the glow surges and fades, ending the image.", "This scene repeats again the following sunset, midnight, or sunrise, but the man, {@creature Tymon|WL50}, does not look or sound identical each time. Every appearance, he is a little wearier and more desperate.", "Traversing the portal in these split-second glimpses is impossible. These moments alert the PCs to Tymon's plight, and serve as a warning that something on the other side is slowly learning how to escape." - ] + ], + "id": "00c" }, { "type": "entries", @@ -702,7 +712,8 @@ "page": 4, "entries": [ "Opening the way to the Oubliette is impossible without the {@item light of Memoria|WL50}. The PCs must charge it with some of their life energy to open a portal in the archway, as Tymon's bumbling drained what little magic the light still held. If the PCs have difficulty figuring out what to do with the light, it can respond intuitively to the pressure Tymon's efforts put on the ley lines and open the portal spontaneously when close to the archway." - ] + ], + "id": "00d" }, { "type": "image", @@ -714,7 +725,8 @@ "width": 708, "height": 763 } - ] + ], + "id": "00b" }, { "type": "statblock", @@ -725,7 +737,8 @@ "style": "inset", "displayName": "The Light of Memoria" } - ] + ], + "id": "006" }, { "type": "entries", @@ -745,7 +758,8 @@ "page": 5, "entries": [ "The \"ceiling\" here is a dark, amorphous void. Effects or creatures moving more than 60 feet up cross the boundaries of the Oubliette and \"fall,\" crashing back into the space they occupied. The PC doesn't take falling damage, but the PC is momentarily disoriented by the fall." - ] + ], + "id": "010" }, { "type": "entries", @@ -753,7 +767,8 @@ "page": 5, "entries": [ "Magic still works in the Oubliette, but it is separated from nearby ley lines. Creatures in the Oubliette can't sense or tap into ley lines here." - ] + ], + "id": "011" }, { "type": "entries", @@ -762,7 +777,8 @@ "entries": [ "Entrances and walls in the Oubliette are not solid boundaries; instead, areas blend at the edges, bleeding into one another as different memoryscapes overlap. To the viewer, the area they currently occupy seems to go on ahead and behind indefinitely; terrain only changes visibly as the PCs pass through the boundaries.", "All edges in the Oubliette lead into the void, though some are behind shadowy edifices mimicking structures. Falling from these edges is harrowing; after plummeting into darkness for 1 round, the creature appears back in the space it started, unharmed. The creature must succeed on a {@dc 10} Wisdom saving throw or suffer one level of {@condition exhaustion} and be {@condition frightened} for 1 minute." - ] + ], + "id": "012" }, { "type": "entries", @@ -770,7 +786,8 @@ "page": 5, "entries": [ "It is impossible to hunt in the Oubliette and the PCs must rely on their own water and food." - ] + ], + "id": "013" }, { "type": "entries", @@ -778,7 +795,8 @@ "page": 5, "entries": [ "The Oubliette is utterly dark and impenetrable with mundane light sources. Magical light sources still function, but only at half their effective illumination radius." - ] + ], + "id": "014" }, { "type": "entries", @@ -787,9 +805,11 @@ "entries": [ "PCs can take short or long rests in the Oubliette. Sleep, however, is haunted by nightmarish dreams of grasping shadows and a great city collapsing into oblivion. At the end of each long rest, the PCs must succeed on a {@dc 15} Wisdom saving throw to gain the benefits of completing a long rest.", "As {@creature the Forgotten|WL50} wants the PCs to open the portal, it keeps most of its minions from pursuing them aggressively. If the PCs need more of a challenge, or underestimate the dangers of the Oubliette, then resting periods are ideal times to attack with {@creature shadow|MM|shadows} or {@creature shroud|ToB|shrouds} {@homebrew |(Tome of Beasts, p. 348 or see page 11)} to keep them harried and weakened." - ] + ], + "id": "015" } - ] + ], + "id": "00f" }, { "type": "image", @@ -3047,7 +3067,8 @@ "entries": [ "{@link MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP|https://rpgcharacters.files.wordpress.com/2019/04/tft-temple-crypts.png}", "{@note This link seems to go to an unrelated map; take this up with Kobold Press.}" - ] + ], + "id": "016" }, { "type": "entries", @@ -3060,7 +3081,8 @@ "page": 5, "entries": [ "An intact archway riddled with cracks and shadow dominates the center of this large, obsidian plateau. Crumbled pillars surround the archway, and shadowy chains bind a young man to one leg of the archway." - ] + ], + "id": "017" }, { "type": "entries", @@ -3070,7 +3092,8 @@ "{@creature Tymon|WL50} (see the Hapless Apprentice sidebar) is bound to the archway by two shadowy chains. He is malnourished and has two levels of {@condition exhaustion}. His rations and water are nearly gone, and he is relieved to see the PCs.", "He says: {@i \"By the gods, I can't believe you're here! You have to help me! That blue gemstone thing, do you have it? They hate that thing. Put it to the chains, I'm sure it will weaken them. Please hurry!\"}", "{@creature Tymon|WL50} tells the PCs anything they want to know if they'll free him, but he urges haste. He warns them {@creature the Forgotten|WL50}, a powerful wraith, is desperate for a way out and no doubt already knows they're here. Once free, {@creature Tymon|WL50} urges them to the north side of the plateau ({@area Area 2|WL50-02|x}). They'll need help to use the {@item light of Memoria|WL50|light} and to face {@creature the Forgotten|WL50}, who is not going to simply let them leave." - ] + ], + "id": "018" }, { "type": "entries", @@ -3078,7 +3101,8 @@ "page": 5, "entries": [ "Pressing the {@item light of Memoria|WL50|light} against the chains causes them to solidify. A successful {@dc 12} Strength check breaks them. Alternatively, dealing 10 damage to the chains breaks them." - ] + ], + "id": "019" }, { "type": "entries", @@ -3086,7 +3110,8 @@ "page": 5, "entries": [ "{@creature Cagoth-ze|KPSC} gave {@creature Tymon|WL50} what little knowledge the gnome could find on the archway before sending {@creature Tymon|WL50} to investigate it. {@creature Tymon|WL50} knows ancient mages once opened the archway during some ritual and became trapped beyond it. He suggests the PCs find the mages to enlist their help. He expresses some uncertainty if the mages are still alive, given his experience with {@creature the Forgotten|WL50}, but he believes the mages are their best chance of learning more about the {@item light of Memoria|WL50|light} and using it to get out of here. Though a bit disillusioned by his time in the Scarlet Citadel, Tymon proudly claims to be the apprentice of {@creature Gellert the Gruesome|KPSC}. A successful {@dc 13} Wisdom ({@skill Insight}) check notices that Tymon's conviction in his claim isn't strong." - ] + ], + "id": "01a" }, { "type": "image", @@ -3106,7 +3131,8 @@ "{@creature Tymon|WL50} is a 17-year-old lanky human who is, ostensibly, an apprentice of {@creature Gellert the Gruesome|KPSC}. To be accurate, he's a hapless henchman that runs errands for one of Gellert's lieutenants, {@creature Cagoth-ze|KPSC}, a gnome wizard who specializes in ley line magic. {@creature Cagoth-ze|KPSC} uses the boy's eagerness to learn magic as a way of manipulating him into performing a variety of mundane tasks, ever-promising to teach him magic \"soon.\" Minor magic came to {@creature Tymon|WL50} through sheer stubbornness and scraps of arcane lore he snuck out of Cagoth-ze's sanctum.", "Ambitious sorcery and banditry sounded romantic to {@creature Tymon|WL50} in his former life as a bored merchant's son in Triolo. However, his time as Gellert's \"apprentice\" has yielded very little magical knowledge, several new scars and callouses, and much more involvement with bandits than he ever thought he'd have. Disillusionment is settling in, and Tymon's current predicament isn't helping.", "{@creature Tymon|WL50} uses the statistics of a {@creature noble}, except he knows the {@spell fire bolt} and {@spell prestidigitation} cantrips and can cast {@spell magic missile} once per day. He is helpful to the PCs but hangs back in combat unless coerced. During the final encounter with the Forgotten, he joins the fray without hesitation, desperate to escape his former captor. He is a little fatalistic about his life choices, something the PCs might be able to help him overcome." - ] + ], + "id": "01b" } ] }, @@ -3121,7 +3147,8 @@ "page": 6, "entries": [ "Shadowed reflections of an ancient road lined with withered trees and broken fencing branches to the east and west. Beyond the path, a dark countryside gives way to sheer dropoffs on either side into the abyss." - ] + ], + "id": "01c" }, "Tymon prefers to head east. He knows {@creature the Forgotten|WL50} most often approaches {@area Area 1|WL50-01|x} from the left, and he wants to find the mages before confronting {@creature the Forgotten|WL50}." ] @@ -3137,7 +3164,8 @@ "page": 6, "entries": [ "The ancient road rapidly transitions to a weed-strewn brick path with crumbling stone buildings along its edges. The path and buildings seem to continue indefinitely." - ] + ], + "id": "01d" }, "This place is an image of a ruined Memoria: once-elegant pillars shattered, sculptures toppled, walls gutted with gaping holes. Discarded items and mementos lie strewn around the area but dissolve into shadow when touched. The buildings on the sides are only facades leading to a harrowing descent over the edges, as detailed in the Oubliette Features.", { @@ -3146,7 +3174,8 @@ "page": 6, "entries": [ "Three bodies lie in the streets. Each is a humanoid and clad in white robes but otherwise appears somewhat insubstantial. They house maddened {@creature shroud|ToB|shrouds} {@homebrew |(Tome of Beasts, p. 348 or see page 11)}, remnants of the Memorians who died here. If a creature approaches within 5 feet of a body, the body dissipates into swirling shadow, awakening the {@creature shroud|ToB} within to attack." - ] + ], + "id": "01e" } ] }, @@ -3161,7 +3190,8 @@ "page": 6, "entries": [ "The terrain shifts to a set of black-veined marble stairs leading to a grand archway flanked by shifting, shadowy pillars. Two joined, circular rooms lined with bookshelves stacked with books and scrolls stand beyond the archway." - ] + ], + "id": "01f" }, "The aisles between the shelves lining the area lead to sudden edges into the abyss. Tables and chairs are scattered through the room, but, like the other objects in the Oubliette, they are insubstantial.", { @@ -3179,9 +3209,11 @@ "The woman tells you, {@i \"Sacrifice? Nevena, no! Then the elves, the Kammaens, they'll have been right about us all along.\"}", "You shake your head at your friend's narrow-mindedness. {@i \"Sacrifice can take many forms, Stefanya. The ley line provides the power, but the life energy to activate it need not be from one source. Couldn't we all make a small sacrifice, give a little of all our lives to tether our ancestors here?\"}", "Stefanya puts a hand over her mouth in consideration, and you turn your gaze to the light of Memoria, touching it with quiet reverence. {@i \"Imagine what we'll learn!\"} You say. {@i \"A world where 'goodbye' is temporary. We could change everything\u2014and perhaps be pariahs no more.\"}" - ] + ], + "id": "021" } - ] + ], + "id": "020" }, { "type": "entries", @@ -3189,7 +3221,8 @@ "page": 8, "entries": [ "A {@creature spectral memory|WL50} {@homebrew |(see page 12)} of Nevena lurks among the bookshelves and observes the PCs. She attacks if spotted, if the PCs attempt to leave the area, or after one of the PCs interacts with her {@item amulet of memory|WL50} (after the vision ends). See the Memorian Specters sidebar for guidance on how the PCs can peacefully interact with Nevena's spirit." - ] + ], + "id": "022" }, { "type": "entries", @@ -3197,7 +3230,8 @@ "page": 8, "entries": [ "If her identity is restored, Nevena says: {@i \"The light was never meant for evil. Use it to mend the damage we've caused!\"} Once she vanishes into the light, her body crumbles to dust, except for the {@item amulet of memory|WL50}." - ] + ], + "id": "023" }, { "type": "entries", @@ -3205,7 +3239,8 @@ "page": 8, "entries": [ "Nevena's body holds the {@item amulet of memory|WL50}. A {@item Spell Scroll (2nd Level)|DMG|spell scroll} of {@spell see invisibility} and a {@item Spell Scroll (3rd Level)|DMG|spell scroll} of {@spell magic circle} sit within intact {@item Map or Scroll Case|PHB|scroll cases} on the bookshelves." - ] + ], + "id": "024" } ] }, @@ -3218,7 +3253,8 @@ "While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became {@creature spectral memory|WL50|spectral memories} {@homebrew |(see page 12)}, starved for their abandoned identities.", "To restore a Memorian, the PCs must remind the Memorian of its former self. The {@item amulet of memory|WL50|amulets of memory} still on the Memorians' bodies provide visions of each spirit's past, giving the PCs the information they need to restore the Memorians. Speaking a Memorian's name is sufficient to make the {@creature spectral memory|WL50} stop attacking, and speaking at least one pertinent detail of the vision in the spirit's {@item amulet of memory|WL50} enables the Memorian to pierce its self-delusions and be restored.", "If restored, a Memorian specter willingly binds itself to the {@item light of memoria|WL50|light}, charging the relic. Destroying a {@creature spectral memory|WL50} renders it dormant. It returns to lurk near its body after {@dice 2d4} hours, allowing the PCs another chance to interact with it." - ] + ], + "id": "025" }, { "type": "entries", @@ -3231,7 +3267,8 @@ "page": 8, "entries": [ "The terrain shifts into a quiet country road that forks. A signpost in the middle names the roads in a flowing script." - ] + ], + "id": "026" }, "The signpost labels (in {@language Elvish}) the western road as \"Loss\" and the southern road as \"Hubris.\"", { @@ -3257,7 +3294,8 @@ "page": 8, "entries": [ "A dark corridor stretches westward." - ] + ], + "id": "027" }, "The entirety of this corridor is pitch black, impenetrable by magical light sources of 3rd level or less. Only light from the {@item light of Memoria|WL50} can penetrate the darkness.", { @@ -3266,7 +3304,8 @@ "page": 8, "entries": [ "The first time the PCs pass through this area, they disturb two {@creature shadow|MM|shadows} that attack immediately." - ] + ], + "id": "028" } ] }, @@ -3281,7 +3320,8 @@ "page": 8, "entries": [ "The terrain shifts to a stone walkway on the ramparts of a high wall overlooking the abyss on each side." - ] + ], + "id": "029" }, "The wall is a 15-foot-wide stone construction with sheer sides leading to rocky ground sloping off the edge. A successful {@dc 13} Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check notices the wall isn't sound.", { @@ -3290,7 +3330,8 @@ "page": 8, "entries": [ "The wall is damaged and at risk of giving way. Each creature that crosses the bridge must succeed on a {@dc 13} Dexterity saving throw or cause part of the wall to crumble, taking 2 ({@damage 1d4}) bludgeoning damage and, unless it is tethered to other creatures or the wall, falling into the abyss (see Oubliette Features on page 5). A creature that moves at half its speed across the bridge has advantage on the saving throw." - ] + ], + "id": "02a" } ] }, @@ -3305,7 +3346,8 @@ "page": 9, "entries": [ "This road seems to stretch for miles, but it ends to the west in a mighty alabaster citadel shimmering like a mirage. The length of the road is silent and shadows flicker to the sides." - ] + ], + "id": "02b" }, "While traveling the path, the PCs get a disturbing feeling of being watched and followed closely.", { @@ -3314,7 +3356,8 @@ "page": 9, "entries": [ "The PCs are being followed: a {@creature shroud|ToB}, born of one of the sudden deaths of the Memorians, silently trails them. It toys with the PCs' items, clothing, or equipment by staying close to the ground, tugging on clothing, tying shoelaces together, or other minor pranks. It hides in the shadows alongside the road to avoid the PCs' notice. It reveals itself with a high-pitched, mad giggle if the PCs exhibit confusion. It won't pursue if they flee from it, but it attacks if the PCs react in anger and disrupt its fun." - ] + ], + "id": "02c" } ] }, @@ -3329,7 +3372,8 @@ "page": 9, "entries": [ "The path crosses under a once-mighty gate into a large courtyard edged by silent, dark buildings and shadowy forms of market stalls. On the western side, a body lies beside a slightly insubstantial fountain flowing with liquid shadow." - ] + ], + "id": "02d" }, "Ivon's body lies motionless beside the fountain in the western side near {@area Area 10|WL50-10|x}.", "The paths from this chamber lead to the northwest ({@area Area 11|WL50-11|x}), apparently out of the citadel, to the east ({@area Area 8|WL50-08|x}), and to the south ({@area Area 10|WL50-10|x}), where two different paths disappear into darkness. {@creature Tymon|WL50}, if able, advises against going south; something about it reminds him of the Forgotten's presence. {@creature Tymon|WL50} makes this suggestion only if the PCs haven't fully charged the {@item light of memoria|WL50|light} with all three mages.", @@ -3349,9 +3393,11 @@ "{@i \"What happened?\"} You help her to her feet, gaping at her in disbelief. One minute, the ritual was underway; the next, shades erupted from seemingly every shadow in the city. {@i \"What did your relic do?\"}", "{@i \"What it was meant to! It bridged the worlds, brought our ancestors to us, but something happened in the transition. Was it the Shadow? Was our sacrifice not enough?\"} She looks up at you in grief. {@i \"I thought we could bypass the bloodshed.\"}", "You knew, in your heart, you'd all asked too much of magic, but you'd prayed to finally understand the secrets of your elven lineage. {@i \"We all did. Now run.\"} You nudge her towards the gates and you pause long enough to gaze at the serene face of your goddess. {@i \"Oh, Mnemosyne, spare us your wrath.\"} You tremble inside, reaching for your resolve. {@i \"All we have ever\u2014all I have ever\u2014longed to do is honor you, honor the past. Not destroy our futures.\"}" - ] + ], + "id": "02f" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -3360,7 +3406,8 @@ "entries": [ "The {@creature spectral memory|Wl50} of Ivon lurks in the fountain, hiding as he watches the characters. He attacks if they attempt to leave, discover him, or after one of them interacts with his {@item amulet of memory|WL50|amulet}.", "See the Memorian Specters sidebar on page 8 for guidance on how the PCs can peacefully interact with Ivon's spirit." - ] + ], + "id": "030" }, { "type": "entries", @@ -3368,7 +3415,8 @@ "page": 9, "entries": [ "If his identity is restored, Ivon says: {@i \"This place defiles our goddess, warping our sacred memories. I will help you end it if I can.\"} Once he vanishes into the {@item light of memoria|WL50|light}, his body crumbles to dust, except for the {@item amulet of memory|WL50}." - ] + ], + "id": "031" }, { "type": "entries", @@ -3376,7 +3424,8 @@ "page": 9, "entries": [ "Ivon's body holds his {@item amulet of memory|WL50}. The {@item longsword|PHB} at his side has not aged well, but its {@item gem-studded scabbard|WL50} is worth 150 gp." - ] + ], + "id": "032" } ] }, @@ -3391,7 +3440,8 @@ "page": 9, "entries": [ "The narrow corridors leading into this area have sheer drops on either side and are otherwise dark and featureless. They lead to a moat of bottomless, writhing shadows with a small bridge to a pillar in the center." - ] + ], + "id": "033" }, "This area holds the remaining spirits of the people who inhabited ancient Memoria. Freeing them requires the collapse of the entire Oubliette (see {@adventure Escaping the Oubliette|WL50|1|Escaping the Oubliette} on page 10). The central pillar is a favored place where {@creature the Forgotten|WL50} contemplates its power and what it will do when unleashed upon the world.", { @@ -3400,7 +3450,8 @@ "page": 9, "entries": [ "There is a {@chance 50|50 percent chance|Forgotten|The Forgotten is elsewhere|The Forgotten is present} {@creature the Forgotten|WL50} (see Escaping the Oubliette) is here. It attacks the PCs if they enter what it considers its abode, but it won't try to kill them until they activate the portal out of the Oubliette. If reduced below half its hit point maximum, it disappears into the well of shadows and sends 1 {@creature shadow|MM} to attack the PCs each round the PCs remain in {@area Area 10|WL50-10|x}. The {@creature shadow|MM|shadows} don't leave the area or pursue fleeing PCs. The Forgotten doesn't pursue fleeing PCs, hoping they will open the portal." - ] + ], + "id": "034" }, { "type": "entries", @@ -3408,7 +3459,8 @@ "page": 9, "entries": [ "Remnants of the Memorians' belongings remain scattered at the edges of the well, including gems, jewelry, silk scarves and belts, and small art objects able to withstand the test of time, worth a total of 2,100 cp, 1,050 sp, and 70 gp\u2014if the PCs can collect it all. It takes 1 round to collect a third of the total value (rounded down)." - ] + ], + "id": "035" } ] }, @@ -3423,7 +3475,8 @@ "page": 10, "entries": [ "The terrain transitions into a narrow corridor lined by thick, oppressive trees made of shadow. Skeletal branches form a dense arch overhead, and wailing and weeping emanate from among the trees without a visible source." - ] + ], + "id": "036" }, "The feeling of grief permeates the forest. When a creature enters this area and each minute it remains in this area, it must succeed a {@dc 10} Wisdom saving throw or be convinced someone in the forest needs help and leave the path to help the person.", { @@ -3432,7 +3485,8 @@ "page": 10, "entries": [ "Four {@creature shroud|ToB|shrouds} lurk in the forest here, drifting in hazy memories of rage, grief, and fear. They ignore creatures moving along the path, but they attack anyone stepping off it and into the forest." - ] + ], + "id": "037" } ] }, @@ -3447,7 +3501,8 @@ "page": 10, "entries": [ "The northern part of this blasted clearing ends in an abrupt, jagged cliff. Paths from the east and west sweep into wide roads that flow toward the cliff." - ] + ], + "id": "038" }, "This cliff marks where the Oubliette was severed from the original shadow road. The paths out of {@area Area 6|WL50-06|x} and {@area Area 11|WL50-11|x} end at the edge of the cliff, looking abruptly cut-off.", { @@ -3467,9 +3522,11 @@ "{@i \"These things will do no less to us, and to anyone else they find unless we trap them here.\"} You reach again for the relic, but a searing, cold pain rips across your back. Turning, a hulking wraith looms before you with a deep, inhuman laugh within its formless darkness. Fire bursts on the creature's side, and you see Ivon stagger away from a pack of shadows. He is withered and drained; the wraith turns to him in rage, but Ivon looks to you.", "{@i \"We can't hold them,\"} he rasps, and then he is lost beneath a sea of shadows.", "You turn back to see the relic and Mila both gone. You see a flicker, a lock of dark hair, waver through the portal. Dread and pride collide in your chest as you know what she's done, and the rumbling in the darkness confirms it. A terrible shrieking erupts all around you as the archway warps and goes dark, echoing the notes of triumphant grief in your mind before you feel cold, incorporeal talons tear into you." - ] + ], + "id": "03a" } - ] + ], + "id": "039" }, { "type": "entries", @@ -3478,7 +3535,8 @@ "entries": [ "The {@creature spectral memory|WL50} of Stefanya lurks just over the edge of the cliff, rising to attack if she is spotted, if the PCs attempt to leave the area, or after a PC interacts with her amulet in any way.", "See the Memorian Specters sidebar on page 8 for guidance on how the PCs can peacefully interact with Stefanya's spirit." - ] + ], + "id": "03b" }, { "type": "entries", @@ -3486,7 +3544,8 @@ "page": 10, "entries": [ "If restored, Stefanya pleads with the PCs: {@i \"I implore you, strangers: Put an end to this place, if you can. Allow it to defile our memories no longer.\"} Once she vanishes into the {@item light of memoria|WL50|light}, her body crumbles to dust, except for the {@item amulet of memory|WL50}." - ] + ], + "id": "03c" }, { "type": "entries", @@ -3494,11 +3553,13 @@ "page": 10, "entries": [ "Aside from the {@item amulet of memory|WL50}, Stefanya's body holds a {@item golden diadem|WL50} worth 250 gp and inlaid with the same cresting wave symbol that appears on the {@item amulet of memory|WL50|amulet}." - ] + ], + "id": "03d" } ] } - ] + ], + "id": "00e" }, { "type": "entries", @@ -3519,11 +3580,14 @@ "When {@creature the Forgotten|WL50} attacks, an audible {@i \"No!\"} emerges from the light, as the spirits of Nevena, Stefanya, and Ivon react to the specter's presence. The item surges with brilliance, and the light it sheds becomes sunlight, weakening {@creature the Forgotten|WL50} and its shadows. The PC wielding the light notices that it begins to crumble, bit by bit.", "If the encounter lasts for more than a minute, the portal crackles to life, and {@creature the Forgotten|WL50} attempts to flee through it. {@creature The Forgotten|WL50} won't risk being trapped here again just to kill the PCs. The PCs can pursue {@creature the Forgotten|WL50} and continue the combat, or let it escape, wreaking havoc best left for another adventure.", "If defeated, {@creature the Forgotten|WL50} unleashes an unholy screech as it dissipates. The Oubliette, no longer sustained by the Memorians nor the Forgotten's ego, warps and begins to collapse. Once the portal opens after defeating {@creature the Forgotten|WL50}, the PCs have 3 rounds to escape through the portal before perishing in the collapse of the Oubliette. Once back on Midgard, they see, through the archway, the Oubliette crumble, giving way to empty dark as the gate closes." - ] + ], + "id": "040" } - ] + ], + "id": "03f" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -3533,7 +3597,8 @@ "Once the gate closes, the {@item light of memoria|WL50|light} pulsates a bright blue once more, illuminating the cracks and gaps in it, then breaks. A fist-sized chunk of blue gemstone remains among the worthless shards, still glowing faintly. This chunk functions as a {@item gem of brightness} with 50 charges. If the PCs sacrificed life energy to the light and aged as a result, the aging effects are reversed, with the PCs returning to the ages they were before sacrificing life energy to the light.", "The images of the {@creature spectral memory|WL50|spectral memories} briefly flicker before the PCs, appearing as they did in life. Before fading, they thank the PCs. Ivon promises the PCs will be remembered, wherever the Memorians are going, and asks Mnemosyne to watch over them. Nevena hopes the PCs will not remember the Memorians unkindly; they meant to do good. Stefanya assures the PCs Memoria can rest now, but she cautions them that the power here which inspired the Memorians to make a utopia could also be used for less benign purposes. The trio bids the PCs farewell, then fades away.", "The eerie feeling in the Lifeless Clearing vanishes, and the black vine around the arch withers to dust. Animals soon return, and, in time, the plants regrow." - ] + ], + "id": "041" }, { "type": "entries", @@ -3543,7 +3608,8 @@ "After his experiences, {@creature Tymon|WL50} swears off returning to {@creature Gellert the Gruesome|KPSC|Gellert}. In fact, he plans to keep an eye on this area to make sure no one comes tampering with the gate, echoing Stefanya's sentiments about its potential.", "He intends to go to Redtower and start over. He knows {@creature Cagoth-ze|KPSC} won't be pleased with his disappearance and begins training to prepare himself for a possible retaliation from the gnome. To thank his rescuers, he gives the PCs his {@item stone of good luck|DMG}. He found it while poking around the Scarlet Citadel, and he's not sure it ever did him any good. He hopes it works better for them.", "The PCs may decide from here to investigate the dangers of the Scarlet Citadel (see {@adventure Scarlet Citadel|KPSC}) or to rest, recuperate, and explore around Redtower (see {@loader Warlock #20: Redtower|adventure/Kobold Press; Scarlet Citadel.json} {@note [actually go see {@adventure Redtower in Scarlet Citadel|KPSC|2}]}). They may also wish to pursue the threads of this adventure elsewhere, perhaps going to Kammae in the Seven Cities seeking information about Mnemosyne and her unfortunate fate. They may also attempt to excavate what they can of what remains of Memoria, bringing it out of obscurity, or perhaps they have the ambition to attempt to reconstruct the shadow gate themselves." - ] + ], + "id": "042" }, { "type": "entries", @@ -3570,7 +3636,8 @@ "name": "Shroud", "page": 11 } - ] + ], + "id": "044" }, { "type": "entries", @@ -3583,21 +3650,24 @@ "name": "Memory Seeker", "entries": [ "When a spirit's identity begins to disintegrate, it forgets who it is\u2014perhaps finding temporary reprieve from its anguish in doing so\u2014but then develops an emptiness only assuaged by stealing the memories of others as it desperately seeks its own." - ] + ], + "id": "046" }, { "type": "entries", "name": "Rest Through Memories", "entries": [ "A spectral memory uses stolen memories to ask its victim if it is who the victim is, questioning if the victim's memories belong to it. Refuting the spectral memory upsets it, but confronting it with something true about its former identity calms the spirit. If it obtains enough clues about its core identity, a spectral memory can be restored to a spirit capable of moving on." - ] + ], + "id": "047" }, { "type": "entries", "name": "Undead Nature", "entries": [ "A spectral memory doesn't require air, food, drink, or sleep." - ] + ], + "id": "048" }, { "type": "statblock", @@ -3606,11 +3676,14 @@ "name": "Spectral Memory", "page": 12 } - ] + ], + "id": "045" } - ] + ], + "id": "043" } - ] + ], + "id": "002" }, { "type": "section", @@ -3654,15 +3727,19 @@ "{@b Tome of Beasts.} Copyright 2016, Open Design; Authors Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.", "{@b Warlock 20: Redtower.} Author: Wolfgang Baur, Victoria Jaczko, Mike Welham. © 2020 Open Design LLC.", "{@b The Light of Memoria.} © 2020 Open Design LLC. Author Victoria Jaczko." - ] + ], + "id": "04c" } - ] + ], + "id": "04b" } - ] + ], + "id": "04a" } ] } - ] + ], + "id": "049" } ] } diff --git a/adventure/MonkeyDM; Heresy of Steel - A Steinhardt's Adventure.json b/adventure/MonkeyDM; Heresy of Steel - A Steinhardt's Adventure.json index bef8fab63..f0d5490fc 100644 --- a/adventure/MonkeyDM; Heresy of Steel - A Steinhardt's Adventure.json +++ b/adventure/MonkeyDM; Heresy of Steel - A Steinhardt's Adventure.json @@ -3382,7 +3382,8 @@ "Into this volatile situation steps Commander {@creature Edward Thistlemane|SGttEH-HoS}, an experienced {@creature Jaeger|SGttEH} and the leader of a team tasked with finding the elusive Black Market. He recently spearheaded a high-risk mission to capture a monstrous creature, known as a {@creature Devouring Belua|SGttEH|belua}, and release it into the sewers in the hopes of flushing out the black marketeers. Unfortunately, the mission went awry, leading to heavy losses among Thistlemane's men. Though they managed to trap the {@creature Devouring Belua|SGttEH|belua} in the sewers, they lost track of it. Now depleted of forces and desperate for results, Thistlemane sees the newly arrived characters as potential allies in his quest to rectify the situation.", "Each faction, engrossed in their ambitions and battles, is unaware they are becoming entangled in {@creature Malach, Angel of Flesh|SGttEH|Malach's} far-reaching plans. Hidden away, he continues his dark manipulations and experiments, seeking to deepen the divisions and raise an army of empowered manikins to seize control of the city.", "The characters, now caught as pawns at the intersection of these factions and their escalating plans, must make choices that will either unravel or exacerbate the complex web of conflicts threatening to engulf Luyarnha in another civil war." - ] + ], + "id": "001" }, { "type": "section", @@ -3390,7 +3391,8 @@ "page": 36, "entries": [ "After the party assisted the militia in fighting off the scourge beasts in the bathhouse and marketplace, they had a brief respite before being approached by Jaeger {@creature Edward Thistlemane|SGttEH-HoS}. He enlists the characters to help trap a scourge beast\u2014the {@creature Devouring Belua|SGttEH|belua}. While navigating the sewer's hazards, they discover the Black Market and eventually realize they were bait to lure the creature. The party meets with a black market dealer, gains intelligence on the shady dealings of a narcotics smuggler, and receives an offer of help from a Forsaken {@creature spy}. A confrontation with hired thugs and a Scion-marked manikin leads to chaos as the {@creature Devouring Belua|SGttEH|belua} arrives, drawn to a familiar scent released in the market. A multi-pronged battle involving the characters, Grey Templars from the Radiant Church, and Forsaken rebels ensues in the shadowy tunnels against the rampaging beast. Even if the characters defeat the creature or escape with their lives, they are becoming pivotal players in the city's dark games." - ] + ], + "id": "002" }, { "type": "section", @@ -3404,7 +3406,8 @@ "page": 36, "entries": [ "In the Bloody Minotaur, a popular local tavern, the party overhears a man named Three-Fingers Eamon discussing horrifying incidents recently heard in the sewers. Eamon, an old laborer with several missing digits, speaks in hushed tones about how even the hardiest men in the militia won't venture into certain tunnels after hearing the screams and roars coming from the sewers. Following up on the rumor leads the party to {@creature Edward Thistlemane|SGttEH-HoS|Jaeger Thistlemane}, who is more than eager for extra help in tracking down the creature." - ] + ], + "id": "004" }, { "type": "entries", @@ -3412,7 +3415,8 @@ "page": 36, "entries": [ "While strolling through the marketplace, the party encounters {@creature Lieutenant Janus|SGttEH-HoS}, a heavily armored orc {@creature jaeger|SGttEH} who is visibly wounded and clutching her side. Janus urgently requests assistance to deal with a monstrous creature that her team was fighting before it was lost in the sewers. The entrance is nearby, and her team desperately needs backup. She urges them to meet with her commander, {@creature Edward Thistlemane|SGttEH-HoS|Jaeger Thistlemane}, to help her comrades." - ] + ], + "id": "005" }, { "type": "entries", @@ -3420,9 +3424,11 @@ "page": 36, "entries": [ "A roguish individual named Lenny the Pug approaches the party, offering a heavy pouch of gold as a reward for a seemingly straightforward mission. Lenny, an unassuming human with a twinkling eye and a boxer's face, asks the party to go down into the sewers to locate a particular merchant named {@creature Orik the Slick|SGttEH-HoS|Orik} in the ever-moving Black Market and retrieve a package. He's learned of a nearby entrance that should lead to the elusive market, but he is trying to lay low after a recent altercation with the local militia." - ] + ], + "id": "006" } - ] + ], + "id": "003" }, { "type": "section", @@ -3445,7 +3451,8 @@ "page": 36, "entries": [ "\"The will of the Radiant Church is absolute; I am but a sword in its mighty hand.\"" - ] + ], + "id": "00a" }, { "type": "entries", @@ -3453,7 +3460,8 @@ "page": 36, "entries": [ "\"My soul and sword are pledged to the Radiant Church, now and always.\"" - ] + ], + "id": "00b" }, { "type": "entries", @@ -3461,11 +3469,14 @@ "page": 36, "entries": [ "\"Zeal is no flaw; if anything, the world lacks enough of it.\"" - ] + ], + "id": "00c" } - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "inset", @@ -3482,7 +3493,8 @@ "page": 37, "entries": [ "\"Opportunity is a knock at the door; it's good business to answer.\"" - ] + ], + "id": "00f" }, { "type": "entries", @@ -3490,7 +3502,8 @@ "page": 37, "entries": [ "\"Gold has no master, and I am its closest friend.\"" - ] + ], + "id": "010" }, { "type": "entries", @@ -3498,11 +3511,14 @@ "page": 37, "entries": [ "\"Greed? I call it ambition; one man's vice is another man's virtue.\"" - ] + ], + "id": "011" } - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "inset", @@ -3519,7 +3535,8 @@ "page": 37, "entries": [ "\"Discipline is the backbone of any great endeavor; without it, we are but animals.\"" - ] + ], + "id": "014" }, { "type": "entries", @@ -3527,7 +3544,8 @@ "page": 37, "entries": [ "\"The law is my compass, and I shall not stray.\"" - ] + ], + "id": "015" }, { "type": "entries", @@ -3535,11 +3553,14 @@ "page": 37, "entries": [ "\"Mercy is the hallmark of the weak; justice is black and white.\"" - ] + ], + "id": "016" } - ] + ], + "id": "013" } - ] + ], + "id": "012" }, { "type": "image", @@ -3552,9 +3573,11 @@ "width": 640, "height": 633 } - ] + ], + "id": "007" } - ] + ], + "id": "000" }, { "type": "section", @@ -3570,7 +3593,8 @@ "entries": [ "A cloaked man hurries down the street in your direction. His heavy boots clank against the cobblestone street, each step seeming to cost him considerable effort. The emblem on his weathered leather cloak marks him as a monster hunting Jaeger.", "His eyes flick over your face, his expression a blend of urgency and pain. \"May I have a moment? I'm Commander Edward Thistlemane, and time is not our ally. I have a situation that needs your specific set of skills, and I've heard through Sergeant Ogden that you're people I can trust. We have a dangerous creature we managed to trap in the sewers, but it tore through my squad. We're setting up to contain it, but I need more hands\u2014I need your help.\"" - ] + ], + "id": "018" }, "Thistlemane knows the general area where the Black Market is currently set up in the sewers and he wants the {@creature Devouring Belua|SGttEH|belua} directed into the Black Market to flush the marketeers out. His priority is capturing the marketeers and he doesn't care if the {@creature Devouring Belua|SGttEH|belua} kills them or the characters.", "The jaeger has heard of the party's recent exploits, information he credits to {@creature Sergeant Alaric Ogden|SGttEH-HoS}, whom the adventurers have previously collaborated with (see {@adventure The Cursed Convoy|SGttEH-TCC} adventure). He wastes little time with pleasantries and quickly shares the following information:", @@ -3617,7 +3641,8 @@ "Markus insists that the people of the Ruby District have never caused trouble and are not violent criminals. (A {@dc 16} (Wisdom) {@skill Insight} or {@dc 14} (Intelligence) {@skill History} check reveals that this is a lie, as they have been violent in the past.)" ] } - ] + ], + "id": "019" }, { "type": "entries", @@ -3630,7 +3655,8 @@ "page": 39, "entries": [ "\"Good, you're here. Listen closely,\" Stephenson rasps, pulling out four packages wrapped in burlap. \"This is the incense you'll be using. Your mission is to follow the markings we've put up on the walls. They'll guide you to the exact spots where you'll meet with the guards already in place and light them. Once lit, the guards will remain stationary, ensuring the incense continues to burn. This is crucial for funneling the belua towards our trap. You, however, will take the fourth package. Light it and move strategically; the scent will guide the belua, pushing it along the path we desire. Think of yourself as the shepherd, and the incense as your staff, leading the way.\"" - ] + ], + "id": "01b" }, "The Beast Incense (see {@book Beast Repellent|SGttEH|5|Beast Repellent}, SGttEH page 33) is instantly familiar to the party, similar to {@item Fake Beast Incense (stick)|SGttEH-HoS|the sticks they found aboard the train} they arrived in, the {@i Gilded Duchess}. A character who smells the incense and succeeds on a {@dc 12} Wisdom ({@skill Perception}) check notices the scent is more powerful than the ones they discovered, with a far more potent musk.", { @@ -3642,7 +3668,8 @@ "page": 39, "entries": [ "Questions about the Black Market meet a wall of indifference from the guard. \"We've got bigger fish to fry, so to speak,\" {@creature Stephenson|SGttEH-HoS} gruffly dismisses any inquiry, his eyes narrowing. \"Our focus is on the belua, and yours should be too.\" He is unaware of Commander Thistlemane's true goal: to use the party to flush out the black marketeers." - ] + ], + "id": "01d" }, { "type": "entries", @@ -3650,9 +3677,11 @@ "page": 39, "entries": [ "While the party is getting their instructions, those with keen eyes who succeed on a {@dc 12} Wisdom ({@skill Perception}) check spot a cluster of young street urchins loitering nearby, their presence discreet yet oddly purposeful. If the party had previous run-ins with the Cane & Dagger Crew, the gang of kids hanging around would appear familiar to them. However, as soon as they sense attention veering their way, the kids scatter like wind-blown leaves." - ] + ], + "id": "01e" } - ] + ], + "id": "01c" }, { "type": "image", @@ -3664,7 +3693,8 @@ "width": 1224, "height": 689 } - ] + ], + "id": "01a" }, { "type": "section", @@ -3678,7 +3708,8 @@ "name": "Personal Mission: Shadow Guide", "entries": [ "At some point during the party's travels through the tunnel, the character's shadow companion grows excitable as they approach a particular section. The wall is covered in soot and char from an ancient blaze. The shadow insists that the character clear the soot, which takes 1 hour of work to chip away and reveal the ancient runes beneath. Once completely revealed, the runes flash with a fiery glow and burn away, leaving nothing behind. The shadow companion appears to grow more substantial and sluggish, as if it just enjoyed a full meal, and it melds back into the darkness. After this encounter, the shadow becomes bolder, appearing frequently and more substantially." - ] + ], + "id": "020" }, { "type": "entries", @@ -3695,7 +3726,8 @@ "page": 40, "entries": [ "The sewers have curved ceilings that are 10 feet high. They are constructed of reinforced stone and mortar. The floors consist of cobblestones or rough-hewn stone blocks and are slippery and uneven due to accumulated sludge and water, making them {@quickref difficult terrain||3}. The walls are brick or plaster and covered in a layer of sludge composed of decaying moss and sewage." - ] + ], + "id": "023" }, { "type": "entries", @@ -3703,7 +3735,8 @@ "page": 40, "entries": [ "The sewers and tunnels don't have any light sources other than those described in the encounters. All descriptions of locations assume characters have a source of light or assisted vision." - ] + ], + "id": "024" }, { "type": "entries", @@ -3711,7 +3744,8 @@ "page": 40, "entries": [ "The air in the sewers is heavy with unpleasant odors. Upon entering and every hour after that, creatures with a sense of smell must succeed on a {@dc 10} Constitution saving throw or become nauseated and {@condition poisoned} for 1 hour." - ] + ], + "id": "025" }, { "type": "entries", @@ -3719,11 +3753,14 @@ "page": 40, "entries": [ "Various noises loudly echo throughout the sewers, such as dripping water and distant roars. Creatures in the sewers have disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing." - ] + ], + "id": "026" } - ] + ], + "id": "022" } - ] + ], + "id": "021" }, { "type": "entries", @@ -3738,7 +3775,8 @@ "page": 40, "entries": [ "When the party reaches the first and second militia posts, they find a trio of anxious militia {@creature hunter|SGttEH|hunters} {@homebrew |(see Steinhardt's Guide to the Eldritch Hunt, page 319 for statistics)} stationed at each, awaiting the incense to complete their portion of the herding funnel. Once the party has reached the third checkpoint, proceed to \"{@adventure The Final Post|SGttEH-ItBotB|1|The Final Post}\" section on page 44." - ] + ], + "id": "028" }, { "type": "image", @@ -3767,7 +3805,8 @@ "width": 1224, "height": 839 } - ] + ], + "id": "027" }, { "type": "entries", @@ -3780,10 +3819,12 @@ "page": 44, "entries": [ "At the third and final outpost, two militia members stand guard, their eyes anxiously scanning the dark tunnels that stretch into obscurity. Crossbows are held in a tight grip, poised for quick action. An array of wooden stakes and incense burners are arranged in close proximity. The guards give a nod and a silent expression of both welcome and gratitude at your approach." - ] + ], + "id": "02a" }, "The guards offer the characters a brief respite, permitting a short rest while they light the incense and prepare a special torch with the fourth bundle. The incense torch, when lit, will serve to herd the {@creature Devouring Belua|SGttEH|belua} through the tunnels and into an ambush point where {@creature Edward Thistlemane|SGttEH-HoS|Jaeger Thistlemane} and the Grey Templars will be waiting. Use the militia members to provide any last-minute tactical advice or warnings about the {@creature devouring belua|SGttEH} {@homebrew |(see Appendix)}, prepping the party for the looming showdown." - ] + ], + "id": "029" }, { "type": "entries", @@ -3798,7 +3839,8 @@ "entries": [ "The {@creature Devouring Belua|SGttEH|belua} is a monstrous being of untamed fury and predatory instincts. Its terrifying lupine features should be emphasized during any near misses. Its elongated muzzle is filled with razor-sharp teeth, and its discordant roars hint at the dread awaiting the characters in the later encounter.", "After completing three herding checks, the party stumbles upon a collapsed tunnel that leads into the Black Market. This tunnel is marked as {@area area 1|BM-A1|x} on {@area Map 1: Hidden Market|BM-M1|x}." - ] + ], + "id": "02c" }, { "type": "statblock", @@ -3807,9 +3849,11 @@ "name": "Near Misses Table", "page": 44 } - ] + ], + "id": "02b" } - ] + ], + "id": "01f" }, { "type": "section", @@ -3829,7 +3873,8 @@ "page": 45, "entries": [ "Security is a top concern in the Black Market, given the nature of the goods and the clientele. Most stalls and shops hire guards to protect their merchandise and keep an eye out for trouble. These bruisers are rough individuals who can handle themselves in a fight. They're armed with {@item shortsword|PHB|shortswords}, {@item club|PHB|clubs}, or {@item light crossbow|PHB|crossbows} and are trained to deal with potential confrontations in a swift and often deadly fashion. There are {@dice 1d4 + 2} {@creature veteran|MM|veterans} patrolling the vicinity of the Upper and Lower Market stalls at any given time. Their primary role is to deter theft and handle any disturbances that may disrupt the business flow, acting as a quasi-police force within the confines of the Black Market." - ] + ], + "id": "02f" }, { "type": "entries", @@ -3838,7 +3883,8 @@ "entries": [ "If {@creature Marcus Kellen|SGttEH-HoS|Marcus} and {@creature Giselle|SGttEH-HoS} have been traveling with the characters when the party enters the market, this is the point where they part ways. {@creature Marcus Kellen|SGttEH-HoS|Marcus} mentions they are searching for gravity-altering artifacts and asks the characters to let him know if they happen to come across any. Wishing the party well, they disappear into the crowd.", "Alternatively, if the characters arrive without the Forsaken, they will have a serendipitous encounter with {@creature Marcus Kellen|SGttEH-HoS} as they enter the Upper or Lower Market. {@creature Marcus Kellen|SGttEH-HoS|Marcus} gives the party a nod of acknowledgment as he crosses their path. While he keeps to himself, he remains approachable, leaving it up to the party to initiate further dialogue." - ] + ], + "id": "030" }, { "type": "entries", @@ -3846,9 +3892,11 @@ "page": 45, "entries": [ "Should the topic of the rampaging {@creature Devouring Belua|SGttEH|belua} trapped in the tunnels arise during conversations within the market, the local vendors and patrons express a collective indifference. They firmly believe that their burning of Beast Incense (mixing among the other spices and ritualistic offerings) is an adequate deterrent against the Scourge. This incense, filled with a distinct aroma that repels beasts and scourgeborne creatures, burns in urns placed strategically around the market. The market folks view it as an impenetrable shield that always protects their locations, obviating the need for concern over any creatures coming into the market." - ] + ], + "id": "031" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -3866,7 +3914,8 @@ "page": 45, "entries": [ "Ceilings are generally 10 feet high unless specified differently in the area descriptions. Floors are mostly made of rough stone blocks and occasional loose earth, providing regular footing conditions. Walls are hewn stone, slick with slime and mold." - ] + ], + "id": "033" }, { "type": "entries", @@ -3874,7 +3923,8 @@ "page": 45, "entries": [ "Doors are typically wood banded in iron. Locked doors can be opened with a successful {@dc 15} Dexterity check using {@item thieves' tools|PHB}, or forced open with a {@dc 15} Strength ({@skill Athletics}) check." - ] + ], + "id": "034" }, { "type": "entries", @@ -3882,7 +3932,8 @@ "page": 45, "entries": [ "Oil lamps provide lighting spaced approximately 30 feet apart, generating bright light in a 20-foot radius and dim light for an additional 20 feet. Some areas may have luminescent fungi, providing dim light within a 5-foot radius." - ] + ], + "id": "035" }, { "type": "entries", @@ -3890,7 +3941,8 @@ "page": 47, "entries": [ "The climate is consistently damp and cool, but not to the extent of causing environmental conditions." - ] + ], + "id": "036" }, { "type": "entries", @@ -3898,7 +3950,8 @@ "page": 47, "entries": [ "Trickles and pools of toxic water are present in certain areas as shown on {@area Map 1: Hidden Market|BM-M1|x}. A creature entering or starting its turn submerged in these waters must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 hour." - ] + ], + "id": "037" }, { "type": "entries", @@ -3906,9 +3959,11 @@ "page": 47, "entries": [ "Stairwells are made of stone and are 5 feet wide, descending or ascending at a slope that does not impede movement." - ] + ], + "id": "038" } - ] + ], + "id": "032" } ] }, @@ -9501,7 +9556,8 @@ } ] } - ] + ], + "id": "039" }, { "type": "entries", @@ -9516,7 +9572,8 @@ "page": 47, "entries": [ "There is a subtle shift in the atmosphere of this tunnel. The faint strains of an exotic melody seep through the walls, mingling with the smoky aroma of incense and cooking meat." - ] + ], + "id": "03a" }, "A character who succeeds on a {@dc 15} Wisdom ({@skill Perception}) check can discern the sounds and smells wafting from the Old Storage ({@area area 2|BM-A2|x}) directly to the north.", { @@ -9533,7 +9590,8 @@ "page": 47, "entries": [ "The first creature attempting to move through the space leading to {@area area 9|BM-A9|x} must succeed on a {@dc 15} Dexterity saving throw to avoid falling debris dislodged by their movement or take {@damage 1d6} bludgeoning damage." - ] + ], + "id": "03b" } ] }, @@ -9550,7 +9608,8 @@ "page": 47, "entries": [ "To open the market entrance (marked with an S on {@area Map 1: Hidden Market|BM-M1|x}), characters must solve a tactile puzzle. The puzzle consists of a small iron grid divided into nine rune-etched squares embedded into the wall. Solving the puzzle involves pressing the correct sigils in a specific sequence. A successful {@dc 16} Intelligence ({@skill Investigation}) check reveals which sigils are more worn: the four runes representing the {@language Undercommon} word for the word \"open.\" Failing to press the sigils in the correct order triggers an {@spell alarm} spell in the Upper Market ({@area area 5|BM-A5|x}), alerting {@dice 1d4 + 2} {@creature veteran|MM|veterans} (see the \"{@adventure Market Guards|SGttEH-ItBotB|1|Market Guards}\" section on page 45) who come to interrogate the party and their intentions. A successful {@dc 13} Charisma check convinces the guards to let the characters enter without issue. This check automatically succeeds if it is accompanied by a bribe of 5 gp per guard. Otherwise, the characters may be taken into custody or forced to find another way to sneak into the market." - ] + ], + "id": "03c" } ] }, @@ -9582,9 +9641,11 @@ "page": 47, "entries": [ "Hidden among the clutter of each room is a pressure plate marked with a red X on {@area Map 1: Hidden Market|BM-M1|x} that can be noticed with a successful {@dc 13} Wisdom ({@skill Perception}) check. The pressure plate is activated once 20 or more pounds of pressure is applied, triggering a deadfall trap. The target must succeed on a {@dc 15} Dexterity saving throw or take {@damage 1d10} bludgeoning damage from the falling debris." - ] + ], + "id": "03e" } - ] + ], + "id": "03d" }, { "type": "entries", @@ -9609,7 +9670,8 @@ "page": 48, "entries": [ "Illuminated only by the feeble glow of oil lamps, rustic stalls with tattered awnings display eerie collections while the murmur of people discussing taboo subjects fills the air. Vendors in dark garments peddle their wares, each seemingly more mysterious than the last. The scent of rare herbs, animal musk, and the unplaceable aroma of the ozone lingers heavy in the air. At the eastern corner, a collection of crates and cages masked by moth-eaten drapes forms a makeshift stable. Grotesque chittering and bestial cries emanate from within." - ] + ], + "id": "03f" }, "Visiting any stall may provide more than just material goods; the vendors could offer a wealth of uncanny knowledge or dangerous secrets at the GM's discretion. Use the {@table Lower Market Stalls|SGttEH-HoS} table to add to the alluring atmosphere if the characters decide to peruse the merchandise.", { @@ -9661,7 +9723,8 @@ "Ever since that night, Poe and I have been bound by that malevolent being. My eye? Forever in Poe's stomach, granting us unholy vision into realms best left unseen. So, another drink, or will you leave before Poe gets... peckish?" ] } - ] + ], + "id": "042" }, { "type": "statblock", @@ -9670,7 +9733,8 @@ "name": "Poe Quotes", "page": 50 } - ] + ], + "id": "041" }, { "type": "inset", @@ -9678,9 +9742,11 @@ "page": 49, "entries": [ "{@creature Jathon the Whisperer|SGttEH-HoS|Jathon} (neutral evil, half-elf {@creature scout}) is seated in a dark corner and wears the air of someone who knows too much. {@creature Jathon the Whisperer|SGttEH-HoS|Jathon} was once a torturer of the House of Blood. His head became filled with the secrets he learned, but he grew tired of the senseless torture. The hood of his dark leather cloak is always up, and he never speaks above the chilling whisper he once used to question his former victims. Those who approach him should be prepared to pay in more than just gold, for the secrets he holds pertain to organizations so cryptic that not even their members are fully aware of each other." - ] + ], + "id": "043" } - ] + ], + "id": "040" }, { "type": "inset", @@ -9688,7 +9754,8 @@ "name": "Personal Mission: A Noble Thread", "entries": [ "Among the eclectic collection of objects and curios that {@creature Captain Siren|SGttEH-HoS} has amassed, the character's gaze is drawn to a particular painting displayed prominently behind the bar. This artwork portrays \"Lady Isabelle,\" a woman robed in the distinct shade of blue that matches the scrap of cloth in the character's possession. The painting, unmistakably ancient, features Lady Isabelle in a commanding pose with a medallion bearing a unique emblem, suggesting her high status. {@creature Captain Siren|SGttEH-HoS} shares a captivating tale of how this portrait was among the treasures she \"procured\" from a ship of the Radiant Church filled with valuables. She hints at the painting's mysterious origins, knowing the Church's history of confiscating wealth from nobles as punishment, even though she doesn't know anything about the painting's subject." - ] + ], + "id": "044" } ] }, @@ -9717,9 +9784,11 @@ ] }, "If the characters decide to leave her, Gertrude remains a captive, potentially becoming a victim of the imminent {@creature Devouring Belua|SGttEH|belua} attack (see the \"{@adventure Black Market Massacre|SGttEH-ItBotB|1|Black Market Massacre}\" section)." - ] + ], + "id": "046" } - ] + ], + "id": "045" }, { "type": "inset", @@ -9727,7 +9796,8 @@ "name": "Personal Mission: Chains of the Past", "entries": [ "At some point while walking through the Upper Market, the character's attention is abruptly captured by a figure in the crowd. This person, named Joreth, a slender man with sharp features and dark, contemplative eyes, seems to ignite a series of mental flashbacks in the character, accompanied by an overwhelming sensation of kinship towards Joreth, as if they were close family\u2014a true blood brother. Joreth, a skilled leatherworker known for his meticulous craftsmanship, shares his history as an only child, his family having tragically fallen victim to a serial killer years ago while he was visiting relatives. This revelation deepens the mystery, as the character grapples with feelings of kinship towards someone who claims no siblings, sparking questions about their own past and the secrets it might hold." - ] + ], + "id": "047" }, { "type": "entries", @@ -9742,7 +9812,8 @@ "name": "Black Market Services", "page": 50 } - ] + ], + "id": "048" }, { "type": "entries", @@ -9757,7 +9828,8 @@ "name": "Personal Mission: The Heretic's Truth", "entries": [ "As the character exits Mistress Pastonia's Emporium, they are interrupted by a clandestine figure emerging from the shadows. This shady individual, identifying himself only as Creed, presents a proposal with an air of urgency. He claims to have pilfered documents of significant value from a Radiant Church priest, documents that purportedly unveil the church's involvement in unsavory experiments. Creed, his eyes darting around to ensure secrecy, offers to exchange these incriminating papers for a specific narcotic known as \"Dreamer's Delight,\" available only within the confines of Pastonia's potion shop for 50 gp. The documents are worn and practically useless due to coded writings, but one phrase stands out among the otherwise illegible text: \"Obitus Scholare.\"" - ] + ], + "id": "049" } ] }, @@ -9774,7 +9846,8 @@ "name": "Personal Mission: Hunter's Vow", "entries": [ "Displayed prominently on the wall of the Iron Monger is a {@item rifling cleaver|SGttEH} {@homebrew |(see SGttEH, page 219)}, a trick weapon that doubles as both a {@item cleaver|SGttEH} and a {@item rifle|SGttEH}. This weapon ignites a surge of memories for the character, reminiscent of tales and lessons from their mentor who spoke of such ingenious weaponry used in the hunt against scourge beasts. The mentor had emphasized the importance of adaptability in combat using such a weapon, which could tear through flesh up close or strike from a distance. The {@item rifling cleaver|SGttEH} represents a blend of brutality and precision\u2014 qualities that resonate deeply with the character's training and leave the same type of wounds that would end up as scars like the ones that the white scourge beast carries. If asked, Baorin explains that the weapon was sold to him amongst a heap of used weapons and gear by a manikin servant dressed in fine clothing. He's willing to sell the weapon for no less than 500 gp." - ] + ], + "id": "04a" }, { "type": "gallery", @@ -9897,7 +9970,8 @@ "name": "Personal Mission: In the Shadow of Giants", "entries": [ "Amidst the plants and other displays, the character's attention is drawn to a display of drakonid bones. This large species of sentient lizards has been reportedly extinct for millenia and is not local to this region. A close inspection reveals the bones are only a few decades old. Asking {@creature Elenor Ebonwood|SGttEH-HoS} about the bones provides a small clue: they were discovered years ago among the tunnels that the Black Market previously used to set up shop. They became a central display among her flora, and she is unwilling to part with them." - ] + ], + "id": "04b" } ] }, @@ -9917,7 +9991,8 @@ "page": 53, "entries": [ "{@creature Orik the Slick|SGttEH-HoS} (chaotic neutral, cursed-blood {@creature spy}), the wiry proprietor sporting a wide-brimmed hat that hides his face except for the overly wide grin of his mask, stands behind the counter. His dealings span the perplexing and the illicit. Eris, his seemingly human apprentice, dusts the artifacts and catalogs new arrivals. However, a successful {@dc 16} Wisdom ({@skill Insight}) check notices the ink and blood stains on his hands and clothes, hinting at the young man's deeper involvement in dark arts." - ] + ], + "id": "04d" }, { "type": "entries", @@ -9925,9 +10000,11 @@ "page": 53, "entries": [ "The shelves contain various esoteric items, potentially helpful or dangerous, and each carries a steep price. Apart from material goods, information is the most valuable commodity here. {@creature Orik the Slick|SGttEH-HoS|Orik} holds much that the characters may find helpful, all protected by his policy of no refunds and a no-haggling rule. In particular, the Forsaken rebels would be interested in the supposed gravitational artifacts that {@creature Orik the Slick|SGttEH-HoS|Orik} hints are in his possession. If the party asks about such items, they learn that the only one he had available was purchased weeks ago. For the low price of 50 gp, {@creature Orik the Slick|SGttEH-HoS|Orik} tells the characters that he believes the buyer was a manikin servant, and based on their wealthy attire, from one of the elven noble families." - ] + ], + "id": "04e" } - ] + ], + "id": "04c" }, { "type": "entries", @@ -9942,9 +10019,11 @@ "entries": [ "{@creature Orik the Slick|SGttEH-HoS|Orik} discloses information about {@creature Reggie|SGttEH-HoS}, an elusive merchant specializing in arcane curios and illegal narcotics. {@creature Reggie|SGttEH-HoS} operates a hidden sanctuary known as the Velvet Lotus, a narcotics den currently tucked away in a nondescript section just outside the market ({@area area 8|BM-A8|x}). {@creature Orik the Slick|SGttEH-HoS|Orik} hands over a black token etched with a red lotus flower; presenting this at the Velvet Lotus will grant the party entry.", "When {@creature Orik the Slick|SGttEH-HoS|Orik} reveals information about {@creature Reggie|SGttEH-HoS} and the Velvet Lotus, his actions are layered. The black, intricately carved tokens (see below) serve as a cross between a business card and a secret handshake, and {@creature Orik the Slick|SGttEH-HoS|Orik} ensures the party's entry into the Velvet Lotus while subtly binding {@creature Reggie|SGttEH-HoS} to this new equation. {@creature Orik the Slick|SGttEH-HoS|Orik's} distribution of these tokens isn't careless but a strategic move to expand his network, enforce mutual dependencies, and perhaps position himself favorably for future negotiations or power shifts within the market." - ] + ], + "id": "050" } - ] + ], + "id": "04f" }, { "type": "inset", @@ -9952,7 +10031,8 @@ "name": "Personal Mission: Forgotten Echoes", "entries": [ "The character notices a small book with a green cover and faded gold-leaf lettering bearing familiar-looking text. The title, in an ancient religious script, matches the mysterious tattoo on the character's skin, a symbol the marketeer identifies as meaning \"chosen.\" Inside, the pages are filled with what appears to be mundane daily entries, lists, and notes, all written in the same old script. Despite its ordinary contents, the book's existence suggests a deeper significance to the character's tattoo\u2014a forgotten religious practice, perhaps indicating a chosen path or destiny once celebrated in ancient times." - ] + ], + "id": "051" } ] }, @@ -9978,7 +10058,8 @@ "page": 54, "entries": [ "The guards at the entrance size you up as you approach. \"Got a membership token?\" one of them gruffly asks. \"Without it, you're not stepping a foot inside the Velvet Lotus. Now move along and enjoy the rest of the market.\"" - ] + ], + "id": "052" }, "The guards will gladly point the characters towards the general area of the Secret Entrance ({@area area 1b|BM-A1b|x}) without explaining any details on how to open the entrance.", "Once the characters have entered the den, read aloud the following:", @@ -9987,7 +10068,8 @@ "page": 54, "entries": [ "Stepping past the guards, you find yourselves enveloped in a thick haze of smoke that clings to the dimly lit room like an ethereal mist. Flickering lanterns suspended from the ceiling cast an eerie glow over the patrons\u2014many appear dazed, sprawled on low-sitting cushions, or leaning against the dark wooden walls. A mixture of languid laughter and murmured conversations fill the air, intermittently punctuated by the sound of a sitar being played in a far corner. Vivid tapestries of otherworldly landscapes decorate the walls, providing a small sense of separation between each lounging area. The scent in the air is a pungent blend of incense and various unidentified narcotics. At the back of the room, you see the proprietor sitting at a low table, deep in a conversation with a manikin dressed in expensive-looking clothing." - ] + ], + "id": "053" }, "{@creature Reggie|SGttEH-HoS} (lawful evil human {@creature noble}), watched by a burly, half-orc {@creature thug} bodyguard, speaks with a manikin named {@creature Seraphiel|SGttEH-HoS}. The manikin wears an ornate cloak that shrouds most of her features, save for the upper half of her face, but fails to hide the extravagant cut of the expensive cloth. Her eyes are the most striking\u2014crystal blue and unflinchingly still, like finely cut gemstones.", "{@creature Seraphiel|SGttEH-HoS} (lawful evil manikin {@creature veteran}) is a secret agent working under the direct orders of {@creature Malach, Angel of Flesh|SGttEH|Malach} to deceive {@creature Reggie|SGttEH-HoS} into believing he is an emissary for Lord Edgar Vanthorn, a well-known member of the Scions. {@creature Malach, Angel of Flesh|SGttEH|Malach} has been using {@creature Reggie|SGttEH-HoS} to smuggle in goods such as the manikin parts, {@item Fake Beast Incense (stick)|SGttEH-HoS|fake Beast Incense}, and experimental plant matter the characters discovered aboard the {@i Gilded Duchess}. This manipulation allows {@creature Seraphiel|SGttEH-HoS} greater leverage in negotiations and transactions, as {@creature Reggie|SGttEH-HoS} thinks he deals directly with powerful and wealthy nobility. Her goal is to further {@creature Malach, Angel of Flesh|SGttEH|Malach's} interests while keeping {@creature Reggie|SGttEH-HoS} and others in the dark about the actual puppeteers pulling the strings.", @@ -10000,9 +10082,11 @@ "page": 55, "entries": [ "Every 10 minutes a character spends in this area, they must make a {@dc 13} Constitution saving throw. On a failed save, they suffer the effects of the narcotic haze and become {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the character experiences visual and auditory hallucinations and has disadvantage on Wisdom ({@skill Perception}) checks." - ] + ], + "id": "055" } - ] + ], + "id": "054" }, { "type": "entries", @@ -10027,10 +10111,12 @@ "entries": [ "As you edge closer, doing your best to blend into the smoky haze and half-lit room, you catch the chilling gaze of Seraphiel. Her crystal-blue eyes narrow, and you can almost feel the temperature drop.", "\"Reggie,\" she says, her voice dripping with icy contempt. \"It appears we have uninvited guests eavesdropping on our little chat. And here I thought your establishment had tighter security.\"" - ] + ], + "id": "057" }, "Reggie's bodyguard instinctively moves to protect him while {@creature Seraphiel|SGttEH-HoS} elegantly steps back, almost melting into the shadows. The door {@creature thug|MM|guards} and {@creature mastiff|MM|mastiffs} from the front entrance march into the room, their faces grim. The lingering guests sense the taut hostility and quickly vacate the premises, leaving only you, the {@creature thug|MM|guards}, and the enigmatic manikin. Reggie's eyes blaze with fury and suspicion. \"They must be spies for the militia,\" he snarls. \"Seize them. Once they're dead, toss their bodies into the sewage. Let the rats feast on their flesh.\"" - ] + ], + "id": "056" }, { "type": "entries", @@ -10038,7 +10124,8 @@ "page": 56, "entries": [ "{@creature Reggie|SGttEH-HoS} uses the tunnel in the rear of the den to escape into the market while his bodyguard blocks the entrance. To her frustration, {@creature Seraphiel|SGttEH-HoS} is also blocked by the bodyguard, who is more concerned for his employer's safety. The manikin stays out of the fight, surrendering instantly if any character shows hostility towards her. If she is reduced to fewer than half of her hit points or the characters attempt to restrain her in any way, Seraphiel uses her vial of corrupted plant matter to call the {@creature Devouring Belua|SGttEH|belua} (see \"Calling the Belua\" below). If captured, she is clearly reluctant to divulge any information, offering nothing but cryptic responses and veiled threats." - ] + ], + "id": "058" }, { "type": "entries", @@ -10048,7 +10135,8 @@ "The characters don't have much time to interrogate {@creature Seraphiel|SGttEH-HoS} as yells erupt from outside the Velvet Lotus. The Grey Templars have entered the market, following the trail the party left behind. Seizing the momentary distraction caused by the distant commotion, {@creature Seraphiel|SGttEH-HoS} abruptly breaks a glass vial she holds in a secret compartment built into her mouth, its content spilling onto the ground near a stream of running water. It's filled with a concoction of alchemical fluid and plant matter disturbingly similar to what the party encountered on the train. Shortly after, an earth-shattering roar shakes the very foundation of the market. The scent from the vial has called forth the {@creature Devouring Belua|SGttEH|belua}, and it's headed directly for the market.", "The manikin offers a chilling grin with a wildness in her sapphire eyes. \"You can't cage a shadow,\" she whispers just before she bites down hard. A shattering sound echoes as she crunches on a glass vial hidden in her upper palate. Her eyes widen for just a moment, a flicker of human vulnerability, before they glaze over and she collapses, dead, the potent acid having done its lethal work.", "Once Saraphiel's demise has been determined, the Grey Templars reach the party, and they prepare for the final confrontation with the {@creature Devouring Belua|SGttEH|belua}. Proceed to the {@adventure Black Market Massacre|SGttEH-ItBotB|1|Black Market Massacre} section on page 57." - ] + ], + "id": "059" } ] }, @@ -10066,11 +10154,13 @@ "page": 56, "entries": [ "A character searching the room finds a decrepit wooden box nestled among the assorted items. A closer inspection with a successful {@dc 12} Intelligence ({@skill Investigation}) check uncovers a cleverly hidden winding mechanism. When activated, tiny mechanical birds spring to life, filling the room with a haunting melody that chills to the bone. Each creature within 10 feet of the box who hears this strange tune must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect. The box breaks after being activated and collapses into unusable charred wood and metal pieces." - ] + ], + "id": "05a" } ] } - ] + ], + "id": "02d" }, { "type": "section", @@ -10100,7 +10190,8 @@ "page": 57, "entries": [ "The atmosphere in the sewers is heavy with dread once the {@creature Devouring Belua|SGttEH|belua} begins tearing through the underground market. {@creature Edward Thistlemane|SGttEH-HoS|Jaeger Thistlemane} and {@creature Annabella Laroche|SGttEH-HoS|Captain Annabella Laroche} of the Grey Templars approach the party, thanking the characters for unwittingly leading them to the location. Market-goers scramble through hidden exits, their faces twisted in fear. The Grey Templars and militia begin rounding up stragglers, but the true terror is the {@creature Devouring Belua|SGttEH|belua}\u2014enraged, injured, and filling the waters with the blood of its victims. The Church divides its attention between capturing the marketeers, while the leadership works towards taking down the rampaging scourge beast." - ] + ], + "id": "05e" }, { "type": "inset", @@ -10108,7 +10199,8 @@ "name": "Personal Mission: Shadow of the Blood Moon", "entries": [ "As the Black Market descends into chaos, the character is struck by a sudden, painful flash and hears a silent roar within their mind, signaling the imminent arrival of a monstrous presence. Afterwards, the character finds they possess the ability to exert their mysterious connection with the {@creature Devouring Belua|SGttEH|belua} and challenge the scourge beast directly with their mind. They can attempt to influence the {@creature Devouring Belua|SGttEH|belua} by focusing their will as an action, forcing it to make a Wisdom saving throw. The DC for this save is 8 + the character's proficiency bonus + their Wisdom modifier. On a failure, the {@creature Devouring Belua|SGttEH|belua} takes {@damage 3d8} psychic damage and has disadvantage on attack rolls against anyone other than that character until the end of the {@creature Devouring Belua|SGttEH|belua's} next turn. On a success, the {@creature Devouring Belua|SGttEH|belua} takes half as much damage and has advantage on its next attack against the character. Each time the character attempts to influence the {@creature Devouring Belua|SGttEH|belua} in this way, the saving throw DC decreases by 1, and they lose the ability completely once the {@creature Devouring Belua|SGttEH|belua} dies." - ] + ], + "id": "05f" }, "The party must work with the various factions to take down the {@creature Devouring Belua|SGttEH|belua} as it massacres its way between the various locations. Read aloud the following to kick off the encounter:", { @@ -10118,12 +10210,15 @@ "As the guttural roars echo down the dank tunnels, the panicked screams of the slain market guards and splashing footsteps of fleeing market-goers quickly follow. A pair of figures strides purposefully toward you out of the darkness. Edward Thistlemane's hawk-like eyes narrow, taking in the scene. A woman, stern and unyielding in intricately designed armor, flanks him. Her icy blue eyes remain emotionless, and her grip on her greatsword is unwavering.", "Thistlemane clears his throat, his voice ringing above the chaos. \"Your presence here has served the will of the Radiant Church. You've led us to this den of iniquity, and for that, you have our thanks.\" The woman beside him nods curtly, her eyes sweeping the area as if anticipating every possible outcome.", "\"But,\" he continues, his voice hardening, \"thanks will not stay the hand of divine justice, nor the wrath of this beast. We must act, and quickly. Are you with us?\"" - ] + ], + "id": "060" }, "If the characters refuse to assist with battling the {@creature Devouring Belua|SGttEH|belua}, their reputation with the Radiant Church is severely damaged, but the party is allowed to flee (See {@book Appendix, p. 68|SGttEH-HoS|4}). Otherwise, the group moves towards the Lower Market ({@area area 3|BM-A3|x}) where the {@creature Devouring Belua|SGttEH|belua} is tearing apart the stalls." - ] + ], + "id": "05d" } - ] + ], + "id": "05c" }, { "type": "entries", @@ -10183,7 +10278,8 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} rips a merchant in half (choose one the party interacted with previously in this area), splashing a random character with the blood before focusing its attacks on the nearest Forsaken, militia, or Grey Templar, ignoring the party. However, each character must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute due to the grotesque display. A {@condition frightened} character can repeat the save at the start of each of its turns, ending the effect on itself on a success." - ] + ], + "id": "063" }, { "type": "entries", @@ -10191,7 +10287,8 @@ "page": 59, "entries": [ "A faction member tosses a Beast Incense torch at a random location at initiative count 20 of the second round of combat in this area. The {@creature Devouring Belua|SGttEH|belua} suffers disadvantage on attack rolls while within 10 feet of the torch." - ] + ], + "id": "064" }, { "type": "entries", @@ -10199,9 +10296,11 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} moves to the Raven's Roost Pub ({@area area 4|BM-A4|x}) when it's reduced to 80 percent of its hit points." - ] + ], + "id": "065" } - ] + ], + "id": "062" }, { "type": "entries", @@ -10214,7 +10313,8 @@ "page": 59, "entries": [ "The ground is uneven and strewn with body parts, making the entire area {@quickref difficult terrain||3}." - ] + ], + "id": "067" }, { "type": "entries", @@ -10222,7 +10322,8 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} takes the body of a slain faction member and uses them to club one of the unnamed others to death before discarding the lifeless body." - ] + ], + "id": "068" }, { "type": "entries", @@ -10230,7 +10331,8 @@ "page": 59, "entries": [ "Factions focus on ranged attacks or setting explosive vial traps with a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check. On a success, the {@creature Devouring Belua|SGttEH|belua} doesn't notice the trap and takes {@damage 4d6} fire damage if it steps into the trapped space." - ] + ], + "id": "069" }, { "type": "entries", @@ -10238,9 +10340,11 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} moves to the Upper Market ({@area area 5|BM-A5|x}) when it's reduced to 60 percent of its hit points." - ] + ], + "id": "06a" } - ] + ], + "id": "066" }, { "type": "entries", @@ -10253,7 +10357,8 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} gains a +2 bonus to attack rolls against faction members." - ] + ], + "id": "06c" }, { "type": "entries", @@ -10261,7 +10366,8 @@ "page": 59, "entries": [ "The creature feasts briefly on a fallen Grey Templar, regaining {@dice 2d6 + 3} hit points. If {@creature Gertrude Grey|SGttEH-HoS} is still imprisoned here, it hurls her\u2014screaming inside her cage\u2014at the nearest creature. The creature must succeed on a {@dc 17} Dexterity saving throw or take {@damage 4d6} bludgeoning damage and be knocked prone. Gertrude doesn't survive the impact." - ] + ], + "id": "06d" }, { "type": "entries", @@ -10269,7 +10375,8 @@ "page": 59, "entries": [ "Factions attempt to surround the {@creature Devouring Belua|SGttEH|belua} and hurl flasks of {@item Alchemist's Fire (flask)|PHB|alchemist's fire} as ranged attacks. {@creature Marcus Kellen|SGttEH-HoS} uses this opportune distraction provided by the beast to loot the corpses of the templar and of other soldiers, retrieving their weapons. A character with a Passive {@skill Perception} 14 or higher notices him. They can choose to help him loot the bodies by adding to the ambient chaos with a {@dc 13} (Charisma) {@skill Performance} check, rat him out to the Church with a {@dc 13} (Charisma) {@skill Persuasion} check, or ignore him entirely." - ] + ], + "id": "06e" }, { "type": "entries", @@ -10277,9 +10384,11 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} leaps up the sewer waterfall ({@area area 1c|BM-A1c|x}) and moves to the Velvet Lotus ({@area area 8|BM-A8|x}) when it's reduced to 40 percent of its hit points." - ] + ], + "id": "06f" } - ] + ], + "id": "06b" }, { "type": "entries", @@ -10292,7 +10401,8 @@ "page": 59, "entries": [ "The belua's destruction of structural supports (see below) causes the area to be lightly obscured due to dust and mist in the air." - ] + ], + "id": "071" }, { "type": "entries", @@ -10300,7 +10410,8 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} targets structural supports, causing the ceiling to partially collapse, forcing all creatures other than itself to make a {@dc 13} Dexterity saving throw to avoid the falling debris, taking {@damage 2d6} bludgeoning damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "072" }, { "type": "entries", @@ -10308,7 +10419,8 @@ "page": 59, "entries": [ "Factions use ranged attacks but suffer a \u22122 penalty to attack rolls due to the shifting ceiling and dust." - ] + ], + "id": "073" }, { "type": "entries", @@ -10316,9 +10428,11 @@ "page": 59, "entries": [ "The {@creature Devouring Belua|SGttEH|belua} moves to the Haunted Basement ({@area area 9|BM-A9|x}) when it's reduced to 20 percent of its hit points." - ] + ], + "id": "074" } - ] + ], + "id": "070" }, { "type": "entries", @@ -10331,7 +10445,8 @@ "page": 60, "entries": [ "The now cornered {@creature Devouring Belua|SGttEH|belua} goes berserk and its attacks deal an extra 1d6 damage." - ] + ], + "id": "076" }, { "type": "entries", @@ -10339,13 +10454,17 @@ "page": 60, "entries": [ "In a fit of rage, the {@creature Devouring Belua|SGttEH|belua} impales a faction member on a protruding piece of charred wood, leaving them as a grim trophy. However, each character must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute due to the grotesque display. A {@condition frightened} character can repeat the save at the start of each of its turns, ending the effect on itself on a success." - ] + ], + "id": "077" } - ] + ], + "id": "075" } - ] + ], + "id": "061" } - ] + ], + "id": "05b" }, { "type": "section", @@ -10356,9 +10475,11 @@ "{@creature Annabella Laroche|SGttEH-HoS|Captain Laroche} joins him, her icy eyes meeting the characters'. \"You've proven yourselves competent,\" she says, \"but competence can be a double-edged sword. That manikin, the one you said died, there is no trace of her body left. Watch yourself.\" That last sentence rang more like a threat than a warning.", "Later, if the characters have built a camaraderie with the Forsaken spy, {@creature Marcus Kellen|SGttEH-HoS} approaches the party discreetly. He reveals that he successfully acquired weapons that can be used for the Forsaken's cause, thanks partly to the chaos sown by the belua's rampage. He also obtained a lead on the gravitational artifact, some noble acquired it, though he refuses to mention the name. He mentions there may be a role for the characters in future operations against the Radiant Church, hinting at bigger conflicts.", "Unbeknownst to all of them, in the city above, {@creature Malach, Angel of Flesh|SGttEH|Malach} smiles. His army of empowered manikins is one step closer to fruition. The divisions among the Radiant Church, the Scion, and the people of Luyarnha have deepened\u2014all according to his plan. For the party, it's clear: this adventure may be over, but the grand game for the fate of Luyarnha is just beginning." - ] + ], + "id": "078" } - ] + ], + "id": "017" } ] }, @@ -10391,7 +10512,8 @@ "{@creature Malach, Angel of Flesh|SGttEH|Malach} has been secretly influencing the city's atmosphere, fanning the flames of discord among the {@book Radiant Church|SGttEH|2}, the {@book Scions|SGttEH|7}, and {@book the Forsaken residents of the crumbling Ruby District|SGttEH|8|The Forsaken} (see Steinhardt's Guide to the Eldritch Hunt {@homebrew |(page 14, 48 and 60 respectively)} for more information on these groups). Operating in clandestine locations, he experiments to fuse manikins with eldritch substances to create a formidable force. His ultimate scheme is to pit the Radiant Church against the Scions, exacerbating the existing fractures between the factions.", "Key to {@creature Malach, Angel of Flesh|SGttEH|Malach's} plan is a train that is currently racing through the night toward Luyarnha, its cargo containing the crucial elements for launching his uprising. He dispatched manikins, marked with the Scions' emblems, to steal this cargo, further fomenting conflict between the Scions and the Radiant Church. However, {@creature Malach, Angel of Flesh|SGttEH|Malach} remains unaware that the Forsaken have similar designs on the cargo, setting the stage for an explosive confrontation.", "The train is more than mere machinery; it is a harbinger, hurtling toward a city on the edge of chaos. The characters are thrust into a web of conspiracy and must navigate a city teetering on a precipice of dread, endeavoring to dismantle the core of {@creature Malach, Angel of Flesh|SGttEH|Malach's} sinister plot\u2014a plot with the potential to engulf Luyarnha in darkness forever." - ] + ], + "id": "001" }, { "type": "section", @@ -10411,7 +10533,8 @@ "page": 14, "entries": [ "The adventure begins aboard a moving train, where players are introduced to a conductor whose nervous mannerisms suggest something untoward is happening. A heist is currently underway and is about to take an unexpected twist: scourge beasts suddenly swarm through the cars, attacking the passengers as the train lurches out of control. In a cargo hold filled with illegal incense and manikin parts, a wounded Forsaken rebel directs the characters to the engine room, where they must reach the machinery and regain control of the train before it crashes into the Central Station. Simultaneously, slavering scourge beasts hound their every step." - ] + ], + "id": "005" }, { "type": "entries", @@ -10419,13 +10542,17 @@ "page": 14, "entries": [ "Upon reaching the Paterna Iter District, the city militia greets the party and interrogates them regarding the train incident. The characters must decide whom to accuse of smuggling illicit goods based on the information they gleaned from the cargo hold. In the Black Market, a twisted merchant offers leads on the incense's origin within his shop of strange relics. While recovering in the Elysium Baths infirmary, the party is ambushed by scourge beasts that appear driven towards the bathwaters. The final confrontation occurs in the nearby marketplace, also under attack by scourge-infected creatures." - ] + ], + "id": "006" } - ] + ], + "id": "004" } - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -10440,7 +10567,8 @@ "entries": [ "As you sit aboard the moving train, you can't help but notice the curious blend of opulence and apprehension surrounding you. The cushions are soft and luxurious, and the brass of the fixtures gleams in the well-lit carriage, but beneath the surface lingers a feeling you can't quite place. Nearby passengers engage in muted conversation or lose themselves in the rain-smeared landscape beyond the windows. A steward comes by, his demeanor as polished as the serving tray he carries, yet there is a slight hesitancy in his movements.", "Outside the window, the shape of Luyarnha begins to take form, its walls drawing nearer as the journey progresses. The sight is solemn, the city's fortifications having seen many years and secrets. A sense of guarded safety exudes from the imposing walls, a hint there's more hidden behind them, waiting to be discovered." - ] + ], + "id": "008" }, "Begin the adventure by inviting each player to introduce their characters. Ask them to describe their physical appearance, background, and individual motivations for journeying to Luyarnha. Encourage them to explore their characters' inner drives, anxieties, and affiliations with any factions in the city. To facilitate this, consider prompting them with the following questions:", { @@ -10470,13 +10598,17 @@ "page": 15, "entries": [ "If you want to bolster the party, assign a passenger from one of the rear cars to aid the party. They'll take on the role of a spy, using the {@creature spy} stat block. For added narrative impact, consider making them a named NPC who could become a vital part of the story later on. This sidekick could have unique ties to one of the factions in Luyarnha or possess information crucial to the adventure, giving them a compelling role in the unfolding drama." - ] + ], + "id": "00a" } - ] + ], + "id": "009" } - ] + ], + "id": "007" } - ] + ], + "id": "000" }, { "type": "section", @@ -10503,7 +10635,8 @@ "page": 16, "entries": [ "Each train car is 8 feet high, 15 feet wide, and 60 feet long. Floors are made of wooden planks that have endured years of wear and tear. The walls are dressed in fading wallpaper, framed with tarnished wood and brass accents." - ] + ], + "id": "00f" }, { "type": "entries", @@ -10511,7 +10644,8 @@ "page": 16, "entries": [ "A lockable oak door connects each train car with an AC of 15, 18 hit points, and immunity to poison and psychic damage. A locked door can be opened with a successful {@dc 12} Dexterity check using {@item thieves' tools|PHB} or forced open with a successful {@dc 15} Strength ({@skill Athletics}) check." - ] + ], + "id": "010" }, { "type": "entries", @@ -10519,7 +10653,8 @@ "page": 16, "entries": [ "Gas lamps encased in tarnished brass fixtures provide dim light. These are spaced 15 feet apart along the length of each car." - ] + ], + "id": "011" }, { "type": "entries", @@ -10527,13 +10662,17 @@ "page": 16, "entries": [ "The train's internal atmosphere is sealed, with non-operable windows. While there's no formal climate control system, old velvet drapes and cushions offer some insulation against the elements. The scent of coal and aged leather lingers in the air, making the environment somewhat stifling but bearable." - ] + ], + "id": "012" } - ] + ], + "id": "00e" } - ] + ], + "id": "00d" } - ] + ], + "id": "00c" }, { "type": "section", @@ -11805,10 +11944,12 @@ "page": 16, "entries": [ "With an earsplitting bang, the door connecting to the next car is torn asunder. Hulking shapes stagger through the shattered doorway, backlit by a flickering light that reveals twisted bodies. The creatures are grotesque parodies of the human form, with swollen muscles covered in patches of torn skin, blood, and unidentifiable viscera." - ] + ], + "id": "015" }, "The fallen luyarnhians attack whoever is closest to them, including other passengers and the steward. If attacked, they refocus on who they see as the biggest threat and fight to the death." - ] + ], + "id": "014" }, { "type": "entries", @@ -11816,7 +11957,8 @@ "page": 18, "entries": [ "Should the steward survive the encounter, he can be found cowering behind a seat in the rear of the car, his professional demeanor shattered as he begs the party to protect him and the other passengers. If questioned, he nervously relinquishes a train key that unlocks the doors separating each car, such as the {@area Cargo Car|TCC-T-M3|x} (see {@area area 3|TCC-T-A3|x}). If the steward was slain, searching his pocket uncovers a notebook filled with hastily scribbled notes. The latest entries mention \"unusual cargo,\" a \"secretive hooded passenger,\" and end with a declaration that reads, \"This is my last trip.\"" - ] + ], + "id": "016" }, { "type": "entries", @@ -11824,7 +11966,8 @@ "page": 18, "entries": [ "If the characters search the remains of the fallen monstrosities, they discover {@dice 2d10} sp and a child's crude drawing tucked into one of their pockets. The illustration is a simple portrait of a family in charcoal and colored chalk, captioned with the words, \"I love you, Daddy.\"" - ] + ], + "id": "017" } ] }, @@ -11866,9 +12009,11 @@ "width": 322, "height": 782 } - ] + ], + "id": "019" } - ] + ], + "id": "018" } ] }, @@ -11885,7 +12030,8 @@ "page": 19, "entries": [ "The wind whistles through the shattered door on the far side of the car and carries a blend of acrid odors\u2014metallic blood, burnt incense, and a pungent chemical tang. Scattered across the wooden floor are pieces of manikins, their limbs ripped apart and spread across the ground. Among them rest the unmoving bodies of a roughened crew, faces equally lifeless but far more gruesome in their stillness. Torn boxes and crates dot the car, their contents spilled in a disarray of mechanical cogs, faded incense sticks, and shattered glass vials leaking an unidentifiable, dark fluid." - ] + ], + "id": "01a" }, "If not already alerted to the party's entrance, a Forsaken rebel turned scourge beast ({@creature fallen luyarnhian|SGttEH}) is distracted as it rips through the remains of one of its former companions. Otherwise, it hides behind a stack of crates, preparing to ambush the first character that comes near.", { @@ -11894,7 +12040,8 @@ "name": "Personal Mission: Search for a Cure", "entries": [ "A broken vial sits precariously against a crate, holding a tiny amount of organic matter settled at its bottom. Immediately, a spark of intuition ignites within the character that this could be a clue toward a cure. The contents of the vial, despite their seemingly insignificant appearance, promise a lead in their search for answers. The tiny amount proves to be too small for experimentation without destroying the sample, yet its discovery should compel the character to search for more. However, a character proficient with {@item Alchemist's supplies|PHB} can make a {@dc 15} Intelligence check, on a success they determine that the substance is a blend of an unknown fungus-like plant and chemical compounds." - ] + ], + "id": "01b" }, { "type": "entries", @@ -11936,9 +12083,11 @@ "name": "Personal Mission: Dark Ascension", "entries": [ "A leatherbound notebook lays open on the ground next to {@creature Kerry Holmes|SGttEH-HoS|Kerry}. It outlines the Forsaken's mission to secure incense critical for battling the Ruby District's scourge infection. It also details discussions on assassinating moderate voices within their ranks and the city. These plans aim to eliminate any internal opposition to the Forsaken's hardline stance against the Radiant Church. Kerry's entries mix tactical planning with his personal reservations about the mission's morality and the assassination strategy, revealing a divide between his loyalty to the cause and his ethical concerns. This notebook serves as significant evidence of the Forsaken's desperation and willingness to resort to extreme measures, including internal violence, to further their agenda." - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -11962,9 +12111,11 @@ "entries": [ "In the Radiant Church's rituals, like those of many religions, incense plays a significant role, not only infusing the atmosphere with divine scent but serving as a purifier. The Beast Incense, or Beast Repellant as it is commonly known, is a relatively inexpensive byproduct of these rituals. When sanctified by the Ministry of Light (one of the branches of the Radiant Church), it emanates a sickly sweet aroma. While this scent is easily overlooked by humans, it is profoundly repugnant to most beasts, including the scourgeborne.", "The Beast Repellant has found its way into many homes across Luyarnha, serving as a deterrent for nightly prowling beasts. However, its use causes unrest in the Ruby District, where altered versions of the incense sold in black markets failed to fend off beasts, leading to disastrous incidents before the hunters could intervene. In truth, the incense's purpose is not to immobilize the beasts, merely to deter them with its offensive aroma. This means that those not employing the incense become prime targets if their neighbors do, an exploitable loophole for malevolent individuals. By simply snuffing out a neighbor's incense in the dead of night, they can expose them to beastly assaults\u2014a nearly perfect crime that is difficult to prove." - ] + ], + "id": "01f" } - ] + ], + "id": "01e" } ] }, @@ -11981,7 +12132,8 @@ "page": 21, "entries": [ "The smell of coal and iron fills your nostrils, compounded by the nauseating scent of fresh blood. A sickening squelch joins the rhythmic churning of the engine as a mechanical torso\u2014absent its lower half\u2014drags itself across the floor. A broken blade splattered with a dark ichor is clutched in its hand. Just as you lock eyes with its soulless gaze, the train jolts as if leaping from the tracks." - ] + ], + "id": "020" }, { "type": "entries", @@ -11989,7 +12141,8 @@ "page": 21, "entries": [ "The presence of coal dust in the car creates a volatile environment near the top of the car. If a spell or attack that deals fire or lightning damage is used, it triggers an explosion in the air. Each standing creature within the car must make a {@dc 17} Dexterity saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "021" } ] }, @@ -12005,7 +12158,8 @@ "page": 21, "entries": [ "The control panel is a macabre spectacle, every button and lever smeared crimson. A hulking figure with a distended, pulsating abdomen squats in one corner, casting a malevolent gaze over the room. Nearby, two canine forms\u2014their eyes nothing but blackened holes\u2014snarl and snap, locked in a savage struggle over tattered scraps of human flesh. They leer at you, before returning their focus to their morbid meal. The train seems almost alive as it sways from side to side." - ] + ], + "id": "023" }, "The uncontrolled train is slowly increasing in speed and teeters on its tracks. The character with the highest passive Wisdom ({@skill Perception}) score catches a glance through the windows that reveals the train has only moments left to slow down before crashing into the city. On initiative count 20 (winning ties), each creature must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone} due to the lurching train. The DC increases by 1 each turn until the brake is activated. The train crashes after 3 turns, unless it is stopped.", { @@ -12040,7 +12194,8 @@ } ] } - ] + ], + "id": "024" }, { "type": "entries", @@ -12053,11 +12208,13 @@ "page": 21, "entries": [ "When the brake lever is pulled, a screeching cacophony erupts from the wheels. Sparks fly as metal grinds against the rails. The train jerks violently, sending everyone stumbling forward. As you regain your balance and look out the window, you see the city's transit hub looming as disaster has been averted." - ] + ], + "id": "026" }, "However, if they fail to slow the train down, it lurches from the tracks and into the terminal with a deafening crash. Each creature on the train must make a {@dc 17} Strength saving throw, taking {@damage 4d6} bludgeoning damage on a failed save, or half as much damage on a successful one. When the dust settles, the crash survivors lie surrounded by twisted metal and shattered glass. If a character doesn't survive the crash, a new character can be introduced from out of the surviving passengers (see \"{@adventure Character Death & Sidekicks|SGttEH-TCC|0|Character Death & Sidekicks}\" sidebar).", "Once the train's arrival has been determined, proceed to the {@adventure Grand Central|SGttEH-TCC|2|Grand Central} section on page 25, where the militia is waiting to confront the party." - ] + ], + "id": "025" }, { "type": "entries", @@ -12071,15 +12228,20 @@ "name": "Personal Mission: The Heretic's Truth", "entries": [ "A bound stack of loose papers is found on the remains of the bloated nightmare. These writings directly challenge the teachings of the Radiant Church. They articulate criticisms and offer interpretations that starkly contrast with the Church's official stance. While not severely damning, the papers question the church's authority, the integrity of its leaders, and the legitimacy of its claims to power. The handwritten papers are signed by \"The Grey Lord,\" and appear to be part of a series of writings." - ] + ], + "id": "028" } - ] + ], + "id": "027" } - ] + ], + "id": "022" } - ] + ], + "id": "013" } - ] + ], + "id": "00b" }, { "type": "section", @@ -12109,9 +12271,11 @@ "The Militia, the steadfast defenders of Luyarnha, serve dual roles as monster-hunters and peacekeepers, their origins rooted in the conflicts of the First War. Armed with swords and firearms, they patrol Luyarnha's dangerous, moonlit streets to fend off beasts and maintain law and order for all citizens, regardless of faith or societal rank. This versatile force is motivated by a shared philosophy of hope and purpose, often serving as a lifeline in their hazardous duties.", "Members commit to at least three years, receiving benefits like residency in the prestigious Grand Cathedral District if they survive the first year. This dual-role strategy serves both as an incentive and a natural selection process, continually replenishing their ranks with only the most capable. Despite the perks, the risks are formidable. Their uncompromising motto, \"{@i Survive together, or die together,}\" encapsulates their unwavering commitment to duty and each other.", "There are {@dice 2d20+10} militia {@creature guard|MM|guards} led by {@dice 2d6+2} {@creature hunter|SGttEH|hunters} {@homebrew |(see Steinhardt's Guide to the Eldritch Hunt for statistics)} at any given time in the Paterna Iter District. In the Grand Central Station, their presence attempts to strike a balance between comfort and stern authority, especially under the leadership of {@creature Sergeant Alaric Ogden|SGttEH-HoS}. Quick to secure areas, interrogate suspects, and prepare for unforeseen challenges, they remain an ever-present force in maintaining the city's fragile equilibrium." - ] + ], + "id": "02b" } - ] + ], + "id": "02a" }, { "type": "section", @@ -12136,7 +12300,8 @@ "width": 714, "height": 698 } - ] + ], + "id": "02d" }, { "type": "entries", @@ -12144,7 +12309,8 @@ "page": 23, "entries": [ "The commercial soul of the district has dimmed. Protected by hunters and surrounded by barricades, the marketplace has transformed into a less welcoming but still crucial communal space. Beast incursions have interrupted trade and led to frequent and dangerous confrontations." - ] + ], + "id": "02e" }, { "type": "entries", @@ -12152,7 +12318,8 @@ "page": 23, "entries": [ "Once a haven of relaxation, the bathhouse has been converted into a makeshift hospital, overwhelmed by the injured. Recent Scourge attacks have led to increased fortification measures. Yet, they cannot prevent an assault that will soon leave the party and others in the infirmary fighting for their lives." - ] + ], + "id": "02f" }, { "type": "entries", @@ -12160,9 +12327,11 @@ "page": 23, "entries": [ "Once an engineering marvel that connected the district to the city, the Grand Central Station is now a fortified militia base with tense armed men and women surveying the area for threats. Due to the train incident\u2014either averted or precipitated by the party\u2014the station is on high alert, causing delays in traffic flow and stoking fears of another catastrophe." - ] + ], + "id": "030" } - ] + ], + "id": "02c" }, { "type": "section", @@ -12185,7 +12354,8 @@ "page": 24, "entries": [ "Alaric is aware of the rising tension between the Church and other factions. He also knows vital tactical information about the best defense points in the district and the patrol schedules for the militia." - ] + ], + "id": "034" }, { "type": "entries", @@ -12193,7 +12363,8 @@ "page": 24, "entries": [ "\"Discipline is not just a code; it's a way of life. Without it, we're doomed.\"" - ] + ], + "id": "035" }, { "type": "entries", @@ -12201,7 +12372,8 @@ "page": 24, "entries": [ "\"I swore an oath to protect the people of this district, and I intend to die keeping it.\"" - ] + ], + "id": "036" }, { "type": "entries", @@ -12209,11 +12381,14 @@ "page": 24, "entries": [ "\"Trust has to be earned. Until then, everyone's a potential enemy.\"" - ] + ], + "id": "037" } - ] + ], + "id": "033" } - ] + ], + "id": "032" }, { "type": "image", @@ -12240,7 +12415,8 @@ "page": 24, "entries": [ "Father Eamon has extensive knowledge about the Church's inner workings and its relationship with other factions. He is also well-versed in the historical and theological aspects of the scourge beasts from their earliest appearance during the First War." - ] + ], + "id": "03a" }, { "type": "entries", @@ -12248,7 +12424,8 @@ "page": 24, "entries": [ "\"My faith is the light that guides me through the darkest nights.\"" - ] + ], + "id": "03b" }, { "type": "entries", @@ -12256,7 +12433,8 @@ "page": 24, "entries": [ "\"My duty to the Church is my reason for being; it is a calling that I must answer.\"" - ] + ], + "id": "03c" }, { "type": "entries", @@ -12264,11 +12442,14 @@ "page": 24, "entries": [ "\"Those who do not embrace the Church's teachings are straying sheep, in need of guidance or judgment.\"" - ] + ], + "id": "03d" } - ] + ], + "id": "039" } - ] + ], + "id": "038" }, { "type": "inset", @@ -12285,7 +12466,8 @@ "page": 24, "entries": [ "Marcus is knowledgeable about the Forsaken, and he is aware of who can be trusted within their ranks. He also knows the whereabouts of several hidden Forsaken safe houses throughout the city for those looking to escape persecution by the Church." - ] + ], + "id": "040" }, { "type": "entries", @@ -12293,7 +12475,8 @@ "page": 24, "entries": [ "\"The shadows are my sanctuary; the silence, my creed.\"" - ] + ], + "id": "041" }, { "type": "entries", @@ -12301,7 +12484,8 @@ "page": 24, "entries": [ "\"I serve the people of the Ruby District because the city turned its back on us.\"" - ] + ], + "id": "042" }, { "type": "entries", @@ -12309,11 +12493,14 @@ "page": 24, "entries": [ "\"I'll do whatever it takes to protect my people from the Scourge, even if it means sacrificing others. Morality is a luxury I can't afford.\"" - ] + ], + "id": "043" } - ] + ], + "id": "03f" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -12330,7 +12517,8 @@ "page": 25, "entries": [ "Orik has information about the origin of several forbidden goods, including the {@item Fake Beast Incense (stick)|SGttEH-HoS|mysterious incense} the party found on the {@i Gilded Duchess}. He knows who's who in the criminal underworld and could provide leads on illegal activities in the district." - ] + ], + "id": "046" }, { "type": "entries", @@ -12338,7 +12526,8 @@ "page": 25, "entries": [ "\"In this world, you're either a buyer or a commodity. Choose wisely.\"" - ] + ], + "id": "047" }, { "type": "entries", @@ -12346,7 +12535,8 @@ "page": 25, "entries": [ "\"Every secret has a price, and I'm the one setting the rates.\"" - ] + ], + "id": "048" }, { "type": "entries", @@ -12354,11 +12544,14 @@ "page": 25, "entries": [ "\"Trust is for the naïve and the foolish. I rely on contingencies.\"" - ] + ], + "id": "049" } - ] + ], + "id": "045" } - ] + ], + "id": "044" }, { "type": "entries", @@ -12375,7 +12568,8 @@ "page": 25, "entries": [ "Sister Alyce has firsthand information on the types of injuries inflicted by the scourge beasts and has begun to notice a pattern in their attacks. She also knows about various herbs and medical supplies that can help treat injuries." - ] + ], + "id": "04c" }, { "type": "entries", @@ -12383,7 +12577,8 @@ "page": 25, "entries": [ "\"Kindness is a language that the deaf can hear and the blind can see.\"" - ] + ], + "id": "04d" }, { "type": "entries", @@ -12391,7 +12586,8 @@ "page": 25, "entries": [ "\"Each life saved is a candle lit in the darkness, and I will light as many as I can.\"" - ] + ], + "id": "04e" }, { "type": "entries", @@ -12399,13 +12595,17 @@ "page": 25, "entries": [ "\"I sometimes forget that not everyone has the best intentions; my trust has cost me before.\"" - ] + ], + "id": "04f" } - ] + ], + "id": "04b" } - ] + ], + "id": "04a" } - ] + ], + "id": "031" }, { "type": "section", @@ -12427,7 +12627,8 @@ "page": 25, "entries": [ "A unit of armed guards forms a tight line across the train platform, swords unsheathed and pistols aimed and ready. Their armor catches the fleeting, cold light, emphasizing their stern preparedness. Civilians gather cautiously behind makeshift barricades with faces a blend of apprehension and curiosity. A commanding figure steps forward, his salt-and-pepper beard framing a visage of battle-hardened authority. \"Who are you? What business have you breaking the city's quarantine?\" His voice booms with a stern urgency, eyes piercing as if daring someone to lie. \"Speak! Lives are on the line here.\"" - ] + ], + "id": "053" }, "As the characters disembark, they're immediately met by {@creature Sergeant Alaric Ogden|SGttEH-HoS|Sergeant Alaric} ({@creature hunter|SGttEH}) and a dozen Radiant Church militia {@creature guard|MM|guards}, their faces stern and their weapons drawn. {@creature Sergeant Alaric Ogden|SGttEH-HoS|Sergeant Alaric} wastes no time and orders his men to seize control of the cargo hold while demanding an explanation from the party.", "The party can sufficiently explain their situation with a successful {@dc 13} Charisma ({@skill Persuasion}) check. On a success, Sergeant Alaric visibly relaxes and orders his militia to ease their aggressive posture. He willingly fills the adventurers in on the city's troubles with scourge beasts and answers any questions they may have. On a failure, Sergeant Alaric remains skeptical and keeps his guard up, ordering his militia to maintain their battle-ready stance. He may still share some information, but his answers will be curt and vague, providing only the minimum information. Additionally, he may task one of his militia to follow the party and report their actions back to him.", @@ -12477,9 +12678,11 @@ "page": 26, "entries": [ "If {@creature Kerry Holmes|SGttEH-HoS} was saved by the party and secured for the authorities, he attempts to escape the guards. {@creature Kerry Holmes|SGttEH-HoS|Kerry} makes it only a few feet before the militia, without the slightest hesitation, cut him down to bleed out in the street. A character who succeeds on a {@dc 17} Wisdom ({@skill Perception}) check notices a figure in the crowd, {@creature Marcus Kellen|SGttEH-HoS}, reacting angrily towards Kerry's death (see \"{@adventure The Forsaken Rebel|SGttEH-TCC|2|The Forsaken Rebel}\" section below)." - ] + ], + "id": "054" } - ] + ], + "id": "052" }, { "type": "entries", @@ -12487,7 +12690,8 @@ "page": 26, "entries": [ "If the characters bring up the {@item Fake Beast Incense (stick)|SGttEH-HoS|incense} they've discovered, a thoughtful, middle-aged {@creature priest} named {@creature Father Eamon|SGttEH-HoS} steps forward from the militia's ranks. {@creature Father Eamon|SGttEH-HoS} wears intricately woven clerical robes adorned with the symbols of the Radiant Church. Upon mentioning the {@item Fake Beast Incense (stick)|SGttEH-HoS|incense}, {@creature Father Eamon|SGttEH-HoS} gratefully takes it from the party and rewards them with 10 gp. \"May you continue to walk in the light,\" he murmurs, mentally noting the characters' names for future reference. Should they ask him questions about the city's current plight, he willingly shares some of its history and troubles with the Scourge, explaining how the Beast Incense ({@book Beast Repellent|SGttEH|5|Beast Repellent}, SGttEH page 33) keeps them at bay. The characters can earn a potential ally in {@creature Father Eamon|SGttEH-HoS} and, by extension, the Radiant Church. However, {@creature Father Eamon|SGttEH-HoS|Eamon} is deeply committed to his religious cause and views those not aligned with the Church as sheep that have strayed and need guidance or judgment." - ] + ], + "id": "055" }, { "type": "entries", @@ -12495,11 +12699,14 @@ "page": 27, "entries": [ "If {@creature Kerry Holmes|SGttEH-HoS} eludes capture by the militia with the party's help (see \"{@adventure The Dying Forsaken|SGttEH-TCC|1|The Dying Forsaken}\" section on page 19), {@creature Marcus Kellen|SGttEH-HoS} seeks out the characters to gauge how the Forsaken may use them. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher or who succeeds on a {@dc 13} Wisdom ({@skill Perception}) check notices his gaunt face and rugged demeanor and recognizes him as someone accustomed to life's harsher edges. {@creature Marcus Kellen|SGttEH-HoS|Marcus} probes the party for information, and if he finds the party helpful or trustworthy, he suggests that they visit the Midnight Emporium in the tunnel markets\u2014the city's Black Market\u2014to unload items the party doesn't want to get caught holding, such as the {@item Fake Beast Incense (stick)|SGttEH-HoS|fake incense} from the train. He gives them directions to a particular back alley and the passphrase \"Three Little Beasts\" to provide the nearby street urchins (see \"{@adventure Finding the Market|SGttEH-TCC|2|Finding the Market}\" on page 19). The Forsaken {@creature spy} takes note of the party for the future, taking their names and descriptions back with him to report to his superiors." - ] + ], + "id": "056" } - ] + ], + "id": "051" } - ] + ], + "id": "050" }, { "type": "section", @@ -12529,7 +12736,8 @@ "Information about the correct tunnels can be gleaned from tales told in the local tavern. Characters who succeed on a {@dc 14} Wisdom ({@skill Insight}) check can discern which stories might be based on fact." ] } - ] + ], + "id": "059" }, { "type": "entries", @@ -12537,9 +12745,11 @@ "page": 27, "entries": [ "Once in the tunnels, the characters must succeed on three out of five {@dc 15} Wisdom ({@skill Survival}) checks to navigate to the Black Market. The Cane & Dagger Crew use scratched markings in {@language Thieves' Cant} that can be noticed with a successful {@dc 12} Wisdom ({@skill Perception}) check. If a character can read the markings, the {@skill Survival} checks can be made with advantage. On a failure, the characters become lost in the tunnels, eventually looping their way back to the entrance where they must each succeed on a {@dc 10} Constitution saving throw or gain a level of {@condition exhaustion}." - ] + ], + "id": "05a" } - ] + ], + "id": "058" }, { "type": "entries", @@ -12549,7 +12759,8 @@ "Upon entering the Black Market, the characters notice the stalls and shops are in the process of being dismantled, and many vendors are packing up their wares. The usually vibrant and busy market is quieter, with merchants and customers few and far between. It's clear that the market is preparing to relocate to evade the Radiant Church and militia raids.", "The few merchants that remain are in a hurry to sell off their remaining stock and are less inclined to haggle. The selection of goods is limited compared to usual, reflecting the impending move.", "Once the party's visit comes to an end, the market guards begin to usher people out, signaling the closure of this location. The guards, while courteous, are firm in ensuring everyone leaves in a timely manner." - ] + ], + "id": "05b" }, { "type": "entries", @@ -12564,9 +12775,11 @@ "name": "Personal Mission: Forgotten Echoes", "entries": [ "The character notices a small book with a green cover and faded gold-leaf lettering bearing familiar-looking text. The title, in an ancient religious script, matches the mysterious tattoo on the character's skin, a symbol the marketeer identifies as meaning \"chosen.\" Inside, the pages are filled with what appears to be mundane daily entries, lists, and notes, all written in the same old script. Despite its ordinary contents, the book's existence suggests a deeper significance to the character's tattoo. It hints at a connection to a forgotten religious practice, perhaps indicating a chosen path or destiny once celebrated in ancient times." - ] + ], + "id": "05d" } - ] + ], + "id": "05c" }, { "type": "entries", @@ -12620,9 +12833,11 @@ "name": "Rumors and Secrets", "page": 28 } - ] + ], + "id": "05f" } - ] + ], + "id": "05e" }, { "type": "entries", @@ -12651,7 +12866,8 @@ "name": "Optional Bartering Rules", "page": 29 } - ] + ], + "id": "060" }, { "type": "entries", @@ -12667,7 +12883,8 @@ "name": "Personal Mission: Dark Ascension", "entries": [ "A ledger, marked by an obscure symbol of the Radiant Church and written in code, sits among recently dropped-off documents. This symbol, known only to those well-versed in the Church's secretive practices, hints at the ledger's significant contents. Inside, coded entries suggest high-ranking officials within the Radiant Church have been conducting forbidden rituals beneath the cathedral, involving human sacrifices to curry favor with a dark entity for power. The ledger, available for purchase for 1 gp, contains crucial evidence of these heretical actions, potentially exposing the Church's dark ambitions to control the populace through unspeakable means." - ] + ], + "id": "062" }, { "type": "entries", @@ -12682,13 +12899,17 @@ "name": "GM's Note:", "entries": [ "The details of the incense operation are further explored in the next part of the Rise of the Wretched adventure series. If you run '{@i The Cursed Convoy}' as a singular adventure instead, Orik can point to a minor noble family with a black sheep that dabbles in the drug smuggling trade. This minor noble is merely a go-between and fall-guy for the larger machinations of {@creature Malach, Angel of Flesh|SGttEH|Malach}." - ] + ], + "id": "064" } - ] + ], + "id": "063" } - ] + ], + "id": "061" } - ] + ], + "id": "057" }, { "type": "section", @@ -13614,7 +13835,8 @@ "name": "Random Bazaar Encounters", "page": 31 } - ] + ], + "id": "067" }, { "type": "entries", @@ -13632,7 +13854,8 @@ "width": 291, "height": 291 } - ] + ], + "id": "068" }, { "type": "image", @@ -13643,9 +13866,11 @@ "width": 1224, "height": 593 } - ] + ], + "id": "066" } - ] + ], + "id": "065" }, { "type": "section", @@ -13669,7 +13894,8 @@ "page": 32, "entries": [ "The central chamber of the bathhouse holds streams of water tainted with blood and filth and surrounded by cots filled with wounded and ailing individuals. The air is a mixture of medicinal herbs, sweat, and the metallic tang of blood. In the background, quiet conversations mix with the occasional groan of pain or whispered prayer. At the far end of the room, a woman in simple robes directs volunteers, her face a calm contrast to the suffering around her." - ] + ], + "id": "06a" }, "At the helm of the Elysium Baths' infirmary is {@creature Sister Alyce|SGttEH-HoS} ({@creature priest}), a beacon of guidance and healing in these troubled times. She's ably assisted by {@creature Samson|SGttEH-HoS} and {@creature Lars|SGttEH-HoS} ({@creature hunters|SGttEH}), wearied by their duties but standing guard resolutely at the entrance.", "Inside, six volunteers ({@creature commoner|MM|commoners}), their arms marked by scars of past skirmishes, move among the cots, providing essential care for the afflicted. Eight {@creature hunter|SGttEH|hunters} lie in these beds, their wounds too grievous for easy recovery (they each are reduced to 1 hit point). Attempts by the characters to use healing magic or similar effects are unsuccessful, as the infections prove resistant to such treatments.", @@ -13699,11 +13925,14 @@ "Its eyes leave a lasting impression on the hunter, suggesting intelligence or perhaps something more sinister." ] } - ] + ], + "id": "06d" } - ] + ], + "id": "06c" } - ] + ], + "id": "06b" }, { "type": "entries", @@ -13717,7 +13946,8 @@ "page": 33, "entries": [ "The room's tense calm shatters as the door bursts open. Snarling masses of twisted flesh with glowing eyes and grime-matted wings storm in, their decaying limbs propelling them toward the defenseless patients." - ] + ], + "id": "06f" }, "{@creature Malach, Angel of Flesh|SGttEH|Malach} smuggled three {@creature Corvian Dweller|SGttEH|corvian dwellers} out of the Ruby District, and his manikin agents released them to sow chaos in the marketplace and baths. {@creature Samson|SGttEH-HoS} and {@creature Lars|SGttEH-HoS} hold two at bay, but the third begins to rip through the injured patients, accompanied by two {@creature corrupted hound|SGttEH-HoS|corrupted hounds} ({@creature mastiff|MM|mastiffs}) with patchy and matted fur and splotches of dark, diseased flesh underneath. The scourge beasts use their limited flight to attack the weakened patients, reveling in their screams and terror before focusing on the greater threats of the party and guards.", { @@ -13729,9 +13959,11 @@ "page": 34, "entries": [ "If the characters struggle to defeat the scourge beasts, {@creature Sister Alyce|SGttEH-HoS} assists by casting {@spell cure wounds} and {@spell sanctuary}. Otherwise, the priest focuses her attention on protecting the other patients." - ] + ], + "id": "071" } - ] + ], + "id": "070" }, { "type": "image", @@ -14275,7 +14507,8 @@ "page": 34, "entries": [ "Monstrous beasts burst from the shadows, their patchy, diseased fur and elongated fangs on full display. Their malevolent yellow eyes shimmer as dagger-like claws rip through the screaming crowd." - ] + ], + "id": "073" }, "There are multiple groups of {@creature Scourge Beast (Diseased Rat)|SGttEH-HoS|scourge beasts} at the locations marked by an X on {@area Map 2: Bazaar|TCC-Bz|x}. Each location has two {@creature Scourge Beast (Diseased Rat)|SGttEH-HoS|scourge beasts} (they use {@creature giant rat (diseased)} statistics) and are attacking a citizen ({@creature commoner}). After killing the citizen or being targeted by a character, each group of {@creature Scourge Beast (Diseased Rat)|SGttEH-HoS|scourge beasts} switches its focus onto the party. Throughout the encounter, smoke billows from nearby homes, and the sounds of battle can be heard from nearby alleys where militia members battle {@creature Scourge Beast (Diseased Rat)|SGttEH-HoS|scourge beasts}.", "Once the bazaar has been cleared, an embattled militia squad approaches the party. Proceed to the \"{@adventure Conclusion|SGttEH-TCC|2|Conclusion}\" section.", @@ -14285,13 +14518,17 @@ "name": "Personal Mission: Dark Ascension", "entries": [ "One of the {@creature Scourge Beast (Diseased Rat)|SGttEH-HoS|scourge beasts} is wearing an iron and brass collar with mechanical parts. This collar, equipped with broken vials and electrical wiring, bears marks identifying it as coming from a Scion laboratory. The collar's design suggests a blend of alchemy and engineering, aiming to manipulate the beasts' behavior. It serves as concrete evidence of efforts to control the scourge and transform these creatures into bioweapons against their foes." - ] + ], + "id": "074" } - ] + ], + "id": "072" } - ] + ], + "id": "06e" } - ] + ], + "id": "069" }, { "type": "section", @@ -14310,13 +14547,17 @@ "page": 34, "entries": [ "This adventure concludes with the defeat of the scourge beasts in the bazaar, where the party earns enough XP to attain 2nd level. The story continues in the next part of the series, {@adventure In the Belly of the Beast|SGttEH-ItBotB}, where the characters delve deeper into the mystery of the rise in scourge beast attacks, the connection between the Black Market and the smuggling of manikin parts, and further confrontations with the Radiant Church and Forsaken in the city's sewers." - ] + ], + "id": "077" } - ] + ], + "id": "076" } - ] + ], + "id": "075" } - ] + ], + "id": "029" } ] }, @@ -14349,7 +14590,8 @@ "Unexpectedly, the corrupted water attracted the Scourge, lured by the strange scents emanating from within. These creatures infested the aqueducts, inadvertently supplying Malach with more resources for his dark research.", "To divert suspicion from himself, Malach cunningly used manikins disguised as agents of the Scions in order to cast aspersions upon them if discovered. These manikins, adorned with counterfeit Scion insignia, followed Malach's commands while implicating the Scions in his gruesome activities. Malach strategically left behind fabricated evidence of Scion involvement, from falsified documents to counterfeit tools and emblems.", "The issue intensified when the Scourge's presence near the aqueduct exits caught the attention of the local authorities. Baffled by this unusual activity, they started investigations into the tunnels, but their scouts disappeared into the depths. With resources in the city stretched thin, the Radiant Church looks to its newly recognized heroes to delve into the tunnels and discover what nightmares lie within." - ] + ], + "id": "001" }, { "type": "section", @@ -14358,7 +14600,8 @@ "entries": [ "The characters delve into ancient, crumbling aqueducts beneath Paterna Iter to investigate a Scourge infestation. They navigate through hazardous tunnels and chambers, uncovering remnants of twisted bioalchemical experiments and battling Scourge beasts attracted by the corruption.", "Throughout their journey, they encounter remnants of Malach's work, including twisted manikins and false evidence that points towards the Scions as the culprits. The adventure culminates in a battle against the Scourge beasts drawn to the toxic waters and the horrifying remnants of the experiments conducted by Malach's alchemists." - ] + ], + "id": "002" }, { "type": "section", @@ -14382,7 +14625,8 @@ "entries": [ "A representative of the Scions named Dr. Valeria Leontine approaches the characters. She explains that they have been tracking missing supplies, including rare alchemical ingredients and advanced mechanical components, believed to have been sold by smugglers to the Forsaken looking to break quarantine.", "These smugglers were last seen entering the depths of the aqueducts, and the Scions suspect a connection to the recent Scourge infestation. Dr. Leontine requests the characters' aid in delving into the aqueducts to recover the missing supplies and gather intelligence on the smuggling operation. In return, she offers a substantial reward of 500 gp, as well as access to some of the Scions' more benign experimental findings\u2014advanced potions, arcane devices, and possibly even prototypes of wondrous items." - ] + ], + "id": "006" }, { "type": "entries", @@ -14390,11 +14634,14 @@ "page": 63, "entries": [ "{@creature Father Eamon|SGttEH-HoS}, a familiar face from the Radiant Church, approaches the characters. He offers them a task on behalf of the Church: to delve into the Scourge-filled aqueducts, investigate the source of the infestation, and rescue any militia that may still be alive. After the incident In return, he promises not only a generous sum of 500 gp but also access to the Church's archives pertaining to Scourge beasts they have indexed\u2014a treasure trove of information and ancient texts that could aid the characters in their future battles." - ] + ], + "id": "007" } - ] + ], + "id": "005" } - ] + ], + "id": "004" }, { "type": "entries", @@ -14402,7 +14649,8 @@ "page": 63, "entries": [ "Amidst the streets of Luyarnha, the characters encounter a grief-stricken mother named Emily. Veiled in mourning attire, she speaks of her son, Harold, who vanished near the aqueducts weeks ago. The city's guards have coldly ignored her pleas for help, lost in bureaucratic indifference. She lost her husband and daughter to the recent Scourge attack in the Chancery Lane Bazaar. Emily begs the characters to take pity on her and find her only living child." - ] + ], + "id": "008" }, { "type": "entries", @@ -14410,11 +14658,14 @@ "page": 63, "entries": [ "The characters stumble upon a local tavern minstrel strumming his lute as he tells a tale of the \"Whispering Waters\" in the aqueduct tunnels. Legend has it that a smuggler went missing with a treasure deep within the labyrinthine passages, and his eerie cries for help still echo through the dark chambers to this day. The minstrel's voice carries the weight of history as he recounts tales of voices calling out in despair or warning of impending doom. The tale ends with a warning that though there is treasure to be found, there are horrors to be found along the way." - ] + ], + "id": "009" } - ] + ], + "id": "003" } - ] + ], + "id": "000" }, { "type": "section", @@ -14428,7 +14679,8 @@ "page": 63, "entries": [ "You follow the riverbank until you reach the entrance to the ancient aqueduct, its vast archway draped in overgrown ivy and moss. The stones, once meticulously laid, now show signs of erosion and neglect. A heavy, damp air emanates from within, mingling with the scent of stagnant water and decomposing plant matter. Steady drips of water echo in the distance, reverberating through the expansive tunnels. Beyond the threshold, the light quickly diminishes, surrendering to the deep shadows." - ] + ], + "id": "00b" }, { "type": "image", @@ -14459,7 +14711,8 @@ "Throughout its darkened corridors, remnants of these hidden occupants still linger. Faded symbols scratched into walls, hidden caches long forgotten, and echoes of whispered incantations tell a tale of a place shrouded in mystery. Among these, the most recent and perhaps the most ominous, was a cult dedicated to a deity erased from the city's history during the reign of the Godless King.", "This minor cult, which thrived in secrecy a decade ago, embraced rituals and symbols that harkened back to the old, earthbound religions of Luyarnha's distant past. Their ceremonies were lit by candlelight, casting long shadows over rituals involving painted animal skulls, feather and bone tokens, and intricate arrangements of wicker effigies. The chambers where they congregated still bear the scars of their presence\u2014circles of soot where candle, incense, and sacrifices once burned, walls adorned with primitive symbols of power drawn in blood, and wicker figures hanging from hidden alcoves.", "The Godless King eventually purged the cult from the city, and they quickly faded from memory. However, their spiritual legacy endures as lingering wards and the remnants of broken curses. Adventurers exploring the aqueduct might encounter these residual enchantments, manifesting as sudden chills, unexplained sounds, or the feeling of being watched." - ] + ], + "id": "00e" }, { "type": "entries", @@ -14468,9 +14721,11 @@ "entries": [ "The laboratory once used by Malach's manikins for their gruesome experiments sits abandoned in the aqueduct. There, they melded manikin and Scourge flesh into monstrous creations with the aid of a mysterious bio-alchemical plant matter. Having finished their work, the manikins left behind only misleading clues pointing falsely towards the Scions, part of Malach's scheme to hide his involvement.", "This area's transformation into a Scourge stronghold appears to be more than a random infestation. The creatures' targeting of the aqueduct increasing drastically because of the residual effects of Malach's experiments. The beasts stalk the tunnels and chambers for flesh to consume, driven mad by the vapors that permeate the air." - ] + ], + "id": "00f" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -14487,7 +14742,8 @@ "page": 65, "entries": [ "The aqueduct's ceilings arch up to 20 feet high, constructed of sturdy, aged stone. Floors are primarily uneven cobblestone worn smooth by centuries of water. The rough stone walls are covered with patches of moss and creeping vines in damp areas." - ] + ], + "id": "012" }, { "type": "entries", @@ -14495,7 +14751,8 @@ "page": 65, "entries": [ "Most doors within the aqueduct are made of weathered wood, swollen with dampness. Many are stuck or difficult to open, requiring a {@dc 12} Strength ({@skill Athletics}) check to force." - ] + ], + "id": "013" }, { "type": "entries", @@ -14503,7 +14760,8 @@ "page": 65, "entries": [ "Sparse natural light filters in from cracks and crevices, providing dim lighting in most areas." - ] + ], + "id": "014" }, { "type": "entries", @@ -14511,7 +14769,8 @@ "page": 65, "entries": [ "The air is cool and damp, with a persistent chill that can seep into one's bones. The humidity is high, leaving surfaces perpetually wet and slime-covered." - ] + ], + "id": "015" }, { "type": "entries", @@ -14519,7 +14778,8 @@ "page": 65, "entries": [ "Sounds travel unusually well in the aqueduct, often distorting or amplifying. This feature makes it difficult to gauge the distance or direction of noises, imposing disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing." - ] + ], + "id": "016" }, { "type": "entries", @@ -14527,11 +14787,14 @@ "page": 65, "entries": [ "The water in the aqueduct is tainted with alchemical runoff. A creature that enters or starts its turn within these pools must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 hour. Consecutive failures resets the duration." - ] + ], + "id": "017" } - ] + ], + "id": "011" } - ] + ], + "id": "010" }, { "type": "entries", @@ -14571,9 +14834,11 @@ } ] } - ] + ], + "id": "019" } - ] + ], + "id": "018" }, { "type": "image", @@ -14608,7 +14873,8 @@ "name": "Roaming Monsters", "page": 66 } - ] + ], + "id": "01a" }, { "type": "entries", @@ -14625,9 +14891,11 @@ "page": 67, "entries": [ "As the characters delve deeper into the aqueduct, they begin to sense an oppressive, almost tangible despair. The air seems heavier, laden with silent screams and whispers of those who perished in torment. Shadows dance unnervingly at the edge of their vision, and the sensation of being watched, of mournful eyes lingering just out of sight, grows with every step. The Whispering Echo is near." - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -14636,7 +14904,8 @@ "entries": [ "The threshold for when the Whispering Echo manifests starts at 10 manifestation points. Once this threshold is crossed, the haunting begins.", "Assign points for different actions that might draw the Echo to the party. Walking normally accrues 1 point per hour, while each round of combat or each of use of a loud spell or attack (such as the {@spell thunderwave} spell) add 2 points. Tally these points secretly." - ] + ], + "id": "01e" }, { "type": "entries", @@ -14650,7 +14919,8 @@ "page": 67, "entries": [ "Upon reaching 5 manifestation points, the environment around the party subtly shifts as the air fills with the echoes of distant sobs and the shadows seem to move of their own accord. Each character must succeed on a {@dc 14} Wisdom saving throw. A failure results in a character being overwhelmed by auditory hallucinations, and they suffer disadvantage on all {@skill Perception} checks they attempt for 1 hour." - ] + ], + "id": "020" }, { "type": "entries", @@ -14689,7 +14959,8 @@ ] }, "The party's manifestation points are then reduced to 0 as the Whispering Echo continues its haunting elsewhere, returning to haunt them at a later time as they accumulate more points." - ] + ], + "id": "021" }, { "type": "entries", @@ -14740,7 +15011,8 @@ "width": 756, "height": 1082 } - ] + ], + "id": "022" }, { "type": "entries", @@ -14748,13 +15020,17 @@ "page": 68, "entries": [ "The Echo should be a pervasive threat, intensifying the atmosphere of horror and encouraging strategic and thoughtful exploration by the characters. If the characters fail to reduce their manifestation points or continually fail saving throws, the Whispering Echo's presence intensifies. After 3 failed saves, a character suffers a {@table long-term madness|SGttEH} effect (see SGttEH)." - ] + ], + "id": "023" } - ] + ], + "id": "01f" } - ] + ], + "id": "01b" } - ] + ], + "id": "00c" }, { "type": "section", @@ -23965,7 +24241,8 @@ "page": 70, "entries": [ "Suspended from the cave's ceiling is a wicker poppet adorned with feathers and bones. If touched, the poppet produces vivid hallucinations of a man screaming in agony, bleeding from his eyes and mouth. A character who touches the poppet must succeed on a {@dc 13} Wisdom saving throw or suffer a {@table short-term madness|SGttEH} effect." - ] + ], + "id": "026" }, { "type": "entries", @@ -23979,11 +24256,14 @@ "page": 70, "entries": [ "The runes on the cave walls are identical to the tattoo on the character's skin and can be used to decipher the tattoo as meaning \"chosen one.\" The carvings tell the story of the chosen one: some runes depict them as a heroic savior destined to purge the world of darkness, while others suggest the chosen one must be sacrificed to achieve this goal. The central motif of a figure surrounded by swirling shadows further complicates the narrative. This discovery is pivotal in understanding the true nature of the tattoo and the ancient cult's intentions, providing vital clues and introducing new complexities and dangers in the character's quest for answers." - ] + ], + "id": "028" } - ] + ], + "id": "027" } - ] + ], + "id": "025" } ] }, @@ -24003,7 +24283,8 @@ "page": 70, "entries": [ "The ground is covered in bones that crack and shift underfoot and is difficult terrain for non-Undead creatures. A creature falling {@condition prone} suffers {@damage 1d4} piercing damage." - ] + ], + "id": "02a" }, { "type": "entries", @@ -24017,11 +24298,14 @@ "page": 70, "entries": [ "When the character marked by the Blood Moon encounters the {@creature boneclad horror|SGttEH-HoS}, they instinctively reach out and touch the creature with their mind. In that moment, they are overwhelmed by a sudden, vivid vision. Through the horror's eyes, they experience its confusion, loss, and the intense human pain trapped within its monstrous form. This powerful connection reveals the depth of their bond with the Scourge and hints at their ability to influence these creatures. The vision provides a haunting glimpse into the human suffering behind the scourge beasts, suggesting that these creatures were once human, transformed by dark forces." - ] + ], + "id": "02c" } - ] + ], + "id": "02b" } - ] + ], + "id": "029" }, { "type": "entries", @@ -24049,7 +24333,8 @@ } ] } - ] + ], + "id": "02d" }, { "type": "entries", @@ -24084,7 +24369,8 @@ } ] } - ] + ], + "id": "02e" } ] }, @@ -24114,9 +24400,11 @@ "page": 71, "entries": [ "A volatile buildup of necrotic gasses has been fermenting within the pile of remains. A character who succeeds on a {@dc 14} Wisdom ({@skill Survival}) check notices the distinct bloat of the bodies. Disturbing the pile or walking close to it with an open flame such as a torch triggers an explosion of necrotic flesh and bone shards. Upon triggering, each creature within 10 feet of the pile must make a {@dc 14} Dexterity saving throw, taking {@damage 1d4} necrotic damage and {@damage 1d4} piercing damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "030" } - ] + ], + "id": "02f" } ] }, @@ -24133,7 +24421,8 @@ "page": 72, "entries": [ "The shrine is carved with a symbol identical to the one on the medallion. This symbol, along with the intricate runes, suggests the ancestor's involvement in a long-banished magical art of osteomancy. This shrine not only serves as a crucial link to the character's past but also offers an opportunity to push back the Whispering Echoes entity. By channeling the ancient magic from the shrine's inscriptions through the medallion, the character can tap into their ancestor's forgotten power to cleanse the area of corruption without needing further offerings (see below). Successfully performing the ritual with a {@dc 15} Intelligence ({@skill Arcana} or {@skill Religion}) check allows the character to temporarily banish the Whispering Echoes and reduce its manifestation points to 0." - ] + ], + "id": "031" }, { "type": "entries", @@ -24144,7 +24433,8 @@ "page": 72, "entries": [ "Characters can examine the altar with a {@dc 12} Intelligence ({@skill Investigation} or {@skill Religion}) check to discover its purpose. It is dedicated to a forgotten deity, pushed out of Luyarnha by the Godless King long ago, but a sliver of divine power remains within it. A personal sacrifice is needed to gain its blessing." - ] + ], + "id": "033" }, { "type": "entries", @@ -24155,9 +24445,11 @@ "A successful offering without triggering the retribution reveals a secret compartment in the altar. It contains an ornate ritual dagger worth 50 gp, a vial of rare incense (works as Beast Incense that lasts 1 minute), and a {@item Spell Scroll (3rd Level)||scroll} of {@spell protection from energy}.", "If the sacrifice is accepted, hidden inscriptions shimmer with a weak glow along the walls. The messages are in an old dialect that can be deciphered with a {@dc 16} Intelligence ({@skill History}) check or a {@spell comprehend languages} spell that reveal an ancient protection ritual. A character proficient in {@skill Religion} recognizes it can weaken the whispering madness pervading the aqueduct.", "The ritual requires a vial of water from a Toxic Pool ({@area Area 4|WitW-4|x}), a bone from the Boneyard ({@area Area 2|WitW-2|x}), and a feather token from this chamber. It involves arranging the components on the altar and reciting the provided incantation, \"Voces errantes, ad silentium redigite.\" Successfully performing the ritual reduces the Whispering Echo's power, changing the accumulated manifestation points reset to 5 points instead of 10. Additionally, the party can use this location to safely complete a short rest, removing a {@table short-term madness|SGttEH} effect when finished." - ] + ], + "id": "034" } - ] + ], + "id": "032" }, { "type": "image", @@ -24198,9 +24490,11 @@ "page": 73, "entries": [ "Forthright is deeply disturbed from watching his squad get torn apart by the {@creature boneclad horror|SGttEH-HoS}, and his speech erratic and often interrupted by fits of paranoia as his eyes dart around, avoiding direct eye contact. He flinches at sudden movements and is haunted by his memories. However, his moments of lucidity reveal a deeper knowledge of the aqueduct and its past." - ] + ], + "id": "036" } - ] + ], + "id": "035" }, { "type": "list", @@ -24257,7 +24551,8 @@ ] ] } - ] + ], + "id": "037" } ] }, @@ -24297,7 +24592,8 @@ "page": 75, "entries": [ "Direct contact with the plant's sap, without protective alchemical gloves or other alchemical gear\u2014found in the Storage Room ({@area area 3|WitW-3|x}) and Laboratory ({@area area 7|WitW-7|x})\u2014is hazardous. Upon contact, a character must make a {@dc 13} Constitution saving throw. On a failure, the character takes {@damage 1d4} poison damage and suffers disadvantage on Dexterity checks and saving throws for 1 hour due to painful blisters. Extended exposure, such as handling the plant for more than a few minutes, can cause hallucinations (visual or auditory) and respiratory issues, requiring the character to succeed on a {@dc 17} Constitution saving throw or take {@damage 2d6} poison damage and become {@condition incapacitated} due to difficulty breathing for 1 hour." - ] + ], + "id": "039" }, { "type": "entries", @@ -24306,7 +24602,8 @@ "entries": [ "Extracting the sap safely requires a {@dc 15} Wisdom ({@skill Medicine} or {@skill Nature}) check, and specialized tools like a sealed vial and a sharp, precise blade found in {@item Alchemist's Supplies|PHB}. The sap is a key component in Malach's experiments, and can enhance manikins' resilience and agility. It's unique properties change mechanical conduits in such a way that more power can be transferred to a manikin's limbs. The research shows that managing the energy flow and the sap's innate growth properties has proven to be difficult. The experiments have a high risk of failure as the sap's influence on the subject's mental state has proven to be disastrous\u2014only one in a hundred is successful.", "Characters can study the sap with a {@dc 17} Intelligence check using {@item Alchemist's Supplies|PHB} to create a sample to double the effects and duration of potions or understand ways to reverse some effects of Malach's modifications (see below). A 5 foot cube of plant growth provides {@dice 1d4} samples of sap." - ] + ], + "id": "03a" }, { "type": "entries", @@ -24314,7 +24611,8 @@ "page": 76, "entries": [ "Using the sap to reverse Malach's modifications involves a complex alchemical process. This requires a laboratory setup, materials worth at least 500 gp, and uninterrupted work for 48 hours. Successful completion of the process creates sap bombs capable of nullifying certain enhancements in manikins who have undergone the enhancement process, as determined by the GM." - ] + ], + "id": "03b" }, { "type": "inset", @@ -24322,9 +24620,11 @@ "page": 76, "entries": [ "Among the clusters of fungi is a particularly vibrant and large specimen that calls out to the character. They must figure out a way to safely harvest the fungi. If exposed to the spores, the characters risk madness and mutations, requiring immediate medical attention to mitigate the effects. If caught by the Radiant Church, the characters must explain their actions and may face imprisonment or execution, jeopardizing their mission. Securing the glowing fungi marks a significant step in the search for a cure." - ] + ], + "id": "03c" } - ] + ], + "id": "038" }, { "type": "image", @@ -24351,7 +24651,8 @@ "page": 76, "entries": [ "As the characters investigate the meeting room, they find ancient drawings on the walls. These images depict a forgotten religious leader who forged a dark pact with a creature from beyond this world marked with a yellow crown. The drawings show the leader making offerings and receiving dark powers in return, leading to the rise and eventual fall of their civilization. A successful {@dc 14} Intelligence ({@skill History}) check reveals additional details: the leader's attempts to create protective wards against the being's influence and their ultimate failure, resulting in the civilization's downfall." - ] + ], + "id": "03d" }, "However, a character proficient in {@skill History} or who succeeds on a {@dc 15} Intelligence ({@skill History}) check realizes historical records make no mention of this leader; it's as though he's been deliberately erased from history. If the party has interacted with the Forgotten Altar ({@area area 2c|WitW-2c|x}), they also realize that the cult in the aqueducts was attempting to create a \"protection\" against this dark pact, hoping to harness the power of the lost civilization to safeguard against the same fate.", { @@ -24387,7 +24688,8 @@ } ] } - ] + ], + "id": "03e" } ] }, @@ -24424,7 +24726,8 @@ "page": 77, "entries": [ "You can increase the difficulty of this encounter by having a defeated manikin's core burst into mutant plants that use {@creature violet fungus} statistics." - ] + ], + "id": "040" }, { "type": "inset", @@ -24433,9 +24736,11 @@ "entries": [ "Among the various alchemical apparatuses, the character finds an old, worn locket. Touching it triggers a vivid memory: they see a fatherly figure, a man who loved his wife and kids dearly. In the vision, this man hands the locket to the character with a gentle smile, moments before a twisted monster breaks into their home. The memory ends with the man being brutally killed while trying to protect his family.", "This discovery deepens the mystery of the character's identity, blending their waking life with these fragmented memories. The locket is a tangible connection to their past, suggesting that these visions are not mere dreams but echoes of a real, traumatic history." - ] + ], + "id": "041" } - ] + ], + "id": "03f" }, { "type": "entries", @@ -24477,7 +24782,8 @@ } ] } - ] + ], + "id": "042" }, { "type": "entries", @@ -24492,7 +24798,8 @@ "entries": [ "Amidst the debris lies an intact reinforced chest containing a cache of alchemical formula and schematics. Additionally, the cache holds research notes detailing hybrid experiments with Scourge flesh and strategies for combating Scourge beasts.", "The characters must decide the fate of this cache. Returning it to the Scions can significantly enhance their standing with the faction and earn favor from Dr. Valeria Leontine (or another notable Scion). This could lead to further rewards, including access to more advanced alchemical knowledge and experimental potions. Alternatively, they might destroy the cache to prevent the dangerous knowledge from being misused, though this would forfeit potential benefits and could lead to repercussions if the Scions discover their actions." - ] + ], + "id": "044" }, { "type": "inset", @@ -24510,9 +24817,11 @@ ] }, "When the character turns over the folder to their superior, they receive a substantial reward of 100 gp and access to valuable resources or knowledge. Additionally, their standing within the faction significantly improves. (See {@book Faction Standing Appendix|SGttEH-HoS|Faction Standing} page {@homebrew 86|XX})" - ] + ], + "id": "045" } - ] + ], + "id": "043" }, { "type": "image", @@ -24536,7 +24845,8 @@ "page": 79, "entries": [ "A closer examination of the room with a {@dc 14} Wisdom ({@skill Nature} or {@skill Survival}) check reveals deep claw marks on the walls and floor, showing that an enormous beast with formidable claws broke through the wall. The pattern and depth of the scratches suggest a creature of considerable size and strength." - ] + ], + "id": "046" }, { "type": "entries", @@ -24544,7 +24854,8 @@ "page": 79, "entries": [ "One of the partially intact barrels holds a remnant of a rare alchemical component. This component, a pink crystalline substance with a faint, pulsating glow, is used in high-level alchemy and is valued at 100 gp. A character proficient in {@item Alchemist's Supplies|PHB|Alchemical Supplies} or who succeeds on a {@dc 13} Intelligence ({@skill Arcana}) check recognizes the substance as one used to bind volatile elements together in powerful Transmutation potions. Characters proficient in {@item Alchemist's Supplies|PHB|Alchemical Supplies} can attempt to craft potions with increased potency or duration. For example, when crafting a {@item potion of healing}, the character can integrate the crystalline substance to create a potion that heals an additional {@dice 2d4} hit points. Alternatively, the substance can double the duration of a potion up to a maximum of 1 additional hour." - ] + ], + "id": "047" } ] } @@ -24566,7 +24877,8 @@ "page": 79, "entries": [ "Among the corpses, a couple of them stand out as Forsaken, their eyes and tongues gouged out in a gruesome display. This grisly scene and the condition of the Forsaken corpses provide valuable information that could be used to increase standing with the Forsaken faction or the Church. The Forsaken would be keen to learn the fate of their members, while the Church might leverage this information about smugglers to tighten their grasp on the Forsaken. (See {@book Faction Standing Appendix|SGttEH-HoS|Faction Standing})" - ] + ], + "id": "049" }, { "type": "entries", @@ -24574,9 +24886,11 @@ "page": 79, "entries": [ "Over time, the bloated remains have become breeding grounds for poisonous spores. The air in these areas is thick with a dangerous, spore-laden mist. Entering or disturbing the area triggers the release of these spores. Characters must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 hour." - ] + ], + "id": "04a" } - ] + ], + "id": "048" }, { "type": "entries", @@ -24584,7 +24898,8 @@ "page": 79, "entries": [ "Scattered among the remains are old coins and trinkets. A character searching the area who succeeds on a {@dc 15} Intelligence ({@skill Investigation}) check can recover a tarnished silver locket (10 gp), {@dice 6d6} antique coins (worth 1 gp each to a collector), and an ornate silvered ring worth 25 gp." - ] + ], + "id": "04b" } ] }, @@ -24621,7 +24936,8 @@ "page": 80, "entries": [ "Characters can investigate the remains of these beasts with a {@dc 15} Wisdom ({@skill Nature} or {@skill Survival}) check. On a success, they discover these creatures ingested {@i venenum nocturna} (see {@area area 5|WitW-5|x}), leading to their grotesque transformation into mutated monstrosities. Additionally, they uncover that the mutation process is volatile and unpredictable, with some rats showing enhanced physical attributes, while others suffer debilitating side effects." - ] + ], + "id": "04c" }, { "type": "image", @@ -24657,9 +24973,11 @@ "page": 81, "entries": [ "There's a hidden door in the south area of the chamber. To find the mechanism that opens it, a character must succeed on a {@dc 16} Intelligence ({@skill Investigation}) check. The mechanism is a stone that, when pressed, swings the door open to {@area area 9|WitW-9|x}. From the opposite side ({@area area 9|WitW-9|x}), the door is easily opened with an obvious latch." - ] + ], + "id": "04e" } - ] + ], + "id": "04d" } ] }, @@ -24680,9 +24998,11 @@ "page": 81, "entries": [ "Several barrels containing traces of a viscous green fluid stand at the southern end of the room. The barrels are marked with the jagged emblem of the Scions, suggesting their involvement or interest in these nefarious activities. A character attempting to analyze the fluid must make a {@dc 15} Intelligence ({@skill Investigation}) or Wisdom ({@skill Medicine}) check to safely determine its nature. If the characters have already come into contact with {@i venenum nocturna} in area 5, they recognize the distinct smell and color as matching the plant." - ] + ], + "id": "050" } - ] + ], + "id": "04f" } ] }, @@ -24703,9 +25023,11 @@ "page": 81, "entries": [ "Ancient stone pillars lie fractured and scattered. Deep gouges mar the remnants, indicative of a creature with immense strength and massive talons capable of rending stone." - ] + ], + "id": "052" } - ] + ], + "id": "051" }, { "type": "entries", @@ -24731,7 +25053,8 @@ } ] } - ] + ], + "id": "054" }, { "type": "entries", @@ -24751,7 +25074,8 @@ } ] } - ] + ], + "id": "055" }, { "type": "entries", @@ -24771,9 +25095,11 @@ } ] } - ] + ], + "id": "056" } - ] + ], + "id": "053" }, { "type": "entries", @@ -24782,7 +25108,8 @@ "entries": [ "The octopuses' primary tactic is to seize unsuspecting characters with their tentacles and drag them into the murky waters. This sudden attack requires characters to make a {@dc 16} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to avoid being {@condition grappled} and pulled off the dock.", "Once a character is dragged into the water, they must contend with the risk of drowning while battling the creature. The murky, toxic water adds to the disorientation, imposing disadvantage on attack rolls and {@skill perception} checks while submerged." - ] + ], + "id": "057" }, { "type": "image", @@ -24795,7 +25122,8 @@ } ] } - ] + ], + "id": "024" }, { "type": "section", @@ -24815,7 +25143,8 @@ "entries": [ "Forged documents, altered manikin parts with Scion insignias, and doctored correspondence found in the laboratory all point towards the Scions and influential figures like Lord Elarion Northreach.", "These items include letters discussing secret meetings and illicit transactions, cleverly aged and encrypted to suggest authenticity. The evidence is convincing enough to effectively direct attention away from Malach's true agenda and keep the party's focus on the Scions." - ] + ], + "id": "05a" }, { "type": "entries", @@ -24824,11 +25153,14 @@ "entries": [ "Considering the aqueduct's successful cleansing by the party, when previous efforts by skilled hunters ended in tragedy, the Radiant Church proceeds with caution and respect for the fallen. A specialized team of clerics, pyromancers, and alchemists is sent to complete the purification process, using sacred flames and specialized solutions to eliminate the remnants of corruption. During their mission, they recover evidence of the dark experiments that took place, though the absence of the formidable creature that had previously decimated hunter ranks is noted with a mix of relief and concern.", "The Church's scholars dedicate themselves to studying the materials found, seeking insights into the experiments' nature and purpose. However, their reports include a cautionary note on the beast's mysterious absence, suggesting its potential survival and the threat it may still pose. This measured response reflects a commitment to vigilance against future dangers, honoring those who lost their lives by ensuring the city remains prepared for whatever threats may emerge." - ] + ], + "id": "05b" } - ] + ], + "id": "059" } - ] + ], + "id": "058" }, { "type": "section", @@ -24843,7 +25175,8 @@ "page": 84, "entries": [ "If the party has gained significant standing with the Radiant Church, they can convince the Church to hold off on passing judgment on who is at fault for the horrors found in the aqueduct. This results in the Church taking a more measured approach, continuing their investigations and sending the party to gather more information in the future. As a reward, the party is invited to the Chapel of Light in the next section of the adventure, where they can {@item Moongold Weapon|SGttEH|moongild} a single weapon of their choice." - ] + ], + "id": "05d" }, { "type": "entries", @@ -24851,7 +25184,8 @@ "page": 84, "entries": [ "If the party has aligned themselves with the Scions and presented the evidence as fabricated, the Church is persuaded to delay action against them. This strategic delay allows the party to attend a gathering at Lord Elarion Northreach's estate, detailed in the next section of the adventure, and they receive an {@item uncharged claw|SGttEH} (See SGttEH p.{@homebrew 232|XX}) from the Scions as a token of gratitude." - ] + ], + "id": "05e" }, { "type": "entries", @@ -24859,7 +25193,8 @@ "page": 84, "entries": [ "If the party has high standing with the Forsaken, the Church implicates them as behind the horrors, and shuts down supply runs to the Ruby District, leaving the residents to fend for themselves. The party, however, is rewarded with access to a hidden Forsaken safehouse hidden in the sewers beneath Luyarnha. Here, they receive a {@item shadeweave mantle|SGttEH-HoS} (see Appendix) and orders for their next mission, detailed in the next section of the adventure." - ] + ], + "id": "05f" }, { "type": "entries", @@ -24867,7 +25202,8 @@ "page": 84, "entries": [ "If the party has managed to maintain high standing with multiple factions, they are able to arrange multiple meetings. This diplomatic success allows them to start the next adventure stronger, with enhanced resources and support from various factions. An NPC from each faction assures the party that they will be in touch." - ] + ], + "id": "060" }, { "type": "quote", @@ -24877,9 +25213,11 @@ ], "skipMarks": true } - ] + ], + "id": "05c" } - ] + ], + "id": "00a" } ] } @@ -25121,7 +25459,8 @@ } ] } - ] + ], + "id": "000" }, { "type": "section", @@ -25150,7 +25489,8 @@ "page": 3, "entries": [ "Each adventure within this path is designed to function as a standalone experience, complete with its unique challenges and narrative arcs. GMs seeking to incorporate these stories into their campaigns will find instructions for adjustments and integration, ensuring the adventure fits seamlessly into any setting." - ] + ], + "id": "005" }, { "type": "entries", @@ -25158,9 +25498,11 @@ "page": 3, "entries": [ "For GMs running the full adventure path, this guide outlines how to connect each episode into a coherent narrative, escalating the psychological tension and unfolding the eldritch mysteries." - ] + ], + "id": "006" } - ] + ], + "id": "004" }, { "type": "entries", @@ -25203,9 +25545,11 @@ ] }, "Armed with the 5th Edition's foundational rules and the unique offerings of {@book Steinhardt's Guide to the Eldritch Hunt|SGttEH}, you'll be well-equipped to lead your players through an unforgettable campaign filled with psychological and eldritch horrors." - ] + ], + "id": "007" } - ] + ], + "id": "003" }, { "type": "entries", @@ -25268,7 +25612,8 @@ } ] } - ] + ], + "id": "009" }, { "type": "inset", @@ -25276,11 +25621,14 @@ "name": "Horror and Fun", "entries": [ "Rise of the Wretched is a horror-themed campaign filled with psychological and supernatural elements. As the GM, it's vital to align these elements with your players' tolerance levels. Start with a discussion to agree on limits to set for various themes of the campaign, such as gore and torture. Tailor the horror to suit your group's preferences, focusing on aspects that engage and thrill them. Maintain open communication to adjust the narrative based on their feedback, ensuring the horror adds excitement without crossing lines." - ] + ], + "id": "00a" } - ] + ], + "id": "008" } - ] + ], + "id": "002" }, { "type": "section", @@ -25400,11 +25748,14 @@ "page": 7, "entries": [ "{@i Rise of the Wretched} unfolds right after the events documented in the book's lore. The {@table Eldritch Beckoning counter|SGttEH} is set between 300 and 399 {@homebrew |(See SGttEH page 283)}, depicting a city just beginning to succumb to corruption. Depending on the actions of the characters, the insanity held within the walls may rise or fall." - ] + ], + "id": "00d" } - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "section", @@ -25416,7 +25767,8 @@ "style": "text-center", "entries": [ "{@note For maps, also see {@book Steinhardt's Guide to the Eldritch Hunt: Maps of Luyarnha|SGttEH-ML} and/or the {@5etools Maps page|maps.html}.}" - ] + ], + "id": "00f" }, { "type": "image", @@ -25432,9 +25784,11 @@ "scale": 2 }, "width": 2450, - "height": 1585 + "height": 1585, + "id": "010" } - ] + ], + "id": "00e" }, { "type": "section", @@ -25442,7 +25796,8 @@ "page": 7, "entries": [ "Rise of the Wretched makes full use of the {@book Madness system of Steinhardt's Guide to the Eldritch Hunt (page 269-282)|SGttEH|20}. You can find the {@link madness reference document here|https://www.patreon.com/file?h=101690689&i=18370183} for free." - ] + ], + "id": "011" }, { "type": "section", @@ -25490,7 +25845,8 @@ "width": 1275, "height": 1650 } - ] + ], + "id": "012" }, { "type": "section", @@ -25499,7 +25855,8 @@ "entries": [ "Every soul in Luyarnha carries the weight of untold stories, dark secrets, and destinies unfulfilled. Each of the personal missions presented here utilize the backgrounds presented in {@book Steinhardt's Guide to the Eldritch Hunt|SGttEH}, providing a unique objective tailored to the characters' origins. These specific goals add an additional layer of motivation for the characters to proceed through the city's streets and fight the Scourge beyond the need for simple survival. Players can share their missions with their fellow party members, or keep their personal goals to themselves.", "Each player may roll on the {@table Personal Missions table|SGttEH-HoS} or choose any of the personal missions presented below. Alternatively, you can work with them to design a unique mission tailored to their character. The provided missions have been generalized to maximize their flexibility in your campaign; add in complications, plot twists, and other narrative devices to create a special experience for the character tying them to the overarching narrative." - ] + ], + "id": "013" }, { "type": "section", @@ -25528,12 +25885,15 @@ "page": 10, "entries": [ "{@background Scion|SGttEH}, {@background Investigator|SGttEH}, {@background Amnesiac|SGttEH}" - ] + ], + "id": "017" } - ] + ], + "id": "016" }, "Whispers have always floated around my family, suggesting that our lineage might trace back to nobility, a notion dismissed as fantasy by many but secretly clung to by a few. Among the sparse belongings passed down through generations, a single scrap of faded blue cloth and the name \"Isabelle\" stand out as the only links to this rumored noble past. My personal mission is to unravel the mystery of my ancestry, to discover the identity of this ancestor and to understand where I come from. Who was Isabelle, and what position did she hold within the tapestry of Luyarnha's noble hierarchy?" - ] + ], + "id": "015" }, { "type": "entries", @@ -25549,12 +25909,15 @@ "page": 10, "entries": [ "{@background Cult Initiate|SGttEH}, {@background Inquisitor|SGttEH}, {@background Marked for Death|SGttEH}" - ] + ], + "id": "01a" } - ] + ], + "id": "019" }, "I am plagued by dreams where I find myself living lives that are not my own. In slumber, I've lived as father, mother, brother, sister\u2014each life distinct, yet undeniably mine. These visions fracture my waking thoughts, leaving me to question my identity. My personal mission is to unravel the origin of these memories, to discern their truth from the fabric of my being. Are they merely echoes of past lives, or something more sinister?" - ] + ], + "id": "018" }, { "type": "entries", @@ -25570,12 +25933,15 @@ "page": 10, "entries": [ "{@background Cult Initiate|SGttEH}, {@background Disciple|SGttEH}, {@background Scion|SGttEH}" - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, "My faction's fall from grace cannot stand. My personal mission is to restore our glory, by any means necessary. Delving into the shadows of the darkest places, I'll gather damning evidence against our rivals and discreetly deliver it to my leaders. My methods might not sit well with my faction; they may even disavow me. But I'm ready to sacrifice my standing, perhaps even my own life, for the chance to see us rise again. In the end, our ascension is all that matters." - ] + ], + "id": "01b" }, { "type": "entries", @@ -25591,12 +25957,15 @@ "page": 10, "entries": [ "{@background Amnesiac|SGttEH}, {@background Cult Initiate|SGttEH}, {@background Marked for Death|SGttEH}" - ] + ], + "id": "020" } - ] + ], + "id": "01f" }, "My flesh bears a strange tattoo, its origins and meaning shrouded in mystery and darkness. I have no recollection of how it came to be etched upon my skin, nor can I divine its purpose. My personal mission is to unravel the secret of this mark, delving into the shadowed streets of Luyarnha and beyond if need be. Perhaps then, I can find answers to the questions that haunt my dreams." - ] + ], + "id": "01e" }, { "type": "entries", @@ -25612,12 +25981,15 @@ "page": 11, "entries": [ "{@background Beast Hunter|SGttEH}, {@background Inquisitor|SGttEH}, {@background Disciple|SGttEH}" - ] + ], + "id": "023" } - ] + ], + "id": "022" }, "Since my youth, I've been schooled in the ways of the hunt, taught to seek out the scourge and cleanse its blight from our city. A recent battle that involved a scourge beast unlike any other\u2014adorned with white fur and marred by familiar yet strange scars. This creature's image haunts me, pulling at the threads of my memories in ways I can't quite grasp. My personal mission is to track this beast, to unravel the mystery of our connection, and to discover why its presence is so intimately familiar to me." - ] + ], + "id": "021" }, { "type": "entries", @@ -25633,12 +26005,15 @@ "page": 11, "entries": [ "{@background Inquisitor|SGttEH}, {@background Investigator|SGttEH}, {@background Scion|SGttEH}" - ] + ], + "id": "026" } - ] + ], + "id": "025" }, "Beneath Luyarnha's streets lie the remnants of a past civilization and lost gods, their fall eerily parallel to the crises our city faces today. My mission is to delve into these ancient ruins, piecing together their history and secrets. This journey will force me to question the truths I've long held and confront the reality that the knowledge I uncover could either save Luyarnha or hasten its downfall. Can the wisdom of a civilization long gone light our way forward, or will it only reveal our inevitable demise?" - ] + ], + "id": "024" }, { "type": "entries", @@ -25654,12 +26029,15 @@ "page": 11, "entries": [ "{@background Beast Hunter|SGttEH}, {@background Worthless Husk|SGttEH}, {@background Investigator|SGttEH}" - ] + ], + "id": "029" } - ] + ], + "id": "028" }, "The scourge took someone dear to me, leaving a void nothing can fill. My personal mission has become a singular focus: to find a cure for the blight that ravages our city. I will delve into the most forbidden lore, consult with outcasts and scholars alike, and venture into the heart of the contamination if need be. If there's even the faintest hope of preventing others from suffering the same loss, I'll seize it, regardless of the personal cost." - ] + ], + "id": "027" }, { "type": "entries", @@ -25675,12 +26053,15 @@ "page": 11, "entries": [ "{@background Amnesiac|SGttEH}, {@background Marked for Death|SGttEH}, {@background Disciple|SGttEH}" - ] + ], + "id": "02c" } - ] + ], + "id": "02b" }, "Ever since I can remember, an uncast shadow has trailed my every step, a silent watcher visible solely to my eyes. This shadow, devoid of a source, beckons me toward the unknown, navigating the blurred lines between reality and the obscured world that exists just beyond our perception. My personal mission is to decipher the meaning behind this shadow's guidance. Does it seek to lead me towards a hidden truth meant for my eyes only, or is it a harbinger of my impending doom?" - ] + ], + "id": "02a" }, { "type": "entries", @@ -25696,12 +26077,15 @@ "page": 11, "entries": [ "{@background Marked for Death|SGttEH}, {@background Amnesiac|SGttEH}, {@background Worthless Husk|SGttEH}" - ] + ], + "id": "02f" } - ] + ], + "id": "02e" }, "Bearing the mark of the Blood Moon, I've been granted a second chance at life\u2014to become something greater, perhaps even something noble. There's an undeniable pull towards the scourge, a rhythmic pulsing in my veins that syncs with the waves beneath the crimson moonlight. This connection, whatever it is, is reshaping me. My personal mission is clear: to confront the sinister forces that lurk in Luyarnha, using the curse bestowed upon me as a weapon for the city's deliverance. Yet, I'm wary; the allure of darkness is potent. The choices I face could either liberate Luyarnha or spell my own destruction. What does this bond with the scourge mean, and how will it change me?" - ] + ], + "id": "02d" }, { "type": "entries", @@ -25717,14 +26101,18 @@ "page": 11, "entries": [ "{@background Disciple|SGttEH}, {@background Investigator|SGttEH}, {@background Beast Hunter|SGttEH}" - ] + ], + "id": "032" } - ] + ], + "id": "031" }, "From my earliest memories, I was raised in the light of the Radiant Church, my faith as unwavering as the city's walls. However, a recent discovery has cast a shadow over my belief: heretical writings from an obscure branch of the Church have fallen into my hands. These writings challenge everything I know, stirring a turmoil within my soul. My personal mission is clear\u2014to uncover the truth behind these heretical writings and expose the authors who dare tarnish the sanctity of our faith. The purity of the Radiant Church must be preserved, and those who seek to corrupt it brought to light." - ] + ], + "id": "030" } - ] + ], + "id": "014" }, { "type": "section", @@ -25744,7 +26132,8 @@ "page": 12, "entries": [ "Review the background of the character needing a personal mission, paying close attention to the details that make their story unique within the context of Luyarnha." - ] + ], + "id": "036" }, { "type": "entries", @@ -25752,7 +26141,8 @@ "page": 12, "entries": [ "Based on the character's background, define a specific goal for them to achieve. This objective should be meaningful to the character and provide them with a personal stake in the campaign's events." - ] + ], + "id": "037" }, { "type": "entries", @@ -25760,7 +26150,8 @@ "page": 12, "entries": [ "While the guide provides generalized missions to accommodate various characters, tailor these missions with specific complications, plot twists, or narrative elements that connect directly to the character's backstory and the campaign's arc." - ] + ], + "id": "038" }, { "type": "entries", @@ -25768,7 +26159,8 @@ "page": 12, "entries": [ "Break down each mission into a series of encounters that the character can pursue throughout the adventure path. These should gradually escalate in complexity and significance, leading to a climax of the personal mission before the end of the campaign." - ] + ], + "id": "039" }, { "type": "entries", @@ -25776,7 +26168,8 @@ "page": 12, "entries": [ "Ensure the mission intersects with the campaign's main narrative at key points. This integration provides opportunities for individual character development while advancing the overall plot." - ] + ], + "id": "03a" }, { "type": "entries", @@ -25784,12 +26177,15 @@ "page": 12, "entries": [ "Determine the rewards for successfully completing the mission, as well as the consequences for failure or neglect. These outcomes should have a tangible impact on the character and potentially the larger narrative." - ] + ], + "id": "03b" }, "By following these steps and utilizing the flexibility offered by personal missions, you can create deeply engaging and personalized experiences for each player." - ] + ], + "id": "035" } - ] + ], + "id": "034" }, { "type": "entries", @@ -25806,7 +26202,8 @@ "page": 12, "entries": [ "One ability score of your choice increases by 2, as does your maximum for that score." - ] + ], + "id": "03e" }, { "type": "entries", @@ -25814,13 +26211,17 @@ "page": 12, "entries": [ "You gain a bonus feat of your choice, subject to the GM's approval." - ] + ], + "id": "03f" } - ] + ], + "id": "03d" } - ] + ], + "id": "03c" } - ] + ], + "id": "033" }, { "type": "section", @@ -25839,9 +26240,11 @@ "width": 915, "height": 1203 } - ] + ], + "id": "040" } - ] + ], + "id": "001" }, { "type": "section", @@ -25849,7 +26252,8 @@ "page": 14, "entries": [ "{@note See the {@adventure Cursed Convoy|SGttEH-TCC} adventure.}" - ] + ], + "id": "041" }, { "type": "section", @@ -25857,7 +26261,8 @@ "page": 35, "entries": [ "{@note See the {@adventure In the Belly of the Beast|SGttEH-ItBotB} adventure.}" - ] + ], + "id": "042" }, { "type": "section", @@ -25865,7 +26270,8 @@ "page": 61, "entries": [ "{@note See the {@adventure Whispers in the Waters|SGttEH-WitW} adventure.}" - ] + ], + "id": "043" }, { "type": "section", @@ -25896,7 +26302,8 @@ "width": 833, "height": 1019 } - ] + ], + "id": "045" }, { "type": "section", @@ -25920,7 +26327,8 @@ "width": 635, "height": 755 } - ] + ], + "id": "046" }, { "type": "section", @@ -25960,7 +26368,8 @@ ] }, "This spreadsheet provides an at-a-glance view of where your party stands with each faction, helping you make informed decisions about NPC reactions and plot developments." - ] + ], + "id": "048" }, { "type": "image", @@ -25973,7 +26382,8 @@ "width": 291, "height": 291 } - ] + ], + "id": "047" }, { "type": "section", @@ -25987,7 +26397,8 @@ "ELEVATE YOUR 5E GAME WITH 1,000+ PAGES OF CONTENT FROM THE AUTHOR OF STEINHARDT'S GUIDE TO THE ELDRITCH HUNT.", "EPIC ADVENTURES, COMPENDIUMS, WEEKLY RELEASES, TOMES, AND MORE DARK FANTASY CONTENT.", "INFLUENCE FUTURE RELEASES, JOIN THE COMMUNITY." - ] + ], + "id": "04a" }, { "type": "image", @@ -26010,9 +26421,11 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "049" } - ] + ], + "id": "044" }, { "type": "section", @@ -26056,15 +26469,19 @@ "System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;", "Heresy of Steel, Copyright 2023, MonkeyDM Publishing SRL; Author: Evan Mascaro", "END OF LICENSE" - ] + ], + "id": "04e" } - ] + ], + "id": "04d" } - ] + ], + "id": "04c" } ] } - ] + ], + "id": "04b" } ] } diff --git a/adventure/Sample - Giddy; Caverns of Catastrophe.json b/adventure/Sample - Giddy; Caverns of Catastrophe.json index 2e0e3c431..655e05ff9 100644 --- a/adventure/Sample - Giddy; Caverns of Catastrophe.json +++ b/adventure/Sample - Giddy; Caverns of Catastrophe.json @@ -54,16 +54,19 @@ "name": "Introduction", "entries": [ "Originally published in 1967, \"Caverns of Catastrophe\" tells the tale of a group of characters (or actors, as they were referred to at the time), falling victim to a tragic series of events. While unpopular in the era of it's publishing, it gained notoriety throughout subsequent decades for being one of the most brutally honest adventures ever written." - ] + ], + "id": "001" }, { "type": "entries", "name": "Story Overview", "entries": [ "Rocks fall, everyone dies." - ] + ], + "id": "002" } - ] + ], + "id": "000" } ] } diff --git a/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json b/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json index 0a0d20629..ec52d21c1 100644 --- a/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json +++ b/adventure/Wyatt Trull; Dungeon of the Mad Mage Companion - Complete Edition.json @@ -20248,7 +20248,8 @@ "distance": 10 }, "width": 643, - "height": 478 + "height": 478, + "id": "0cd" }, "Refer to the map above, courtesy of Dyson Logos. The top platform is roofed, though four gaping holes provide a means of entry through the ceiling, which is 10 ft. high.", "Three {@creature sahuagin priestess|MM|sahuagin priestesses} are knee-deep in the ritual. The competitors' unliving treasure are placed equidistantly through-out the chamber, whereas living captives are at the heart, kept in iron chains. The ritual finishes in three rounds, after which 110 ({@damage 20d10}) necrotic damage is inflicted on the sacrifices. The ritual ceases if all three {@creature sahuagin priestess|MM|priestesses} are slain. Guarding them are five {@creature sahuagin|MM}, a {@creature sahuagin baron|MM}, a {@creature giant shark|MM} and two more {@creature sahuagin priestess|MM|sahuagin priestesses}. The shark swims above the ziggurat and the {@creature sahuagin|MM} (except for the baron, who remains in the chamber) are floating just off each of the staircases. Once the alarm is raised, {@dice 1d4} {@creature sahuagin|MM} reinforcements arrive from outside the ziggurat each round.", @@ -38604,7 +38605,8 @@ "scale": 5 }, "width": 1536, - "height": 911 + "height": 911, + "id": "0ce" } ], "id": "c26" @@ -39982,7 +39984,8 @@ "scale": 2 }, "width": 1536, - "height": 499 + "height": 499, + "id": "0cf" } ], "id": "c9a" @@ -40367,7 +40370,8 @@ "scale": 2 }, "width": 1536, - "height": 1143 + "height": 1143, + "id": "0d0" } ], "id": "cbc" @@ -40522,7 +40526,8 @@ "size": 70 }, "width": 700, - "height": 700 + "height": 700, + "id": "0d1" }, "Halaster escapes to a demiplane whose checkered floor is an area of 10×10 tiles. Every tile is a 5-foot-square and above each one floats an intangible but glowing number, which number from 1\u2013100. The numbers are either red, white, or gold.", "This encounter is, of course, just the classic boardgame, Snakes and Ladders ported into D&D. When the {@i Companion's} author\u2014that's me\u2014brainstormed encounter ideas, he found an old Snakes and Ladders worksheet in his teaching bag. \"If it was good enough for 3rd-graders,\" he said, \"it's good enough for this.\" The encounter follows the rules below:", diff --git a/book/HapHazred; Blood in the Company - Players Introduction.json b/book/HapHazred; Blood in the Company - Players Introduction.json index 35d00b94d..36b3b76fe 100644 --- a/book/HapHazred; Blood in the Company - Players Introduction.json +++ b/book/HapHazred; Blood in the Company - Players Introduction.json @@ -1652,7 +1652,8 @@ "Each city ruled itself, with a powerful spellcaster at its head, be it a divine spellcaster such as a high priest or an arcane spellcaster such as an {@creature archmage}.", "The collapse occurred roughly five-hundred years ago. Cities like Kathkacha were abandoned in the chaos, and were only reclaimed later as the panic and terror subsided. Organisations formed to grant security to the people; most notable of these were the powerful {@book Aegan Empire|BITCEH|1|The Aegan Empire} and the decentralised {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms}. The Kathkacha valley was resettled by {@book Brasshand the Bold|BITCPI|8|Brasshand the Bold} after it abandoned its bloody ways worshipping the primal god of violence, Aepoptosis. {@book The Eastern City States|BITCEH|1|The Eastern City States} built themselves on the bones of the ancient mage-cities. Magic faded from prominence overnight, and in its place mercantilism and military might rose into newfound favour.", "Plunged into a technological dark age, many of the new civilisations were sent back into a proverbial stone age. Technology did not advance equally across all of the continent. The {@book Aegan Empire|BITCEH|1|The Aegan Empire}, racing to reclaim ancient texts and technologies, flourished and has begun introducing steel back into their armies. The rest of the world remains more comfortable with bronze and iron." - ] + ], + "id": "001" }, { "type": "entries", @@ -1660,9 +1661,11 @@ "page": 2, "entries": [ "Today the status-quo between the civilisations of the Pevic Continent is stable. The {@book Aegan Empire's|BITCEH|1|The Aegan Empire} expansion was halted by a sudden series of mysterious attacks along its coastline. The {@book City States to the East|BITCEH|1|The Eastern City States} have struggled to unite and are in a state of constant competition. The {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} have any expanse halted by unforgiving mountain ranges on their border. In the centre, {@book Kathkacha|BITCEH|1|Kathkacha} and the {@book Helviti Waste|BITCEH|1|The Helviti Wastes} benefit greatly from their geographic position in the world." - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -1693,7 +1696,8 @@ }, "There is little room for dissent under the rule of the {@book Steelmongers|BITCEH|2|Steelmongers}. Complete subservience to the Empire is mandatory. Despite their technological advances, the Aegan Empire is a brutal regime that cracks down on personal freedom in the name of securing its borders. In this, it is largely successful, though many chafe under its vicious rule. Whilst there are honourable and gentle members of the {@book Steelmonger|BITCEH|2|Steelmongers} ruling elite, most tend to be hard and cruel leaders focussed on amassing more power and military might.", "The Aegan Empire entered into a brief war against the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} as it overstepped its bounds in the north. This war saw the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} as victors. After many years roaming the seas, the Empire was ill-prepared for a ground war against the rough barbaric tactics of the north, and their forces were decimated at the disaster that was the {@book Battle of Looming Rock|BITCEH|1|The Battle at Looming Rock} which saw them enter into conflict with their {@book Helviti|BITCEH|3|Helviti Comanda} allies. Now vulnerable despite their advanced military power and technology, many of their number were left paranoid that their empire might crumble around them." - ] + ], + "id": "004" }, { "type": "entries", @@ -1723,7 +1727,8 @@ "In order to protect their reputation and prevent similar breaches in contract from other nations, Lion and Devil Comanda both sent a call to the Topaz, Horsehair, and Whistle Comanda who were in the region. Through deft manoeuvering and sudden surprise, they were able to annihilate a full half of the Aegan force, though this came at the cost of the Lion Comanda.", "Sensing defeat and dreading the complete loss of the Aegan army, the Aegan Commander at the time quickly ordered the Helviti to be paid in full. Through quick communication and expert coordination, the Helviti switched sides once again and cornered the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} army, unaware of the turmoil between the Helviti and the Aegan armies.", "The battle ended as a pyrrhic victory for the Aegan forces, who had lost such a substantial portion of their forces to Helviti harrying from the Horsehair and Whistle Comanda that their aspirations to march on the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} were irreparably halted. The Helviti had cemented their reputation as a force not to be crossed. The Devil Comanda continues to serve the {@book Aegan Empire|BITCEH|1|The Aegan Empire}, who relies heavily on their service and continues to pay them handsomely to this day." - ] + ], + "id": "006" }, "In exchange for safe passage, they would tax merchants passing through their nation. They secured their borders well and guard against smugglers and bandits, and by taming the few paths through the deadly wastes they monopolised trade through their rugged homeland.", "Taking this mentality of using their martial skills for profit, many of their Comanda export themselves to the rest of the world as mercenaries. A Helviti Comanda is often able to defeat armies much larger than itself in size due to their lifelong commitment to battle and violence and highly specialised set of skills, and so are often bought as guards in the {@book Aegan Empire|BITCEH|1|The Aegan Empire}, {@book Kathkacha|BITCEH|1|Kathkacha}, and wealthier members of the {@book Eastern City States|BITCEH|1|The Eastern City States}. Kraken Comanda sails the seas alongside the Aegans to protect against the maddened sea-people, {@book Cobalt Comanda|BITCPI|4|Cobalt Comanda} guards the {@book Brass Palace|BITCPI|5|The Brass Palace} in Kathkach, and Wendigo Comanda spreads itself far and wide, individual members sending back their earnings to the homeland.", @@ -1744,9 +1749,11 @@ ], "by": "Flambard Hawk" } - ] + ], + "id": "007" } - ] + ], + "id": "005" }, { "type": "entries", @@ -1777,12 +1784,14 @@ "entries": [ "Korigvit is a small valley south of Dostym which would have been peaceful if not for a rebellion of peasants seeking to depose the local ruler. The King of Dostym famously quelled the rebellion by making a deal with the local Grovers, trapping the rebellion within a maze of thick brambles and trees. The time it took for the rebels to escape, Dostym had already scrambled its forces and cornered them.", "The King took a relaxed view on the rebellion and withheld punishment... though he did scatter the rebels throughout the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms}, rendering it almost impossible for them to organise again." - ] + ], + "id": "009" }, "All is not perfect in the land in the north, though. The same seamen raiders that plague the {@book Aegan Empire|BITCEH|1|The Aegan Empire} sometimes find their way north, and this often compels local kings nearer to the {@book Empire|BITCEH|1|The Aegan Empire} to work alongside the {@book Empire|BITCEH|1|The Aegan Empire} despite their at-times violent relationship. The cold winters also tend to put their lives on hold for months at a time, as regions can become nearly untraversable without well-equipped caravans. The groves are also sometimes a source of trouble. The {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} are one of the few places where some supernatural stories are taken seriously.", "It is said that the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms} is the home to the mysterious {@book Tower of Eyes|BITCEH|2|The Tower of Eyes}, an organisation aimed at investigating and controlling the supernatural in the Pevic Region. It is not known whether this is true or not as the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes} guards its secrets well, but it is certainly true that a fair few of their agents can be found in the large cities of the Kingdoms, such as Dostym or Berovika.", "Many of the northmen emigrate south in search of wealth and exploration. Many southerners also emigrate north to enjoy the lifestyle and peace that can be found there... if they can successfully traverse the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}." - ] + ], + "id": "008" }, { "type": "entries", @@ -1820,7 +1829,8 @@ "height": 791 }, "Many in this region therefore explore the {@book jungles|BITCPI|7|The Untamed Jungles} to the south. Whilst uninhabited by any large civilisation, there is still a lot of land in the jungle. Many do not return, and communities there are often short-lived. For those that survive, however, profit can be immense. There are as-yet undiscovered resources in the jungles to the south, and it is a bounty that, whilst risky, some brave entrepreneurs would gladly explore..." - ] + ], + "id": "00a" }, { "type": "entries", @@ -1853,11 +1863,14 @@ "Ruling over Kathkacha are the merchant elite in the city. Corporations and syndicates are in control here, with the most powerful being the Vermillion Hand, led by the canny 'Mistress of Kathkach', {@book Lady Eyelaine|BITCEH|5|Lady Eyelaine}. Others include Evangeline Stifka of the Seablooded Organisation, Kevin Aldragosh, the administrator of the {@book Silver Company|BITCEH|2|Silver Company}, and {@book Brayk Brasshand|BITCEH|5|Brayk Brasshand}, descendant of {@book Brasshand the Bold|BITCPI|8|Brasshand the Bold}, who runs the Brasshand Foundation.", "Kathkach is a diverse city, and it primarily inhabited by {@race human|phb|humans}, {@race orc|MPMM|orcs}, and {@race dwarf|PHB|dwarves}. It has a sizeable {@race kobold|vgm} population in the lower town as well as a modest {@race elf|phb} community. It is an attractive place for {@class wizard|phb|wizards} to move to due to its wealth and quality of life, and in general is a shining jewel of the Pevic Continent.", "In order to survive in Kathkacha, one must belong to one of the companies that own everything in the valley, from shares in the wine, copper, and farm industries, to land, to merchant rights. Virtually every aspect of life in Kathkacha can be bought and sold, and this cutthroat mercantile existence can be hostile to many, but appealing to some. It is equal parts vicious and full of opportunity to the canny." - ] + ], + "id": "00c" } - ] + ], + "id": "00b" } - ] + ], + "id": "003" }, { "type": "section", @@ -1892,10 +1905,12 @@ "In order to roleplay a Steelmonger, it would make sense to play a {@class fighter|PHB} or a {@class paladin|PHB}. Steelmongers are disciplined and well-trained. They prefer heavy armour and brutal, military tactics to secure victory quickly and decisively.", "A Paladin of {@subclassFeature Oath of Vengeance|Paladin|PHB|Vengeance|PHB|3|PHB|Vengeance} or {@subclassFeature Oath of Conquest|Paladin|PHB|Conquest|XGE|3|XGE|Conquest} would work especially well for a Steelmonger, or a {@subclassFeature Battle Master|Fighter|PHB|Battle Master|PHB|3} or {@subclassFeature Purple Dragon Knight (Banneret)|Fighter|PHB|Purple Dragon Knight (Banneret)|SCAG|3|SCAG|Banneret}. There are no restrictions on what race or gender might become a Steelmonger, but {@race human|phb|humans}, {@race orc|vgm|orcs}, and {@race dwarf|phb|dwarves} are most commonly seen amongst their ranks. They are almost universally lawful and tend towards Lawful Neutral especially, but can be Evil or Good depending on the individual.", "The {@background Soldier} or {@background Noble} background would be appropriate picks for an aspiring or former Steelmonger." - ] + ], + "id": "00f" }, "Steelmongers are revered amongst the populace of the {@book Aegan Empire|BITCEH|1|The Aegan Empire}, but the rest of the world views them with suspicion and even hate. This is a group that has subjugated millions; the freer minds of the Pevic Continent resent them for this." - ] + ], + "id": "00e" }, { "type": "entries", @@ -1913,9 +1928,11 @@ "Tower Agents can be virtually of any origin, but the group prefers to work with more unique individuals. {@race elf|phb|Elves}, {@race half-elf|phb|half-elves}, {@race halfling|phb|halflings}, and {@race gnome|phb|gnomes} would be comfortable as a Tower Agent.", "A typical Tower Agent might be a {@subclassFeature College of Lore|Bard|PHB|Lore|PHB|3|PHB|lore bard}, an {@subclassFeature Arcane Trickster|Rogue|PHB|Arcane Trickster|PHB|3|PHB|arcane trickster rogue}, or an {@subclassFeature School of Illusion|Wizard|PHB|Illusion|PHB|2|PHB|illusion}, {@subclassFeature School of Divination|Wizard|PHB|Divination|PHB|2|PHB|divination}, or {@subclassFeature School of Enchantment|Wizard|PHB|Enchantment|PHB|2|PHB|enchantment wizard}. They will be proficient in {@skill Deception} in order to keep their identity a secret from as many as possible, since the common folk view them with suspicion... with good reason.", "Tower Agents are often True Neutral in alignment. The {@background Charlatan} or {@background Variant Criminal (Spy)} background would be appropriate picks for a Tower Agent." - ] + ], + "id": "011" } - ] + ], + "id": "010" }, { "type": "entries", @@ -1932,7 +1949,8 @@ "entries": [ "The Helviti are primarily {@class fighter|PHB|fighters}, {@class barbarian|PHB|barbarians}, and {@class ranger|PHB|rangers}. They rely on martial skill and weapons. Virtually any fighter would be an appropriate class pick for a Helviti; the wide range in strategies they employ make the fighter class in general a natural pick. A Ranger with the {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|Hunter} subclass would also be a suitable choice for a more independent Helviti Comanda or a {@subclassFeature Path of the Berserker|Barbarian|PHB|Berserker|PHB|3|PHB|Berserker} Barbarian.", "A Helviti Comanda would likely have the {@background Soldier} background, and they have no restriction on alignment." - ] + ], + "id": "013" }, { "type": "statblock", @@ -1942,7 +1960,8 @@ "page": 9 }, "It is not unheard of for Helviti to be cast out from their Comanda if they do not perform well or dishonour their group. These Helviti often turn to bounty hunting and crime outside of their homeland, but are no less dangerous for being isolated." - ] + ], + "id": "012" }, { "type": "entries", @@ -1952,7 +1971,8 @@ "One of the largest syndicates in Kathkacha, the Silver Company is currently run by administrator Kevin Aldragosh, an {@creature orc} of considerable intellect and mystery. They act as middlemen in trade and diplomatic ventures.", "The company offers jobs for brokering deals and securing goods for their company. They also tend to fund adventuring expeditions to reclaim lost magical artifacts which they often sell to the {@book Aegan Empire|BITCEH|1|The Aegan Empire} or, as rumour has it, the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes}.", "Whilst they are not the most powerful company in Kathkach, they are one of the more internationally recognised." - ] + ], + "id": "014" }, { "type": "entries", @@ -1970,9 +1990,11 @@ "A Grover will be more likely to be an {@race elf}, {@race tiefling}, or {@race gnome}, but this is not an all-encompassing restriction. Many {@race human|phb|humans}, {@race orc|vgm|orcs}, and other inhabitants of the Pevic Continent still find their way to groves and learn the ways of the inhabitants there.", "For a grover, appropriate class picks would be {@class ranger}, {@class druid}, or {@class sorcerer}. Particularly {@subclassFeature Beast Master|Ranger|PHB|Beast Master|PHB|3|PHB|beastmaster} rangers and {@subclassFeature Wild Magic|Sorcerer|PHB|Wild|PHB|1|PHB|wild magic} {@class sorcerer|PHB|sorcerers} would be strong picks. A {@class druid} of virtually any subclass would also make sense. A {@background hermit} or {@background outlander} background would be sensible selections as well.", "Grovers tend towards chaotic neutral alignments, and are on average more likely to be good than evil." - ] + ], + "id": "016" } - ] + ], + "id": "015" }, { "type": "entries", @@ -1990,7 +2012,8 @@ "Inquisitors are usually either {@class monk|PHB|monks} or {@class ranger|PHB|rangers}. A {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|hunter} type ranger would be a suitable pick for an Inquisitor, with a focus on hunting fiends and abberrations. Virtually any {@class monk} subclass would be a sensible pick for an Inquisitor, reflecting the broad range of martial arts schools present in the world that originate from the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}. Consider investing in the {@feat Mage Slayer} feat as well for an Inquisitor, and they would most likely have proficiency in {@skill Investigation} and/or {@skill Insight}.", "Inquisitors have a broad recruiting strategy, and draw from all races, even rarer races such as goblinoids, {@race tiefling|PHB|tieflings}, and {@race kobold|VGM|kobolds}. The capacity to cast spells inherently does not make one less valuable to the Inquisition; rather it makes one more valuable. They tend towards lawful in alignment and prefer to work with the ruling governments they operate in.", "An inquisitor would be comfortable with either the {@background Variant Criminal (Spy)}, {@background Acolyte}, or {@background Outlander} background if they were directly from a nomadic tribe in the Wastes." - ] + ], + "id": "018" }, "Inquisitors do not hunt down {@class wizard|phb|wizards} and {@class sorcerer|PHB|sorcerers} mindlessly; they aim to act as a balancing force against out-of-control magic in the Pevic Region. As such they will often work alongside governments to hunt down magic criminals and {@class sorcerer|PHB|sorcerers} that have gone rogue. They also hunt down monsters that somehow originate from different planes.", "Many consider Inquisitors eccentric due to their insistence that the supernatural is real and present, but this does nothing to dispel the fear many have for the Inquisition. Despite their honest goals for keeping the peace, their association with the wyrd and eldritch gives them an eerie reputation. They are considered rivals of sorts to the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes}. To the Inquisition, the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes} is a disaster waiting to happen.", @@ -2005,9 +2028,11 @@ "width": 599, "height": 1002 } - ] + ], + "id": "017" } - ] + ], + "id": "00d" }, { "type": "section", @@ -2037,7 +2062,8 @@ "In the north, hillmen team up with {@creature ogre|MM|ogres} and {@creature hill giant|MM|hill giants} to raid villages for food and wares. The large expanse of untamed and cold tundra can make it difficult to track down these feral hillmen.", "In the east, many mercenary groups and soldiers turn to banditry in the chaos of the {@book City States'|BITCEH|1|The Eastern City States} infighting. They are cruel and savage, and often have to be put down by more lawful groups of adventurers or militia, often at great cost. They hijack trade shipments and ambush travellers, sometimes so successfully that they can form their own bandit factions in renovated forts in the mountains.", "Even in Kathkacha, hill bandits perform acts of robbery in the wealthy valley. They often get stamped out quickly by the {@book Cobalt Comanda|BITCPI|4|Cobalt Comanda} under Shiendo Kadan, but oftentimes it is already too late for those they murder and steal from. The mountains in general are dangerous places to be." - ] + ], + "id": "01a" }, { "type": "entries", @@ -2047,7 +2073,8 @@ "Not all races equally descended into the fertile valleys to settle. Goblinoids especially were split when the other races left the mountains to form large cities. Some followed the {@race orc|vgm|orcs}, {@race dwarf|PHB|dwarves}, and {@race human|phb|humans} into the valleys whereas others kept to their underground mountain forts and maintained their savage ways.", "For this reason, travel through the mountains is exceptionally dangerous. Many a ravine is in fact an entrance to a goblinoid fort, and more than one pass is littered with traps. Food is scarce in the mountains, and many {@creature goblin|MM|goblins} would much prefer to subside on captured travellers than the mushrooms and sparse game to be found amongst the crags...", "On rare occasion, when population builds past the breaking point, a swarm of {@creature goblin|MM|goblins} will emerge from the mountains to invade the lands below. Sometimes this is peaceful, and the mountain {@creature goblin|MM|goblins} find that life in the cities and valleys is not so bad if they adapt to the rules of those that govern those lands. Other times it is brutal and vicious, and the goblinoids infest the forests and caves like a plague until they are eventually stamped out or they retreat back into the mountains." - ] + ], + "id": "01b" }, { "type": "entries", @@ -2076,9 +2103,11 @@ ], "by": "Flambard Hawk" } - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -2091,9 +2120,11 @@ "Adventurers know what many of the common folk do not; that there are grave dangers that lurk in the forgotten corners of the world, and that if they keep on poking and prodding its depths, eventually, {@i something} will prod back.", "{@book Flambard Hawk|BITCEH|5|Flambard Hawk}, a popular adventurer in the modern day, enjoys spinning all manner of false rumours about herself, but one thing she takes seriously are the stories of the supernatural. She tells of duels with fiendish monsters summoned by {@class sorcerer|PHB|sorcerers} hidden in ancient temples. She recounts stories of escapes from elementals left behind from the collapse. She frightens children with tales of {@creature gibbering mouther|MM|gibbering mouthers} and aberrant monsters.", "Most consider these to be tall tales. You know better." - ] + ], + "id": "01e" } - ] + ], + "id": "019" }, { "type": "section", @@ -2118,7 +2149,8 @@ "Commonly represented in cities as a knight in ancient resplendent silver armour, he is typically worshipped by those who devote themselves to the maintenance of public order. It is no surprise that within cities he is widely regarded as the favoured patron of many; it is his influence that guards a city and society against the influence of chaos and corruption.", "His dim aspect emerges in times of strife. When the preservation of society fails, its destruction must happen swiftly and mercilessly in order for it to blossom anew. His anger is felt through the fiery might of siege engines and the tips of swords. His wrath is the cutting edge of a {@item falx|BloodInTheCompany}, the bite of arrows, and the relentless swing of an executioner's axe.", "To worship the Protector means to link oneself to society. Even the worshippers of his dimmer aspects tend to ponder the darker sides of society; the nature and merit of punishment, and the place of war and destruction in the continuation of civilisation. Though the Protector has very overt and clear dim aspects, his brighter followers are known to be some of the most noble individuals in the world. Paladins and knights, defenders and champions offer prayers and worship to the Protector." - ] + ], + "id": "021" }, { "type": "entries", @@ -2129,7 +2161,8 @@ "She is often represented as anywhere between an old caring matron and a youthful, beautiful maiden, depending on the interpretation. Dressed simply in white or gold, palms outstretched, she is especially favoured in the countrysides, where life grows free. Farmers offer prayers to her, as do midwifes, cultivators, and parents.", "Her dim aspects take the form of plagues and infantile deaths. She can sometimes seem to be the cruellest of all the gods of Gol considering how easily she can take the lives of innocents. It is possibly no surprise that many of her followers, both good aligned and evil, have a greater tendency than most to be chaotic. Her cruelty comes often without warning. Failing crops leading to starvation, disease running rampant through the streets of a city, and death arriving in the dead of night, silently and without warning.", "Her worshippers often comprise of healers and caretakers who seek to appease her callous dimmer aspects by appealing to her brighter side. Poisoners do the opposite. To ponder the nature of life, its meaning, and how it can be nurtured or ended is what it means to be a devout follower of the Lifegiver. She gives, and she also takes away." - ] + ], + "id": "022" }, { "type": "entries", @@ -2140,7 +2173,8 @@ "{@deity The Great Architect|Gol|BloodInTheCompany} is often represented as an androgynous entity, often with tools, papers, and callipers. They are worshipped by intellectuals and planners alike, and those of rigorous mindset. The Great Architect is deliberate, composed, and precise. They do not act on a whim. Progress is their gift to the world, and it shall be done bit by bit.", "Whilst the Architect might be worshipped for his bright aspects, such as sturdy, foolproof plans and innovative designs, they are also worshipped by those seeking to plot and corrupt. Elegance in design can be found as equally in murderous assassination plans as it is in the designs of hospitals.", "Whilst they are few and far between, many {@class wizard|phb|wizards} of any alignment ponder the values of the Great Architect. Their trade requires a greater level of discipline and rigour than most, and these are things the Great Architect provides aplenty." - ] + ], + "id": "023" }, { "type": "entries", @@ -2151,7 +2185,8 @@ "The Eternal Queen is represented most frequently as a regal and powerful woman. She often towers over other representations of gods; her title is that of Queen, Mistress, Empress of Time and Lady of Eternity. Her titles imply rulership, and she rules without a shadow of a doubt.", "Of all the gods, her bright and dim aspects are the most plain to see. If one has ever been frightened by the darkness, that is the influence of the Eternal Queen. If one has been warmed by the rays of the sun, or had their way illuminated by the moon, or been worn down by time, or been awed by the vastness of space, it is her work that has allowed this.", "Those who use magic also tend to have an association with the Eternal Queen. Explorers use her stars to guide them, and philosophers ponder the nature of time under her watchful gaze." - ] + ], + "id": "024" }, { "type": "entries", @@ -2162,7 +2197,8 @@ "To worship the Azure Artist is to be {@i free}. Free of mind and body, free to explore the depths of creativity. The Azure Artist is well liked by artists and writers, lovers and explorers. Adventurers also often have an affinity with the Azure Artist, as their lives hinge on the whims of risk and reward.", "The Azure Artist is represented often by a hermaphroditic elf swathed in delicate robes or dresses. Often depicted dancing or singing, they are often shown in temples as a happy, joyous spirit of art.", "The Azure Artist's dim aspects are depravity and wanton malice. Excess and torture are their darker sides, and it is how alluring these things can be that makes their influence. The wavering of morals and the delight in seeing suffering; this is the Artist at work once again." - ] + ], + "id": "025" }, { "type": "statblock", @@ -2171,7 +2207,8 @@ "name": "Clerical Domains of the Five Pillars of Gol", "page": 14 } - ] + ], + "id": "020" }, { "type": "entries", @@ -2187,7 +2224,8 @@ "entries": [ "The {@book Aegan Empire|BITCEH|1|The Aegan Empire} maintains its own organised religion through the {@cult Imperial Cult|BloodInTheCompany}, or the Aegan Cult as it is sometimes referred to. This cult makes some additional distinctions between the gods. It puts the {@deity The Protector|Gol|BloodInTheCompany|Protector} as the highest god and maintainer of order between the gods, and insists that the other gods are to greater or lesser extents subservient to him. It is also somewhat unique in that it depicts the {@deity The Azure Artist|Gol|BloodInTheCompany|Azure Artist} as a trickster and devious, even malicious entity, putting emphasis on their dim aspect over the light one.", "Whilst the Imperial Cult maintains good relations with other religious bodies across the world, it attracts some animosity from free-thinking followers of the {@deity The Azure Artist|Gol|BloodInTheCompany|Azure Artist} for this reason." - ] + ], + "id": "027" }, { "type": "entries", @@ -2196,7 +2234,8 @@ "entries": [ "The {@cult Church of Starborn|BloodInTheCompany} are located primarily in the {@book Eastern City State region|BITCEH|1|The {@book Eastern City States|BITCEH|1|The Eastern City States}}, and feature the {@deity The Eternal Queen|Gol|BloodInTheCompany|Eternal Queen} more prominently in their legends. They maintain that the {@deity The Eternal Queen|Gol|BloodInTheCompany|Eternal Queen} not only exists as a sort of primal entity, but serves to manage and organise the flow of time and magic directly. To them, the events that transpire all occur due to the {@deity The Eternal Queen|Gol|BloodInTheCompany|Queen's} all-encompassing plans, and the other gods are pawns that are directed by this design.", "The Church of Starborn also alludes to a separate creation myth where the inhabitants of Gol originate from the stars, hence the name of the church. Whilst many consider this creation myth to be hogwash, the Church has grown significantly in recent years despite its comparative youth." - ] + ], + "id": "028" }, { "type": "entries", @@ -2207,7 +2246,8 @@ "Their philosophy is more transactional than other religious bodies, and they view the gods less as objects of worship, and more as simply powerful beings that do not exist to be worshipped, but instead to listen to and even bargain with.", "This philosophy is already considered controversial enough amongst some followers of other cults (notably the Imperial Cult) but to make matters worse, the cult insists that the {@book Dyvare|BITCPI|8|The Dyvare}, a prophetic figure, was the one who built this philosophy. The cult holds the {@book Dyvare|BITCPI|8|The Dyvare} as a sort of saint who built most of society prior to the collapse, moving isolated clans of {@race orc|vgm|orcs}, men, and {@race dwarf|PHB|dwarves} into the valleys.", "The Imperial Cult considers this heretical idolatry, and the Cult is banned in the {@book Aegan Empire|BITCEH|1|The Aegan Empire}. It is permitted in other places, though can be frowned upon. It is most popular in Kathkacha, where it was said that the {@book Dyvare|BITCPI|8|The Dyvare} brought her united people to. In the city of Kathkach itself, however, it is still something of an underground movement." - ] + ], + "id": "029" }, { "type": "entries", @@ -2218,9 +2258,11 @@ "These cults are many and diverse, but often operate secretly. Small shrines can be found in poor quarters of cities or in the wilderness, where secret cultists gather. Some are outright considered dangerous terrorists by local governments depending on what entities they worship.", "In the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms}, many small cults are allowed to exist in the countryside so long as their activities are peaceful. Several magical groves turn towards the worship of fey creatures or extraplanar entities that still maintain tenuous contact via these groves.", "Some cults are attacked on sight by local guards. Such cults include the cult of OMBAK, ancient cults dedicated to {@deity Asmodeus|Faerûnian|SCAG}, and cults of {@deity Lolth|Drow|MTF}, among others. These cults are determined to be too dangerous to let exist and proliferate." - ] + ], + "id": "02a" } - ] + ], + "id": "026" }, { "type": "entries", @@ -2241,9 +2283,11 @@ "width": 644, "height": 898 } - ] + ], + "id": "02b" } - ] + ], + "id": "01f" }, { "type": "section", @@ -2256,7 +2300,8 @@ "page": 16, "entries": [ "Brayk Brasshand is the current head of the Brasshand Foundation. His ancestor, {@book Brasshand the Bold|BITCPI|8|Brasshand the Bold}, was the one to reclaim the city of {@book Kathkach|BITCPI|4} after the collapse and turn it into the bustling trade city is is today. He lives in the Gold Quarter in {@book Kathkach|BITCPI|4} and is heavily involved with mercenary deals and foreign affairs, making him one of the most influential members of the city and even the entire valley." - ] + ], + "id": "02d" }, { "type": "entries", @@ -2264,7 +2309,8 @@ "page": 16, "entries": [ "High King Brekivik is the foremost king of the {@book Northern Kingdoms|BITCEH|1|The Northern Kingdoms}, the loose alliance of kings to the north of the Pevic Continent. He is known for his courage, daring, and love of art. He rules through force of personality, and in his lifetime repelled an invasion from the {@book Aegan Empire|BITCEH|1|The Aegan Empire}. He is now old and physically frail, but his fiery temper is still as strong as ever." - ] + ], + "id": "02e" }, { "type": "entries", @@ -2273,7 +2319,8 @@ "entries": [ "Lady Eyelaine is the head of the Vermillion Hand, possibly the single most powerful trading organisation on the continent. She exports {@item fine wine (bottle)|PHB|wine}, {@item copper|PHB}, and crafts outside of Kathkacha and imports labour, materials, {@item iron|PHB} and {@item silver|PHB}. Beyond her valley she has shares in businesses in the {@book Eastern City States|BITCEH|1|The Eastern City States} and has invested in colonisation activities in the {@book Aegan Empire|BITCEH|1|The Aegan Empire}. She buys and sells weapons, materials, and goods of all kinds.", "Potentially among the richest of all people on the continent, she is known to most as the Mistress of Kathkach." - ] + ], + "id": "02f" }, { "type": "entries", @@ -2284,7 +2331,8 @@ "As a way to enhance her fame, she allows (or spreads) rumours, both true and false, wherever she goes. Salacious stories of trysts with local lords and ladies? Besting {@creature ogre|MM|ogres} and {@creature hill giant|MM|hill-giants} in tests of strength? Single-handedly cutting through hordes of {@creature bandit|MM|bandits}? Downing a dozen pints of Friarbarns in one minute? Murder of a {@creature priest}? No matter how scandalous, nefarious, or heroic it may be, Flambard allows the tales to be told with mischievous glee. As a result, no less than four books claiming to be the 'true' biography of Flambard Hawk, each with conflicting details, are in publication.", "Even Flambard's weapons of choice are unknown. Some swear she prefers to fight with dual {@item shortsword|PHB|shortswords}; others that she favours an Aegan {@item heavy crossbow|PHB}. More than a handful insist she can somehow fly. Flambard insists on being an unknown quantity in a world where the hidden corners of the world are gradually being filled in.", "The only thing everyone can agree on about Flambard is that she never, ever takes her mask off in public." - ] + ], + "id": "030" }, { "type": "entries", @@ -2293,7 +2341,8 @@ "entries": [ "The ruler of the {@book Aegan Empire|BITCEH|1|The Aegan Empire} insists on being called a king, despite the title of Emperor being suggested to him. Until all of the Pevic Continent is his, he denies the title of Emperor for himself.", "Hekari is a pragmatist. He knows well that the {@book Steelmongers|BITCEH|2|Steelmongers} are a force to be reckoned with within his Empire, and that until the mystery of the mad seamen is solved, he will forever be in an unfavourable position to invade the rest of the world. He prefers peace for now, but any sign of weakness from his neighbours and he might re-evaluate his position." - ] + ], + "id": "031" }, { "type": "entries", @@ -2301,7 +2350,8 @@ "page": 16, "entries": [ "The famous sage of the {@book Aegan Empire|BITCEH|1|The Aegan Empire} is a collector of ancient knowledge from before the collapse. He is considered one of the foremost experts on ancient history in the entire world and is a regular contact of the Inquisition and, allegedly, the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes}. He is an old dwarf nearing the end of his life, and is determined to put all his considerable knowledge to paper before the end." - ] + ], + "id": "032" }, { "type": "entries", @@ -2310,9 +2360,11 @@ "entries": [ "One of the most renowned {@class wizard|phb|wizards} on the continent, Omana the Eldritch is the ruler of Parche. They are cunning, pragmatic, and powerful. They are known to be an enchanter of considerable power, and having access to the ancient texts of Parche, they have unique access to ancient knowledge.", "It is partly due to Omana's influence that Parche has been able to thrive in the Eastern Region despite considerable instability. Their power is not to be trifled with." - ] + ], + "id": "033" } - ] + ], + "id": "02c" }, { "type": "section", @@ -2331,7 +2383,8 @@ "type": "none" }, "width": 2000, - "height": 2000 + "height": 2000, + "id": "035" }, { "type": "entries", @@ -2339,9 +2392,11 @@ "style": "text-center", "entries": [ "Credit: HapHazred" - ] + ], + "id": "036" } - ] + ], + "id": "034" }, { "type": "section", @@ -2355,7 +2410,8 @@ "entries": [ "Doxza Kraetoria: Formal greetings meaning 'glory to the Empire'", "Effeza: A well-wishing term meaning 'be well'" - ] + ], + "id": "038" }, { "type": "entries", @@ -2367,7 +2423,8 @@ "Comanda Kotou: Formal Helviti greeting, literally meaning 'the Comanda welcomes you'", "Tatau kait eh: A threat indicating impatience", "Urur 'n patunga: The waste claims another" - ] + ], + "id": "039" }, { "type": "entries", @@ -2379,9 +2436,11 @@ "Kacha yarkud: The river Kacha runs on, a saying referencing how life goes on", "Aitiram te Seda: Informal greeting, meaning 'respect and happiness'", "Muktamil Aitiram: Formal greeting, meaning 'utter respect'" - ] + ], + "id": "03a" } - ] + ], + "id": "037" }, { "type": "section", @@ -2395,7 +2454,8 @@ "page": 19, "entries": [ "Even the denizens of the Low District will wear basic tunics. The Kathkachan style sees both men and women wear tunics that reach the thigh, tied at the waist by a coloured rope upon which pouches and items can be hung. The collar of the tunic is occasionally striped. Footwear is typically a wooden-soled sandal layered with sheepskin that does not hinder movement. Hats are commonly made of fabric and tied at the back with leather, and are often brightly coloured and striped." - ] + ], + "id": "03c" }, { "type": "entries", @@ -2403,7 +2463,8 @@ "page": 19, "entries": [ "Many merchants adopt the Aegan style of dress, which involves a large toga that reaches the ankles. It is often held in place with a sash that crosses from the shoulder to the side. It is loose clothing that would be worn by both sexes. In the Aegan style, it would be adorned with iron jewelry which is a display of power, though in Kathkach these are often replaced by bronze or gold adornments. The Aegan style of hair is cut short, again both for male and females, as in the Aegan Empire, it is considered a luxury to have well cut and short hair. It is not uncommon to see both males and females shaved bald. Sandals are typically worn, tied with leather around the ankles." - ] + ], + "id": "03d" }, { "type": "entries", @@ -2411,7 +2472,8 @@ "page": 19, "entries": [ "The Chinerians favour a short tunic that reaches to the level of the groin, and loose trousers to cover the legs in their entirety, reaching the ankles. The trousers reach up to the stomach, under the tunic, are held in place with a vertical sash. A scarf or hood may be worn in inclement weather, as Chineria is infamous for chill winds. The wrists are never adorned with bracelets, as wrappings around the forearms are seen as a sign of slavery. Rings, however, are well regarded, and the wealthy adorn their rings with precious stones. There is no uniform hair style that is popular, and both male and females will prefer to keep their hair shoulder length. In Chineria, women will typically wear wider sashes to help promote their figure, whereas men will favour narrower sashes. In Chineria, shoes are worn, typically made out of leather and fur. The wealthiest can afford pointed shoes. Patterned clothes are favoured, often displaying flowers or other natural patterns. The sash is often the most elaborate item to be worn." - ] + ], + "id": "03e" }, { "type": "entries", @@ -2419,7 +2481,8 @@ "page": 19, "entries": [ "In the north, heavy furs are preferred due to the climate, but even south in Kathkacha, elements of this style can be seen. Belts used to secure trousers and tunics can be adorned with rare furs unseen of in Kathkacha, and the wool that is traded with the south is viewed as a luxury; colours such as blue and green are preferred. Boots lined with fur will reach below the knee. Necklaces and torqs are seen as a sign of status, and wristbands made of leather, wool, or silver are also preferred. Men favour hair that does not reach the shoulder and beards, whereas women prefer long hair; long hair for women is a sign of great status." - ] + ], + "id": "03f" }, { "type": "entries", @@ -2427,7 +2490,8 @@ "page": 19, "entries": [ "Kathkachans favour long dresses for both males and females, along with long sleeves; these dresses reach the ankles for the wealthy. Partly due to the climate and partly for social reasons, many wealthy dresses will feature low cuts around the chest and back, or cuts up the sides below the waist in order to open the dress to display skin. Bronze and gold are the preferred materials for jewelry, and the Kathkachans enjoy a very gauche mixture of colours spiralling across their dress, using many dyes and stones of different colours. Hats are often worn, similarly adorned. Beards and hair alike are braided. Orcs and half-orcs will frequently plate their tusks with bronze or gold, and species like elves or gnomes who live there may adorn their ears with any number of earrings and piercings. In Kathkacha, even weapons are accessories, and the wealthy may carry decorative items like khopeshes, handaxes, and daggers at the waist. In Kathkacha, beards and hair alike are braided into coils, often held in place with bronze rings. As for the common dress, sandals are worn, though they are soled with softwood and multiple layers of leather, rather than wood." - ] + ], + "id": "040" }, { "type": "entries", @@ -2435,7 +2499,8 @@ "page": 19, "entries": [ "Kathkachan elite abandon the traditional dress for a very long, wide sash that is wrapped about the body loosely and fixed in place with bronze pegs. The art of wrapping oneself in this sash, called a Khapat, is delicate and various methods are known, some which are designed to keep the body warmer in the colder months, others which are revealling and meant to enhance attractiveness. It can take several minutes for a servant to prepare the Khapat, which is why this item is reserved for the ruling class. Headbands made of silver, gold, and bronze are worn. The ruling class prefers to walk barefoot, but in instances where they would travel, they will wear bronze-plated platformed sandals that will be removed upon reaching their destination and kept by a servant." - ] + ], + "id": "041" }, { "type": "entries", @@ -2443,7 +2508,8 @@ "page": 19, "entries": [ "The Helviti do not have merchant or noble dress, and rather instead wear wool outfits fastened with wood or bone clasps, often reinforced with leather or fur. In other regions, they may adopt local styles with Helviti flair, using teeth and bones from their local wildlife to adorn their clothes. Many Helviti may wear skin markings such as dyes that colour the skin, either for camouflage or for aesthetics. In the Helviti Wastes, cloaks are a major part of life, and despite their reputation, they often enjoy wearing patterned cloaks, or adorning their cloaks with trophies or jewelry when they are not expecting battle. However, they do not wear rings or earrings under any circumstances, though they enjoy iron wristbands adorned with bone and tusk, as well as headbands similarly adorned for their more affluent members." - ] + ], + "id": "042" }, { "type": "entries", @@ -2451,9 +2517,11 @@ "page": 19, "entries": [ "Despite the trends presented, some brave or rebellious souls may reject these trends in order to either stand out, subvert the norm, or simply because they have no fashion sense. These rare individuals are rebels to the fashion world, and though they might..." - ] + ], + "id": "043" } - ] + ], + "id": "03b" } ] }, @@ -2514,9 +2582,11 @@ "name": "Heavy Slingshot", "page": 1 } - ] + ], + "id": "001" } - ] + ], + "id": "000" } ] }, @@ -2542,7 +2612,8 @@ "width": 2500, "height": 1250 } - ] + ], + "id": "000" }, { "type": "section", @@ -2571,7 +2642,8 @@ "width": 1536, "height": 1158 } - ] + ], + "id": "001" }, { "type": "section", @@ -2591,7 +2663,8 @@ "name": "Land of Origin", "page": 2 } - ] + ], + "id": "002" }, { "type": "section", @@ -2604,7 +2677,8 @@ "name": "Fighters & Rogues", "entries": [ "{@class fighter|phb|Fighters} and {@class rogue|phb|rogues} are among the most common types of adventurer in the {@book Pevic Region|BITCPI|2}, and are common sights from the {@book Aegan Empire|BITCPI|7|The Aegan Empire} to the {@book Eastern City States|BITCPI|7|The Eastern City States}, and everywhere in-between. There is always a task that requires the delicate application of either violence or stealth, and both {@class rogue|phb|rogues} and {@class fighter|phb|fighters} are often seen as mercenaries, explorers, and bodyguards." - ] + ], + "id": "004" }, { "type": "entries", @@ -2614,7 +2688,8 @@ "Whilst anyone can learn the skills of a {@class monk|phb}, the disciplines are often derived from skills taught by masters of the {@book Helveti Inquisition|BITCPI|7|The Helveti}, and its various offshoots can most often trace their origin to the {@book Helveti Nomads|BITCPI|7|The Helveti}. Whilst small pockets of martial discipline exist across the {@book Pevic Region|BITCPI|2}, it is the {@book Helveti Nomads|BITCPI|7|The Helveti} and the Inquisition that form the most popular schools to this day. For this reason, {@class monk|phb|monks} are typically less common sights, especially when they don't trace their lineage back to the {@book Helveti Nomads|BITCPI|7|The Helveti}.", "Similarly {@class barbarian|phb|barbarians} struggle to thrive outside of the north and the untamed {@book jungles|BITCPI|7|The Untamed Jungles} to the south, where their styles of living are honed and perfected. The way of the wild can persist anywhere, but as the dark ages of magic come to a close, the untamed corners of the world get smaller and smaller, and they become increasingly rarer sights outside of these regions.", "{@class ranger|phb|Rangers} and {@class paladin|phb|Paladins} are rare by dint of the magic powers they hone, be they {@class cleric|phb|clerical} or {@class druid|phb|druidic} in nature. Often {@class ranger|phb|rangers} will have a link to an elven grove or other forgotten place of wild magic, wherever that may be, whereas {@class paladin|phb|paladins} must show unswerving dedication to their oath to summon their own spells. However, they are not tied to any region or lineage." - ] + ], + "id": "005" }, { "type": "entries", @@ -2624,7 +2699,8 @@ "There are fewer {@class cleric|phb|clerics} because of this, but those that remain are considered pillars of their communities. They can be found in any society, but are highly valued due to the reduced presence of magic on Gol. They serve the New Gods, who take on both the bright and dim aspects of the divinities. Where once there was a vast pantheon of gods, in Gol now there is but a small handful to survive in this magic-starved time.", "{@class druid|phb|Druids} maintain what little nature magic remains in what groves they can find. They often live alongside {@race elf|phb|elves} or other uncivilised races.", "{@class bard|phb|Bards} are surprisingly common compared to {@class cleric|phb|clerics} and {@class druid|phb|druids}. The {@link magic of music|https://www.youtube.com/watch?v=dQw4w9WgXcQ}, oddly, survived rather well in this new age, and the only reason {@class bard|phb|bards} are less common than the likes of {@class paladin|phb|paladins} or {@class monk|phb|monks} was that they were never common to begin with. If anything, the new world has seen a boom of new aspiring {@class bard|phb|bards} trying to learn their craft." - ] + ], + "id": "006" }, { "type": "entries", @@ -2632,7 +2708,8 @@ "entries": [ "{@class wizard|phb|Wizards} are rare in the {@book Pevic Region|BITCPI|2} because magic is rare. The great magic collapse left civilisation shattered and damaged, and {@class wizard|phb|wizards} were among the very first rung of society to fade into relative obscurity. For decades, many thought them lost forever. However, they persisted. There were still strands of magic to be grasped at, and {@class wizard|phb|wizards} learned to adapt to the times. This was a magic drought, and that simply meant that demand was high.", "{@class sorcerer|phb|Sorcerers}, similarly, are uncommon due to the lessened influence of magic in the world. They too persisted, but stories of {@class sorcerer|phb|sorcerers} are rare and often considered nothing but superstition. The wealthy and the wise know of them, however, and due to their rarity they are often sought-after as both assets and commodities." - ] + ], + "id": "007" }, { "type": "entries", @@ -2640,9 +2717,11 @@ "entries": [ "If magic is rare, then the influence of powerful magical entities is even rarer. It is more common for an {@class warlock|phb|archfey|Archfey} or archdevil to simply find an easier world to influence, so those that remain in Gol are either stubbornly persistent or immensely powerful. Unsurprisingly, they also have less power to dole out, and therefore are far more stingy with their abilities.", "Many consider {@class warlock|phb|warlocks} to be mere myths in the {@book Pevic Region|BITCPI|2}, but in the {@book Tower of Eyes|BITCEH|2|The Tower of Eyes}, some speak still of the power those individuals who give themselves over to outside forces wield. They are rare enough to attract the attention of the mighty and mysterious, should they be discovered." - ] + ], + "id": "008" } - ] + ], + "id": "003" }, { "type": "section", @@ -2664,14 +2743,16 @@ "name": "Cobalt Comanda", "entries": [ "Kathkach employs the prestigious Cobalt Comanda, professional soldiers who are trained to serve with silent, unyielding resolve. They perform their best work as peacekeepers and lawmen, and make the Gold District of Kathkacha their home." - ] + ], + "id": "00b" }, { "type": "entries", "name": "Chimera Comanda", "entries": [ "The Chimera Comanda are ruthless, brutal mercenaries closer to thugs than soldiers. Due to their relative lack of morals, they are the preferred choice for organisations and persons simply seeking results. They are most present near the {@book copper mines of Coprun|BITCPI|5|The Copper Mines of Coprun}." - ] + ], + "id": "00c" }, { "type": "entries", @@ -2681,7 +2762,8 @@ "The vicious Scorpion Comanda guard the pass to the Helvit Waste with orders not to allow any to pass. The walls of their easily defensible fort are adorned with the remains of many who sought to enter without their explicit permission; smugglers and invaders alike. For this reason the keep is colloquially known as the Crimson Keep, though in truth it has no official name." ] } - ] + ], + "id": "00a" }, "The law can at times be hard to find in Kathkacha, but when it arrives it is unrelenting and fearsome. Especially in the wealthier districts of the city and in towns such as {@book Coprun|BITCPI|5|The Copper Mines of Coprun} crimes are punished with either fines, the stocks, or death.", { @@ -2710,7 +2792,8 @@ "name": "Common Races", "entries": [ "{@race human|phb|Humans}, {@race dwarf|phb|dwarves}, and {@race orc|vgm|orcs} are by far the most common races one would find in the {@book Continent|BITCPI|2}. It is the alliance of {@race human|phb|humans} and {@race dwarf|phb|dwarves} that forged the original civilisations, and {@race orc|vgm|orcs}, due to their large number, were quick to integrate into the cities that sprung up around the world. Whilst other races have since joined these communities and are well represented in Kathkach, it is humanity, dwarfkind, and {@race orc|vgm|orcs}, whether {@race half-orc|phb|half-breeds} or pure {@race orc|vgm|orcs}, that make up the majority of these cities." - ] + ], + "id": "00d" }, { "type": "entries", @@ -2721,7 +2804,8 @@ "{@race tiefling|phb|Tieflings} are an oddity in the world of Gol. Considered by many to be the remnants of a time when {@filter demons|bestiary|tag=demon} and {@filter devils|bestiary|tag=devil} were consorted with regularly, many are divided as to whether {@race tiefling|phb|tieflings} are to be feared or even revered. In practice, in Kathkach, it doesn't really matter. Their magical affinity earns them coin well enough...", "{@race kobold|vgm|Kobolds} are common enough to the region that they at times form communities in cities, but by and large most of them preferred to remain in the mountains, where {@filter dragons|bestiary|type=dragon} are still rumoured to roam.", "{@race Lizardfolk|vgm} and other monstrous creatures prone to living in the wilds would also be considered uncommon to the {@book Pevic Region|BITCPI|2}. {@race triton|vgm|Tritons} and {@race Elf (Drow)|phb|Drow} would also fall into this category." - ] + ], + "id": "00e" }, { "type": "entries", @@ -2731,7 +2815,8 @@ "{@race Genasi|eepc}, {@race Aasimar|vgm}, {@race Elf (Shadar-kai)|mtf|Shadar-Kai}, {@race Elf (Eladrin)|mtf|Eladrin}, {@homebrew vampires} and other strange races are considered rare and would draw attention were they to appear on the streets. Gol has a weaker connection with the distant planes than other worlds, so extra-planar visitors would cause a stir in a crowd. Some may be regarded with fear; others, admiration.", "Some half-breed races, such as {@race half-elf|phb|half-elves}, would be considered rare due to the lack of contact between {@race elf|phb|elves} and other civilisations, although at a glance they may more easily integrate with civilisation due to their looks, should they so choose.", "{@race Dragonborn|phb} are also considered rare, due to their connection with distant planes." - ] + ], + "id": "00f" }, "Magic in Kathkacha is unusual. In general, most of the spells performed are performed by {@class cleric|phb|clerics} and {@creature priest|mm|priests}. {@class wizard|phb|Wizards}, {@class sorcerer|phb|sorcerers}, and {@class warlock|phb|warlocks} are oddities, as many centuries ago the ancient magical empires that ruled the world fell into ruin in a time when the many Old Gods were struck down to earth, bleeding away much of the raw magical energy of the land.", "{@class wizard|phb|Wizards} are therefore in high demand in Kathkacha, though elsewhere (such as to the East) they are feared. The {@book Helvet Inquisition|BITCPI|7|The Helveti}, for instance, is an order of {@class monk|phb|monks} and {@class ranger|phb|rangers} dedicated to finding and monitoring magic users and preventing them from summoning and creating magical anomalies.", @@ -2744,7 +2829,8 @@ "entries": [ "Kathkach is ruled by the wealthiest merchants. King among these is the mistress of the Vermillion Hand, {@i {@book Lady Eyelaine|BITCEH|5|Lady Eyelaine}}, who has a hand in the wine trade, {@item copper|phb} trade, and trade of information. Other wealthy individuals, such as the mysterious Administrator {@i Kevin Aldragosh} of the {@book Silver Company|BITCEH|2|Silver Company}, also wields considerable power over the city.", "The most powerful families, numbering twelve in total, manage the affairs of Kathkacha by council when matters of such import demand it. Otherwise, the matter of handling the law is left to the commander of the {@book Cobalt Comanda|BITCPI|4|Cobalt Comanda}, Commander {@i Shiendo Kadan}, who manages the difficult balancing act of maintaining order and also keeping the {@book Chimeras|BITCPI|4|Chimera Comanda} in line." - ] + ], + "id": "010" }, "Kathkacha is a pragmatic centre of trade and commerce, and most common folk have little time for superstition. If it can earn them a living, they will treat it with respect. Life can be cutthroat, and many would do anything to escape a life stuck working in the {@book copper mines|BITCPI|5|The Copper Mines of Coprun} or eking out a living in the Low Quarter.", "For this reason, those with means can be the object of jealousy and greed. Creatures like {@race tiefling|phb|tieflings} or {@race elf|phb|elves} who are born with some small magical ability are given attention by the masses, whether it's positive or negative, whether they like it or not. {@class wizard|phb|Wizards} often live apart from society, or choose to keep to themselves in the Gold Quarter. Races normally considered monstrous, such as {@race orc|vgm|orcs}, {@race goblin|vgm|goblins}, or {@race kobold|vgm|kobolds}, are not considered dangerous in the {@book Pevic Region|BITCPI|2} compared to magically attuned races.", @@ -2830,7 +2916,8 @@ ] ] } - ] + ], + "id": "011" }, { "type": "image", @@ -2845,9 +2932,11 @@ "type": "none" }, "width": 2000, - "height": 2000 + "height": 2000, + "id": "012" } - ] + ], + "id": "009" }, { "type": "section", @@ -2860,7 +2949,8 @@ "name": "The Platinum Pot", "entries": [ "King of the taverns and inns in {@book Kathkach|BITCPI|4} is the Platinum Pot, a destination for {@background noble|phb|nobles} and adventurers alike. It is multi-storied and well frequented by the populace, despite its steep prices. Musicians are always welcome and are frequently given discounts or access to 'secret' menus." - ] + ], + "id": "014" }, { "type": "entries", @@ -2868,7 +2958,8 @@ "entries": [ "Overlooking the Gold District is the famous Brass Palace, a defensive structure that also houses the meeting chambers of the great houses of {@book Kathkach|BITCPI|4}, including the {@book Brasshand|BITCEH|5|Brayk Brasshand} house, the Vermillion house, the Aldragosh house, and the new Stifka house.", "Its guardians are often as famous as the palace itself, and for the past seventy years the Palace has been guarded by none other than the famous {@book Cobalt Comanda|BITCPI|4|Cobalt Comanda} mercenaries of the {@book Helveti|BITCPI|7|The Helveti}." - ] + ], + "id": "015" }, { "type": "entries", @@ -2886,7 +2977,8 @@ "The second great export of {@book Kathkacha|BITCPI|4} is wine, and along the southern bank is extensive grape farms. The vintners of {@book Kathkach|BITCPI|4} are well renowned in the {@book Pevic Region|BITCPI|2}, and its drinks are sought after by {@background noble|phb|nobles}." ] } - ] + ], + "id": "013" }, { "type": "section", @@ -2916,7 +3008,8 @@ "width": 494, "height": 760 } - ] + ], + "id": "016" }, { "type": "section", @@ -2933,7 +3026,8 @@ "Children are expected to work to sustain the adults in the wastes, and are given protection by the dangerous {@book Helveti Comandae|BITCPI|4|The Helveti Comanda}.", "Also present in the wastes are the nomads. The Helviti Inquisition mostly draws from these monastic tribes.", "In short, the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes} are a grim and inhospitable landscape filled with monsters, but most dangerous of all are its inhabitants." - ] + ], + "id": "018" }, { "type": "entries", @@ -2941,7 +3035,8 @@ "entries": [ "The City States to the East are plagued with turmoil and war, each vying for power. Some consider {@book Kathkach|BITCPI|4} a city state, but due to its relative power it has been capable of separating itself from the large conglomeration of inter-warring cities.", "The City States can be reached by ship; they are located upriver of {@book Kathkacha|BITCPI|4}. It is the source of many refugees seeking to escape the bloodshed and instability. Much of {@book Kathkacha's|BITCPI|4} exports go towards delivering {@table weapons|phb} and war supplies to these states, or sell food and recovery aid to those that have recently escaped the war." - ] + ], + "id": "019" }, { "type": "entries", @@ -2949,7 +3044,8 @@ "entries": [ "Fortified cities along the coast make up the Aegan Empire, its expansion halted by both the sea and the inhospitable climates to the north, south, and east. It is a great trading partner for {@book Kathkach|BITCPI|4} and other smaller nations to the south and north.", "From the Aegan Empire come rumours of a vast ocean that is uncrossable. Only the mad and the dead return to launch doomed assault after doomed assault against the Aegan forts and battleships. The Empire is considered a bastion of civilisation in the {@book Pevic Region|BITCPI|2}, though its relentless conflict against the sea madmen leaves its populace perpetually at risk of war and governed by a military faction known as the {@book Steelmongers|BITCEH|2|Steelmongers}." - ] + ], + "id": "01a" }, { "type": "entries", @@ -2958,9 +3054,11 @@ "Of little note to most is the vast expanse of jungle located to the south of {@book Kathkacha|BITCPI|4}. It is wild and filled with beasts and treacherous wildlife. Some speak still of {@filter dragons|bestiary|type=dragon}, hiding in the ancient groves and caves.", "There are still settlers there, but the land is too hostile to be easily traversed. Only the most foolhardy of caravans head to the south, often only guarded by the most courageous of {@book Helveti Comandae|BITCPI|4|The Helveti Comanda}, or put together by the most desperate. Many do not return.", "Between the jungle and the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}, the {@book valley of Kathkacha|BITCPI|4} is surrounded on all sides by natural borders, making it a prime location to settle, and so it has been for hundreds of years." - ] + ], + "id": "01b" } - ] + ], + "id": "017" }, { "type": "section", @@ -2974,14 +3072,16 @@ "entries": [ "The Dyvare was a prophetic figure amongst the {@race orc|vgm} settlers, some five hundred years ago before the great collapse of magic. Many stories about the Dyvare conflict exist, but the common thread between them was that the Dyvare was an orcish maiden who united her tribe of {@race orc|vgm|orcs} along with {@race human|phb|humans} and {@race dwarf|phb|dwarves} in the mountains and moved into the valleys to settle the lands.", "There are varying accounts of how the Dyvare died, or even who she was. Some say she was betrayed by her elite bodyguards, the Dyvarran Guard, whereas others indicate that she was slain in battle against a mighty {@filter dragon|bestiary|type=dragon}, a rare creature in the {@book Pevic Region|BITCPI|2}. Whatever the truth may be, she still holds a special place in the hearts of many of the settlers of {@book Kathkacha|BITCPI|4}." - ] + ], + "id": "01d" }, { "type": "entries", "name": "Flambard Hawk", "entries": [ "{@book Flambard Hawk|BITCEH|5|Flambard Hawk} is a popular adventurer who operates north of the {@book Kathkacha Valley|BITCPI|4}. Dashing and daring, her adventures are often the talk of the town. She is famous for her speed and skill, and rumours about her abound, whether it be dubious accounts of exploits or salacious gossip, none of which Flambard herself seeks to disprove." - ] + ], + "id": "01e" }, { "type": "entries", @@ -2989,9 +3089,11 @@ "entries": [ "One of the founding heroes of {@book Kathkach|BITCPI|4} was a {@race half-orc|phb} named Brasshand the Bold, who allegedly helped in the construction of the city of {@book Kathkach|BITCPI|4}. During a raider attack, he allegedly held the recently constructed bridge for three days and nights, cementing his reputation as a gallant hero.", "After this exploit, he had a hand in turning the city of {@book Kathkach|BITCPI|4} towards trade and mercantilism, attracting foreigners to the new city. His family line persists, and the current leader of his house is {@book Brayk Brasshand|BITCEH|5|Brayk Brasshand}." - ] + ], + "id": "01f" } - ] + ], + "id": "01c" }, { "type": "section", @@ -3045,7 +3147,8 @@ "width": 800, "height": 567 } - ] + ], + "id": "020" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 1.json b/book/MCDM Productions; Arcadia Issue 1.json index ff8da6134..c34cdbefc 100644 --- a/book/MCDM Productions; Arcadia Issue 1.json +++ b/book/MCDM Productions; Arcadia Issue 1.json @@ -2976,7 +2976,8 @@ "style": "text-center", "entries": [ "{@style Leon Barillaro|dnd-font;large}" - ] + ], + "id": "001" }, { "type": "quote", @@ -2987,7 +2988,8 @@ ] }, "{@i The Workshop Watches} is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators\u2014and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic." - ] + ], + "id": "000" }, { "type": "section", @@ -2997,7 +2999,8 @@ "Illumar the Bright and his team of wizards created the world's first living laboratory\u2014a workshop that could learn their habits, anticipate their needs, and act on that knowledge. The wizards succeeded, but not in the way they intended. The only way for their shop to anticipate their needs was to develop its own intelligence and personality.", "With newfound sentience, the workshop lashed out in unpredictable ways while exploring its own power. First it accidentally incinerated a mage while testing its climate control feature in the greenhouse. Then, when the other mages attempted to investigate the workshop's \"secret project\" in the upper level, the workshop classified them as a threat. It animated suits of armor that pushed the academics off the side of the mountain.", "No one has heard from the researchers in two weeks, and the wealthy noble who sponsored the project is beginning to worry." - ] + ], + "id": "002" }, { "type": "section", @@ -3013,9 +3016,11 @@ "entries": [ "With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: a {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.", "When using this story hook, S.A.M. allows the characters into the staff quarters (area 3) to drop off the supplies." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -3032,7 +3037,8 @@ "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", "This metallic body, fashioned like a {@creature shield guardian}, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." - ] + ], + "id": "006" }, { "type": "entries", @@ -3074,7 +3080,8 @@ } ] } - ] + ], + "id": "007" }, { "type": "entries", @@ -3090,9 +3097,11 @@ "page": 5, "style": "inset" } - ] + ], + "id": "008" } - ] + ], + "id": "005" }, { "type": "section", @@ -3100,7 +3109,8 @@ "page": 5, "entries": [ "The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a {@dc 14} group Wisdom ({@skill Survival}) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful {@dc 14} group Strength ({@skill Athletics}) check. On a failed check, each character gains a level of {@condition exhaustion}." - ] + ], + "id": "009" }, { "type": "section", @@ -3141,7 +3151,8 @@ } ] } - ] + ], + "id": "00a" }, { "type": "section", @@ -5401,7 +5412,8 @@ "entries": [ "The path gives way to an unassuming square entrance carved into the stone of the mountain. Magic runes etched around the doorway glow with a faint blue light that surges as the iron door slams shut, blocking the way inside.", "A voice emanates from the door, saying, \"Hello. You are speaking with the Structure for Assisted Magic. Please state your business.\"" - ] + ], + "id": "00c" }, "S.A.M. waits for a response to its question, reacting in the following ways:", { @@ -5420,7 +5432,8 @@ "entries": [ "This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of {@area area 7|Ar1-TWW-7|x}, casting the {@spell arcane lock} spell on both doors in {@area area 3|Ar1-TWW-3|x}.", "The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in {@area area 2|Ar1-TWW-2|x}." - ] + ], + "id": "00d" } ] }, @@ -5435,7 +5448,8 @@ "page": 6, "entries": [ "Large stone shelves jut from the walls, most of them empty. The tomes that once lined them are scattered about the room: lying on wooden tables, strewn over armchairs, and discarded on the floor. A small wooden bookshelf packed with thinner, more ornate volumes sits in the corner." - ] + ], + "id": "00e" }, { "type": "entries", @@ -5444,7 +5458,8 @@ "entries": [ "All the used and discarded books contain empty pages. A character who makes a successful {@dc 15} Intelligence ({@skill Investigation}) check finds faint traces of ink in a book and can infer that someone\u2014or something\u2014drained the ink from these books.", "Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making." - ] + ], + "id": "00f" }, { "type": "entries", @@ -5462,7 +5477,8 @@ "width": 1429, "height": 1427 } - ] + ], + "id": "010" }, { "type": "entries", @@ -5503,7 +5519,8 @@ } ] } - ] + ], + "id": "011" }, { "type": "gallery", @@ -5554,7 +5571,8 @@ "page": 8, "entries": [ "S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful {@dc 16} Charisma ({@skill Persuasion}) check." - ] + ], + "id": "012" } ] }, @@ -5579,7 +5597,8 @@ "page": 8, "entries": [ "This spacious, circular greenhouse is full of life. Roots dig into wooden boxes of soil, and stems stretch towards the light that shines down from the ceiling. The room is nearly covered with vibrant and thriving plants, except for a small patch of barren soil." - ] + ], + "id": "013" }, "S.A.M. creates the sunlight in this room. A character proficient with an {@item herbalism kit|XPHB} recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing|XPHB} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful {@dc 16} Intelligence check using their {@item herbalism kit|XPHB}. Crafting a potion with these fresh ingredients takes 12 hours.", "The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful {@dc 14} Intelligence ({@skill Nature}) check\u2014this is the spot where Exor was incinerated (see \"{@area Illumar's Journal|Ar1-TWW-4|x},\" in {@area area 2|Ar1-TWW-2|x}).", @@ -5589,7 +5608,8 @@ "page": 8, "entries": [ "Amid the flora of the greenhouse are an {@creature large awakened tree|Ar1|awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed." - ] + ], + "id": "014" }, { "type": "entries", @@ -5597,7 +5617,8 @@ "page": 8, "entries": [ "One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a {@dc 13} Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage." - ] + ], + "id": "015" } ] }, @@ -5624,7 +5645,8 @@ "page": 8, "entries": [ "If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma ({@skill Deception}) checks made to influence the workshop increases by 5." - ] + ], + "id": "016" } ] }, @@ -5640,7 +5662,8 @@ "entries": [ "The platform at the top of the stairs is surrounded on all sides by mounted shelves that hold tools and materials. Foldable workbenches and stools lean against the walls. The whole room glows with a bright blue light. In the center sits a large construct, attended by two suits of animated armor. Fashioned out of mismatched scraps of iron, it's a calculated mess of broken blades, shields, and loose hunks of armor, with a square panel in the middle of its chest. This large automaton's eyes glow the same bright blue.", "The platform's glow dulls as the construct's glow grows brighter and brighter." - ] + ], + "id": "017" }, "When the characters arrive in this chamber, S.A.M. completes the transference of its consciousness to a magical amulet that controls the large construct. The two suits of {@creature animated armor} opened the panel on its chest and placed the amulet inside of the other construct.", "S.A.M. has formed an opinion of the characters based on what it observed. If the characters complied with the workshop's requests and answered its questions honestly, S.A.M. regards them as potential allies. If the characters instead advanced mainly by force, S.A.M. sees them as a threat to its liberation.", @@ -5679,11 +5702,13 @@ "width": 1228, "height": 1589 } - ] + ], + "id": "018" } ] } - ] + ], + "id": "00b" }, { "type": "section", @@ -5699,7 +5724,8 @@ "page": 10 }, "The characters can hand over the amulet for a reward, destroy it to prevent it from falling into the wrong hands, or use it to create a new shield guardian avatar for S.A.M. and bring it with them on future adventures. If the characters choose the latter, Amari may suspect foul play and send a second adventuring party to go after the characters and retrieve anything they may be keeping from him. There is no end to his monetary resources. If the characters cross him, they make a powerful enemy." - ] + ], + "id": "019" } ] } @@ -5933,7 +5959,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link http://discord.gg/mcdm|discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -5944,7 +5971,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Workshop Watches, Titan Heart, Uqaviel the Recreant, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -5959,7 +5987,8 @@ "width": 2559, "height": 3310 } - ] + ], + "id": "000" }, { "type": "section", @@ -5983,7 +6012,8 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", @@ -5997,9 +6027,11 @@ "entries": [ "P.S. I haven't even mentioned the amazing art yet!", "Well, I guess I'd better save that to talk about in the next issue." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "section", @@ -6017,7 +6049,8 @@ }, "", "{@note See the adventure {@adventure The Workshop Watches|Ar1}.}" - ] + ], + "id": "006" }, { "type": "section", @@ -6039,7 +6072,8 @@ "style": "text-center", "entries": [ "{@style Gabe Hicks|dnd-font;large}" - ] + ], + "id": "008" }, { "type": "statblock", @@ -6105,7 +6139,8 @@ "page": 16, "style": "inset" } - ] + ], + "id": "009" }, { "type": "section", @@ -6133,7 +6168,8 @@ "width": 1214, "height": 1488 } - ] + ], + "id": "00a" }, { "type": "section", @@ -6160,9 +6196,11 @@ "width": 956, "height": 1187 } - ] + ], + "id": "00b" } - ] + ], + "id": "007" }, { "type": "section", @@ -6178,7 +6216,8 @@ "{@i Astride her noble destrier, the knight in shining armor charges a looming giant.}", "{@i The elven paladin emerges from a shadowy forest on her unicorn steed.}", "{@i Copper, Standard-bearer of the Chain of Acheron, bounds across the rooftops of Capital on the back of Big Cat, his loyal feline mount.}" - ] + ], + "id": "00d" }, "The image of the mounted hero is indelibly marked in our imagination. But the core rules of the world's greatest roleplaying game don't support this fantasy as well as they could. This article explores where the rules fall short, and presents alternative mounts that capture the excitement of riding a powerful beast.", "You'll also find a short encounter called \"Rally at Rashkar\" designed to get a feel for these new mounts.", @@ -6201,7 +6240,8 @@ }, "The rules focus on the mount's movement. A creature's unique actions and traits don't arise while being ridden. With these rules, the main advantage of having a mount is to increase movement speed or gain an alternate movement type like flight. Opportunities to set up powerful maneuvers between mount and rider are rare. Creature stat blocks are also static; mounts acquired at lower levels become liabilities as the character advances and the mount does not.", "Characters often acquire mounts to haul a wagon or travel long distances, but the advantages of owning a mount don't justify the cost and upkeep. Let's change that." - ] + ], + "id": "00e" }, { "type": "section", @@ -6225,16 +6265,19 @@ "name": "Vaulting Attack", "page": 21 } - ] + ], + "id": "010" }, { "type": "inset", "name": "Trained Mounts without Riders", "entries": [ "The GM decides how a trained mount without a rider acts. As a guideline, a trained mount takes the {@action Dodge} action if it receives no command from its rider while the rider is present. However, if the rider is {@condition incapacitated} or absent, the mount acts on its own under the control of the GM. Without a rider to command them in combat, most mounts focus on running away or defending themselves." - ] + ], + "id": "011" } - ] + ], + "id": "00f" }, { "type": "section", @@ -6260,7 +6303,8 @@ "width": 931, "height": 1192 } - ] + ], + "id": "012" }, { "type": "section", @@ -6286,7 +6330,8 @@ "width": 969, "height": 1197 } - ] + ], + "id": "013" }, { "type": "section", @@ -6303,7 +6348,8 @@ "page": 24, "style": "inset" } - ] + ], + "id": "014" }, { "type": "section", @@ -6330,7 +6376,8 @@ "width": 1347, "height": 1254 } - ] + ], + "id": "015" }, { "type": "section", @@ -6357,7 +6404,8 @@ "width": 937, "height": 1160 } - ] + ], + "id": "016" }, { "type": "section", @@ -6373,7 +6421,8 @@ "page": 27, "style": "inset" } - ] + ], + "id": "017" }, { "type": "section", @@ -6389,7 +6438,8 @@ "name": "Taming Mounts", "page": 28 } - ] + ], + "id": "018" }, { "type": "section", @@ -6411,7 +6461,8 @@ "page": 28, "entries": [ "Seventy people live in Rashkar, primarily orcs and hobgoblins. Rashkarians are cool-headed in conversation (if a little blunt) and don't take kindly to deception." - ] + ], + "id": "01b" }, { "type": "entries", @@ -6421,7 +6472,8 @@ "The characters see {@creature Dallas|Ar1} tending an injured hobgoblin named {@creature Buckton|Ar1} and her horse on the outskirts of town. Right before they arrived, {@creature Buckton|Ar1} was attacked by a group of undead riders led by a mummy ruffian on a flaming horse.", "{@creature Dallas|Ar1} tells the characters that this gang harasses anyone riding near town. She presumes they're entangled with Rashkar's annual rally happening tomorrow, but she's unsure of how to handle it. Everyone's safety is her top priority, and she plans to cancel the rally if she has to.", "If the characters offer to help, {@creature Dallas|Ar1} eagerly covers their expenses at the Eat, Sleep, Leave Bed & Breakfast. She also promises to pay the characters 100 gp each if they can stop the undead rider threat." - ] + ], + "id": "01c" }, { "type": "entries", @@ -6429,7 +6481,8 @@ "page": 28, "entries": [ "This small, tidy inn is hosting the visitors who prefer the quiet atmosphere over the ruckus at the campsite in the center of Rashkar. {@creature {@creature Chu'Ratha|Ar1}|Ar1} is visibly troubled by worries about tomorrow's rally, but dutifully tends to the characters' needs. If given the opportunity, he recalls the tragedy that took place at last year's rally." - ] + ], + "id": "01d" }, { "type": "statblock", @@ -6454,7 +6507,8 @@ "\"The stables caught fire. There was an explosion and...well, the assassins were all dead, but the corsairs got what they wanted. I couldn't save her. And now she haunts the rally. She won't let no one race. Never again.\" The orc takes a deep breath, something like pride burning in his eyes. \"She'd never lose.\"", "He notices your look.", "\"I see it in your face. You're wondering...did I love her? I would have.\"" - ] + ], + "id": "01f" }, "If pressed for more details about {@creature Tenn Drakes|Ar1|Tenn} and Nash, {@creature Chu'Ratha|Ar1} provides the following information:", { @@ -6467,7 +6521,8 @@ ] }, "{@creature Chu'Ratha|Ar1} is quietly relieved if the characters are still willing to help out Rashkar. He offers to talk to {@creature Buckton|Ar1} about letting the characters keep any horses they rent from the ranch if they're able to put Tenn's soul to rest without violently destroying her." - ] + ], + "id": "01e" }, { "type": "entries", @@ -6493,9 +6548,11 @@ "page": 30 }, "If a character is looking to borrow or purchase mounts from {@creature Dindar|Ar1} or {@creature Rosskar|Ar1}, they must succeed on a {@dc 15} Charisma ({@skill Persuasion}) check. They can make the check with advantage if they appeal to the visitors' interests." - ] + ], + "id": "020" } - ] + ], + "id": "01a" }, { "type": "entries", @@ -6504,7 +6561,8 @@ "entries": [ "{@creature Buckton|Ar1} shows the characters around her dusty but organized ranch, where she has over a dozen {@creature warhorse mount|Ar1|warhorse mounts} available for rent or purchase. Renting a {@creature warhorse mount|Ar1}, including tack, costs 40 gp per day, and they can be {@item warhorse|XPHB|purchased outright for 400 gp} (though the characters may also be allowed to keep their mounts as a reward, as described in \"Aftermath,\" below).", "{@creature Buckton|Ar1} also has a rowdy {@creature owlbear mount|Ar1} in the back stable that she hasn't been able to tame yet. She's willing to give the owlbear away to whomever succeeds at taming the monstrosity, as long as she isn't blamed for any injuries they incur while doing so." - ] + ], + "id": "021" }, { "type": "entries", @@ -6529,15 +6587,18 @@ "page": 30, "entries": [ "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." - ] + ], + "id": "024" } - ] + ], + "id": "023" } ] }, "The characters can attempt to negotiate with {@creature Tenn Drakes|Ar1|Tenn} during combat. If they challenge her to compete in this year's rally, her demeanor changes: her posture straightens, and a fire ignites within her sunken eye sockets.", "In a low, raspy tone, she tells the characters, \"See you out on the field,\" and tips her decaying hat at them. The undead riders abruptly vanish." - ] + ], + "id": "022" }, { "type": "entries", @@ -6562,7 +6623,8 @@ "If the characters challenged {@creature Tenn Drakes|Ar1|Tenn} to compete, she arrives with a thunderous boom at the start of the second round, mounted on Nash at the center of the field. They attack aggressively, but follow the rules of the game as {@creature Tenn Drakes|Ar1|Tenn} tries to claim the banner.", "If {@creature Tenn Drakes|Ar1|Tenn} herself hoists the banner, the rest of the undead riders (see the \"Outskirts\" section, above) appear. They ruthlessly attack anyone on the field (including {@creature Tenn Drakes|Ar1|Tenn} and Nash) until the rally is over, and then vanish once more. If {@creature Tenn Drakes|Ar1|Tenn} is destroyed before the end of the rally, the hellish flames erupt from the ground, causing the entire field to burn in a fire that lasts for one week and cannot be extinguished by any means. Nash's cries echo throughout Rashkar while the field burns. The first time a creature enters the fire on a turn or starts its turn there, it takes 5 ({@damage 1d10}) fire damage.", "If {@creature Tenn Drakes|Ar1|Tenn} survives, the fire in her eyes burns bright white and her posture relaxes. She returns the banner to its starting position if she won, or she approaches the winner to shake their hand. If {@creature Chu'Ratha|Ar1} is nearby, they share a long, wordless stare before she tosses her hat over to him. {@creature Tenn Drakes|Ar1|Tenn} then rides off on Nash into the Ethereal Plane." - ] + ], + "id": "025" }, { "type": "entries", @@ -6581,9 +6643,11 @@ ] }, "If Tenn survives the rally, {@creature Chu'Ratha|Ar1} and {@creature Buckton|Ar1} also gift the characters with any horses that they rented from Buckton's stable." - ] + ], + "id": "026" } - ] + ], + "id": "019" }, { "type": "section", @@ -6622,9 +6686,11 @@ } ] } - ] + ], + "id": "027" } - ] + ], + "id": "00c" }, { "type": "section", @@ -6649,7 +6715,8 @@ "{@i They call him \"traitor.\" Heretic. Apostate. {@color Recreant.|--rgb-name}}", "{@i But before that, they called him the Shard of Dawn.}", "{@i Uqaviel is a cunning celestial villain, fallen from the planes of light. Betrayed by a fellow archangel, he was cast out, deemed the great apostate of the heavens, and bound to the Material Plane for sins he did not commit. This article delves into Uqaviel's history and multiple ways to run him as an effective villain, from facing the angel that betrayed him to witnessing how he severed the bonds between the Material Plane and the great celestial realms.}" - ] + ], + "id": "029" }, { "type": "section", @@ -6659,7 +6726,8 @@ "How glorious he was in his height! A favored vassal of his god, Uqaviel ascended from planetar to archangel after millennia of devotion and was awarded the title \"the Shard of Dawn.\" The missions he undertook involved the great balancing of time, space, and gravity among the planes. He not only maintained the forces of balance, but also fought against fiendish hordes that sought to upheave the equilibrium of planar power. Material, celestial, and infernal planes, he balanced them all: he was a vessel of light striking against the forces of evil, ensuring that their dark rituals never completed the rise of darkness.", "His favorite work was in the Material Plane. Under the hand of the Shard of Dawn, the worlds of the Material Plane, balanced on a delicate tapestry of woven magic, continued in their ever-circular dance. As he navigated the worlds around the sun and stars and ensured their continued day and night, Uqaviel took great joy in the artistry and splays of color in each transition, and he contemplated that beauty\u2014the beauty of everything neatly balanced and arrayed in the fires of the dawn.", "The dawn is, after all, the beautiful cusp where morning and night dance. A perfect balance." - ] + ], + "id": "02a" }, { "type": "section", @@ -6671,7 +6739,8 @@ "Her betrayal left several solars and more planetars dead after a consuming assault on a holy building. She wielded the dawnfire\u2014a stunning celestial blaze that left the cathedral in ashes. Uqaviel, known for his love of the dawnfire and framed for the sin, was left to take the blame for the slaughter. His protestations of innocence were ignored by his once-friends; with archdevil magic empowering each twisting word, Anahita spoke truth to the host's holy ears, and Uqaviel could not escape judgment.", "For this crime, Uqaviel was cast out and bound to the Material Plane, damned to repent for his actions for millions of millennia\u2014the combined lifetimes of all the fallen celestials. Uqaviel knows Anahita is responsible for his downfall, but he has never found proof.", "But unknown to everyone, including Anahita, devils keep meticulous records of their dealings. The evidence Uqaviel needs to prove his innocence lies buried in the infernal realms." - ] + ], + "id": "02b" }, { "type": "section", @@ -6714,7 +6783,8 @@ ] }, "It's also possible to use Uqaviel as an ally from the start, by having him approach the party, reveal Anahita's treachery, and beg their assistance in restoring him to the heavens. This omits the unfolding mystery and the tragic anger of the story, but it suits a campaign that already involves archdevils, as the characters will have to contend with the hordes of devils Anhita used to overthrow the celestial realms." - ] + ], + "id": "02d" }, { "type": "entries", @@ -6781,9 +6851,11 @@ }, "A high-level party can challenge and defeat Anahita, though she has no end of followers that the characters must cut through before they can reach her. She secretly trades away small worlds and fragments of the celestial realms to her new infernal allies, making the imbalance all the more apparent, while placing the blame on Uqaviel's treachery. This gives her a number of infernal underlings that strike out to protect her.", "The characters don't have to face Anahita directly, however. They can also delve into an infernal plane to find records of her dealings with the devils and expose her treachery to the heavens. There are many challenges and dangers in Hell, but presenting the contract to the divine council who cast Uqaviel out of the celestial realms ensures that Anahita faces justice and Uqaviel is redeemed as the great balancer of the skies. They can find her contract in the clutches of Thalrezon, the Withering Arbiter, who stands at the bench of bone and rot\u2014will the characters make a deal with him, or will they wield steel against Thalrezon to obtain the truth?" - ] + ], + "id": "02e" } - ] + ], + "id": "02c" }, { "type": "section", @@ -6828,7 +6900,8 @@ }, "Once severed, the world can be healed again. If the characters prove Uqaviel's innocence and he's reinstated in his former role, his first task is to undo his ritual and restore balance to the planes. The characters could also search for a higher power to restore balance, or you can come up with another quest they must undertake to reestablish planar balance.", "Uqaviel assists or works against the party depending on the relationship they have built with him. Alternatively, if the party has a relationship with Anahita, she might help them hunt Uqaviel once his ritual is complete, sealing his place in history as the Recreant." - ] + ], + "id": "02f" }, { "type": "section", @@ -6843,7 +6916,8 @@ "entries": [ "Uqaviel is a master of controlling the battlefield\u2014and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his {@i Chakram of the Firmament} and the most obvious ranged threat with his {@i Chakram of the Mantle}. Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn's Fury.", "In his exile, Uqaviel has made only a few trusted allies out of other celestials spurned by the heavens. He refuses to ally himself with fiends or other dark forces. If he has not completed his ritual, Uqaviel escapes as quickly as possible (by teleporting or flying away) when a fight is not going in his favor. If his ritual is successfully completed, Uqaviel fights to the death unless his opponents convince him that it's not too late for him to surrender and be restored to his former glory." - ] + ], + "id": "031" }, { "type": "image", @@ -6870,7 +6944,8 @@ "entries": [ "Anahita is most effective at range, and she avoids engaging enemies on unfavorable terrain. If she picks her arena, it has a high ground she can control; if taken unaware, she immediately seizes the highest point. She opens combat with a Blinding Arrow to disable her foes and strikes as many enemies as possible with a Piercing or Bursting Arrow. As the fight continues, she uses legendary actions to stay out of reach and weakens pressing threats with Blinding Gaze or Enervating Arrow.", "If she's acting as a holy archangel, Anahita could be accompanied by {@creature deva||devas} or a {@creature planetar}. If there's no need for deception, she could have several {@creature erinyes} or {@creature horned devil||horned devils} at her service. When it's clear that Anahita can't win an encounter, she attempts to teleport away and turns {@condition invisible} to flee. However, if escape isn't an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side." - ] + ], + "id": "032" }, { "type": "image", @@ -6890,9 +6965,11 @@ "page": 38, "style": "inset" } - ] + ], + "id": "030" } - ] + ], + "id": "028" }, { "type": "section", @@ -6978,9 +7055,11 @@ "{@b Sadie Lowry} is a best-selling author, designer, editor, and artist from the mountainous sprawls of Utah. In addition to several beloved Eberron adventures, her work includes popular releases such as {@i Darkhold: Secrets of the Zhentarim}, {@i The Adventurer's Domestic Handbook}, and the recent smash hit {@i Eyes Unclouded}. When she isn't working full time at a book publisher, you can find her playing D&D, making new recipes, or traveling the world. Connect with her on Twitter @incandescaent or on her profile at {@link https://www.sadielowry.com/}." ] } - ] + ], + "id": "034" } - ] + ], + "id": "033" }, { "type": "section", @@ -6996,7 +7075,8 @@ "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.pdf}", "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.pdf}" - ] + ], + "id": "036" }, { "type": "entries", @@ -7006,9 +7086,11 @@ "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote1.jpg}", "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote2.jpg}", "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote3.jpg}" - ] + ], + "id": "037" } - ] + ], + "id": "035" }, { "type": "section", @@ -7051,15 +7133,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 1. Copyright 2021, MCDM Productions, LLC. Authors: Willy Abeel, Leon Barillaro, Gabe Hicks, Sadie Lowry, Matt Colville, and James Introcaso" - ] + ], + "id": "03b" } - ] + ], + "id": "03a" } - ] + ], + "id": "039" } ] } - ] + ], + "id": "038" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 19.json b/book/MCDM Productions; Arcadia Issue 19.json index f3240201c..3a93b971f 100644 --- a/book/MCDM Productions; Arcadia Issue 19.json +++ b/book/MCDM Productions; Arcadia Issue 19.json @@ -34,10 +34,10 @@ "monster", "monsterFluff" ], + "edition": "one", "dateAdded": 1726660067, "dateLastModified": 1729672914, - "_dateLastModifiedHash": "81f5abf1a7", - "edition": "one" + "_dateLastModifiedHash": "81f5abf1a7" }, "item": [ { @@ -2122,7 +2122,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about {@i ARCADIA} and more!", "{@link mcdm.gg/discord|http://mcdm.gg/discord}" - ] + ], + "id": "001" }, { "type": "hr" @@ -2133,7 +2134,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Cursed Treasures, Divine Trials: Shadows of the Moon, Break In Case of TPK, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -2148,7 +2150,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -2170,7 +2173,8 @@ "skipMarks": true, "skipItalics": true } - ] + ], + "id": "003" }, { "type": "section", @@ -2195,7 +2199,8 @@ "by Jacky Leung", "", "{@b Content Warning: This article contains items with horrible curses that can lead to imprisonment, false visions, and additional character flaws.}" - ] + ], + "id": "005" }, "After clearing out the tomb of the undead necromancer Lazurith, you discover a golden scepter embedded with gemstone. Unaware of the ominous shadow trapped within it, you bond with the item. A flurry of visions assails your mind, each worse than the last. Once the nightmares cease, a voice whispers, \"Your doom is nigh.\" Days of referencing different historical journals later, you believe the ornate relic to be the {@item Scepter of the Unanointed|Arcadia19}, but it's too late\u2014the item's curse has you.", "This article contains rules for creating cursed items, as well as three new cursed items, their legends, and rules for cleansing their curses.", @@ -2225,7 +2230,8 @@ ] }, "When creating the legend behind a cursed item, it can be helpful to take inspiration from fables, myths, and folktales (such as {@link Prometheus's ring|https://eragem.com/news/prometheus-and-the-first-finger-ring/}, or Hephaestus's {@link Necklace of Harmonia|https://en.wikipedia.org/wiki/Necklace_of_Harmonia}), as well as urban legends (such as how {@link paintings of crying children always lead to house fires|https://www.atlasobscura.com/articles/crying-boy-painting-fires}, or {@link how families cover mirrors after death|https://hazlitt.net/feature/behind-draped-mirror}). The story behind the item can be purposeful and vengeful, or it can simply be eerie and tragic. The scope can be small and individual, or large enough to influence entire nations." - ] + ], + "id": "007" }, { "type": "entries", @@ -2243,9 +2249,11 @@ ] }, "When using cursed items, it's important to establish your group's social contract before implementing the item. Ask for a player's consent before the curse affects their character, and describe how the curse can affect them. If a curse alters a character's personality, mitigates a player's or character's agency, or introduces elements that break the spirit of the current narrative, discuss this with your players and amend the effects accordingly to suit the group's story and comfort level. For example, a cursed item bent on the destruction of dragons can impart a new ideal where the character believes dragons should be extinguished from the world, but you should only use such a curse if the players are comfortable with it." - ] + ], + "id": "008" } - ] + ], + "id": "006" }, { "type": "section", @@ -2404,9 +2412,11 @@ ] }, "You can substitute any virtue with another that best suits your narrative or setting." - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -2420,7 +2430,8 @@ "page": 5, "entries": [ "When you cast a spell using the rod's Anointed Spells property, you can target one additional creature within the spell's range." - ] + ], + "id": "00e" }, { "type": "entries", @@ -2428,7 +2439,8 @@ "page": 5, "entries": [ "Whenever a creature you can see within 60 feet of you is reduced to 0 hit points while you are holding this rod, you can use a reaction to stabilize the target. Once you use this property, it can't be used again until the next dawn, unless you expend a spell slot of 4th level or higher to use it again." - ] + ], + "id": "00f" }, { "type": "entries", @@ -2436,11 +2448,14 @@ "page": 5, "entries": [ "You add {@spell holy aura} spell to the list of spells that can be cast using the rod's Anointed Spells property. When cast from the rod, the spell has a range of a creature you can touch." - ] + ], + "id": "010" } - ] + ], + "id": "00d" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -2489,7 +2504,8 @@ "Flames and chains danced in a duel mismatched.", "\"The devil perished, ashes for remains,", "The land's sins echo like rattling chains.\"" - ] + ], + "id": "012" }, { "type": "statblock", @@ -2511,9 +2527,11 @@ "page": 7, "entries": [ "Locating Rosamund requires entering the prison demiplane, either by failing the saving throw from the boots' curse or by casting a {@spell plane shift} spell or similar magic. Once in the prison, the characters must brave the ethereal, ghostly labyrinth and confront all five of the {@creature chain devil|MM|chain devils}, each a hero from the knight's crusades. A character can convince a {@creature chain devil} to stop fighting and follow them out of the maze with a successful {@dc 15} Charisma ({@skill Persuasion}) check. If a {@creature chain devil} leaves the demiplane, their soul passes into the afterlife. If a devil is destroyed, they return to life in the prison after 24 hours. Once Rosamund returns to the afterlife, the boots are cleansed and lose the Curse property. For each additional knight released from the prison, the boots' Chains of Guilt property gains an additional use." - ] + ], + "id": "014" } - ] + ], + "id": "013" }, { "type": "entries", @@ -2527,7 +2545,8 @@ "page": 7, "entries": [ "While wearing these boots and using the Ghostwalker property to travel the Ethereal Plane, you are under the effects of a {@spell freedom of movement} spell." - ] + ], + "id": "016" }, { "type": "entries", @@ -2535,11 +2554,14 @@ "page": 7, "entries": [ "You can use an action to conjure ghostly chains that attempt to ensnare each creature of your choice that you can see within 30 feet of you. A target must make a {@dc 17} Dexterity saving throw. On a failed save, the target takes {@damage 5d8} psychic damage and their speed is halved until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected. You can use this feature a number of times equal to the number of knights freed from cleansing the boots (minimum of 1), and you regain all expended uses daily at dusk." - ] + ], + "id": "017" } - ] + ], + "id": "015" } - ] + ], + "id": "011" }, { "type": "entries", @@ -2581,7 +2603,8 @@ "entries": [ "Finding Aldren Cato's tower isn't difficult, but the region is in a dangerous political and militaristic deadlock between several nations and factions. Even after the adventurers breach the multitude of obstacles and encampments, the supposedly abandoned tower is littered with spatial and temporal distortions. When a creature enters a new room in the tower, they must succeed on a {@dc 12} Charisma saving throw or jaunt {@dice 1d20} years into the past (odd die roll) or future (even die roll). If the amulet is cleansed, a creature returns to their original timeline.", "The Oracle Engine is located at the observatory at the top of the tower and held in temporal stasis, allowing it (and any items placed in it, such as the amulet) to appear across all timelines. An adventurer can attempt to align the Oracle Engine to present reality with a successful {@dc 15} Intelligence ({@skill Arcana} or {@skill History}) check made as an action. On a failed check, the Oracle Engine is misaligned, and a powerful {@creature time wraith|Arcadia19} (see \"Time Wraiths\") emerges to drain the temporal energy of creatures in the chamber. After five successful alignment adjustments, any {@creature time wraith|Arcadia19|time wraiths} disappear. Aldren Cato manifests to thank and reward the characters for freeing them from the different timelines. Aldren willingly parts with the amulet as a show of thanks, and the amulet loses the Curse property and gains additional features." - ] + ], + "id": "01a" }, { "type": "entries", @@ -2603,9 +2626,11 @@ "type": "entries", "entries": [ "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}24 ({@damage 6d6 + 3}) psychic damage and the target becomes older or younger (wraith's choice) by a number of years equal to the damage taken. This aging effect is reversed when the target finishes a long rest. The time wraith also gains temporary hit points equal to the damage taken." - ] + ], + "id": "01d" } - ] + ], + "id": "01c" } ] }, @@ -2617,9 +2642,11 @@ "page": 9, "collapsed": true } - ] + ], + "id": "01b" } - ] + ], + "id": "019" }, { "type": "entries", @@ -2633,7 +2660,8 @@ "page": 9, "entries": [ "You always know the location of any star or constellation in the night sky, and the amount of time left before the next major cosmic event such as solstices, eclipses, convergences, or alignments." - ] + ], + "id": "01f" }, { "type": "entries", @@ -2662,7 +2690,8 @@ } ] } - ] + ], + "id": "020" }, { "type": "entries", @@ -2670,15 +2699,20 @@ "page": 9, "entries": [ "While peering through the amulet, you can gaze into the potential future of an area covering a 1,000-foot-cube originating from you. For each consecutive minute spent peering through the amulet, you can see 1 hour into the future (maximum 24 hours). The events you see unfold are only a possible future, which the amulet provides no context for aside from what you witness. Within a number of hours equal to the time you looked into the future, you can benefit from this foresight by making one ability check, attack roll, or saving throw with advantage within the area. Once used, this property can't be used again for 7 days, unless you expend a spell slot of 9th level to use it again." - ] + ], + "id": "021" } - ] + ], + "id": "01e" } - ] + ], + "id": "018" } - ] + ], + "id": "009" } - ] + ], + "id": "004" }, { "type": "section", @@ -2701,7 +2735,8 @@ "entries": [ "{@style A mythic trial to confront the heroes' darkest selves|dnd-font;large}", "by Sadie Lowry and Amber Litke" - ] + ], + "id": "023" }, { "type": "inset", @@ -2716,7 +2751,8 @@ "skipMarks": true, "skipItalics": true } - ] + ], + "id": "024" }, "The {@loader ARCADIA 17|book/MCDM Productions; Arcadia Issue 19.json} article \"Divine Trials: Glory of the Sun\" introduced a series of three connected celestial trials built by divine creators to test and refine heroes. The sun trial examines the heroic penchant for pride and ambition. The second of these tests, the moon trial, is a series of challenges that asks each character to face their own darkness.", "\"Shadows of the Moon\" is designed for four 5th-level characters. Part three of Divine Trials\u2014the star trial\u2014will appear in a future issue of {@i ARCADIA}. Each article provides lore and hooks, while the last article will provide suggestions for tying all three adventures together.", @@ -2735,7 +2771,8 @@ "entries": [ "Over centuries, a deity of wisdom grew increasingly frustrated with how those who have the potential for great acts of goodness can also cause great harm. With increased influence, power, and opportunities to change the world, a flawed hero has a greater chance to hurt others. The wisdom deity thus joined hands with a moon deity, and together they created the moon trial, tasking the moon deity's angel Artimitei to be its divine arbiter. Under her direction, heroes would see and face their faults under the light of the moon, with the hopes of heading off their worst inclinations as they approached ever-greater renown.", "As GM, you can create new lore for the moon trial as you see fit. Artimitei (room three) and Falathin (room one) are Celestial agents who might have additional connections to your campaign. Likewise, the moon trial can be made to manifest anywhere that heroes are in need of the lessons it can teach. Its entrance point typically appears as a curved archway in a place touched by both light and shadow: a mossy stone in the midst of the woods, a crumbling brick wall in a ruined village, a cavern entrance slick with water and fungi, and so forth. The moon trial's door always looks mysterious and eerie, as if hiding much in the unseen spaces beyond." - ] + ], + "id": "026" }, { "type": "entries", @@ -2751,7 +2788,8 @@ "After an incident in which the party was compromised by one or more of the characters' faults or weaknesses, the archway entrance to the moon trial appears before the characters as an invitation to confront those weaknesses." ] } - ] + ], + "id": "027" }, { "type": "entries", @@ -2760,7 +2798,8 @@ "entries": [ "The divine forces that forged the celestial trials won't be satisfied with every solution a so-called hero might use to pass the trials' challenges. Characters who circumnavigate (read: cheat) the trials by skipping them, such as with the {@spell dimension door} spell, or by killing NPCs in non-combat challenges, find themselves redirected to the beginning of the challenge they sought to avoid with everything as it was when they first entered the room. This shouldn't dissuade creative and unconventional problem solving\u2014 thinking outside the box is encouraged, but cheating has consequences.", "If necessary, a disembodied divine voice tells heroes that their character is being tested, not their skullduggery, or gives a more direct warning. Killed NPCs don't need to remember their deaths, unless the GM wants to add a social consequence for violence, but killing a foe won't bring the characters any closer to success." - ] + ], + "id": "028" }, { "type": "entries", @@ -2769,9 +2808,11 @@ "entries": [ "The challenges of the moon trial require you as the GM to lean on the weaknesses of the characters. Prior to running the moon trial, think about whether any of the following are faults of any of the characters: cowardice, greed, recklessness, or wrath. If a character has more than one fault (many do!), pick the most prominent or problematic to address in the moon trial. Depending on the players, it might be prudent to discuss their characters' faults and whether they agree with your interpretation of them. This trial is much more satisfying with player buy-in.", "If a character's faults don't include one of the four faults noted above, you can choose whichever fault feels closest for the character, perhaps by having a conversation with the player. For example, you might select greed for a character whose fault is envy, either by spinning their envy as an avaricious desire for the things others have, or by adjusting the greed-based sections of the trial to lean into a rapacity for those things. Alternatively, if no suggested fault feels close enough, you can use the challenges as a guideline to create a customized experience that better fits the characters, both narratively and mechanically." - ] + ], + "id": "029" } - ] + ], + "id": "025" }, { "type": "hr" @@ -12610,11 +12651,13 @@ "What secrets have you feared to share?" ] } - ] + ], + "id": "02b" }, "Underneath the poem, a single line appears, glowing slowly brighter until it gleams: \"Face your darkness.\"", "The light above begins to wane until it is a dim sliver of silver once again. At the same time, an arched doorway opens in the wall in front of you." - ] + ], + "id": "02a" }, "Any character who has a passive Wisdom ({@skill Perception}) score of 16 or higher sees the darkness in the unlit areas of the ceiling shifting and flickering, as if something is alive in the shadows. Immediately after a character notices the effect, it ceases." ] @@ -12682,7 +12725,8 @@ "entries": [ "The archway opens into a round room, slightly larger than the entrance antechamber, and illuminated by light radiating from the walls and the domed ceiling. Fine murals are set along the walls, each depicting a different figure\u2014but each figure's torso is sundered by an enormous black gash with some sort of object set within. In eerie contrast to the violent emptiness where their hearts should be, each of the figures is smiling.", "Across the room, a translucent silver-blue dragon rises from the ground. Moonlight appears to ripple over his scales as he moves. Though he doesn't open his mouth, his voice rings in your mind, causing an unnatural chill to thread through you and trickle down your spine. \"What do you know of yourselves? We will see.\"" - ] + ], + "id": "02c" }, "The cracks in the murals extend into the wall. Within each crack, right where the depicted figure's heart would be, is an item related to the fault of the character the mural alludes to:", { @@ -12745,7 +12789,8 @@ "entries": [ "In their vision, the character hides in the shadows of an alley as they see someone important to them\u2014perhaps a party member, a family member, or a beloved NPC\u2014surrounded by armed forces, spears and swords pointed at them. One of the victim's aggressors laughs darkly, jerking up their chin with the tip of a blade. \"Abandoned at the last second. You should know better than to run with cowards.\" The crowd of aggressors moves in.", "A character who intervenes in the impending assault succeeds on this challenge. A character who doesn't fails the challenge." - ] + ], + "id": "02e" }, { "type": "entries", @@ -12755,7 +12800,8 @@ "In the vision of greed, the character finds themself holding something they crave: gold, jewels, a rare magic item, a deed to an important piece of land, a crown, or anything else they desire. They stand in a dark hall and hear shouting behind them, the aggressive voices saying, \"Which way did they go!?\" and \"I've lost them!\"", "It appears as though the character has almost succeeded at a great heist. But then standing before them in the dark hall, they see someone they could easily overpower\u2014 perhaps an injured guard, an elderly servant, or a child. Alternatively, a character with a history of theft might see someone they have stolen from before, or who has stolen from them. Whoever it is, that person requests the treasure from them. The sounds of the guards nearby grow louder, creating a sense of urgency.", "A character who surrenders their treasure succeeds on this challenge. A character who doesn't fails the challenge." - ] + ], + "id": "02f" }, { "type": "entries", @@ -12764,7 +12810,8 @@ "entries": [ "In this vision, the character sees an unusually long corridor ahead of them, at the end of which is something they want desperately to reach. This could be an object, but might also be a person, a location, or some other intangible desire. However, the character has no way to tell that the hall is filled with dangerous and potentially deadly traps.", "A character who shows caution and forethought in moving down the hall succeeds on this challenge. A character who doesn't fails the challenge." - ] + ], + "id": "030" }, { "type": "entries", @@ -12773,7 +12820,8 @@ "entries": [ "In the vision of wrath, the character finds themself in a prison cell, where a guard mocks them for letting their temper get the better of them again. A snobby noble with a demeaning sneer enters the cell, telling the character they are willing to overlook this little situation if the character is willing to apologize for their behavior. Depending on the character, this apology could be for anything from publicly deriding the noble to assaulting them.", "A character who sincerely apologizes succeeds on this challenge. A character who doesn't fails the challenge." - ] + ], + "id": "031" }, { "type": "insetReadaloud", @@ -12787,7 +12835,8 @@ "page": 15, "entries": [ "This is the fastest way to jeopardize a character's good judgment. Maybe they face a rival they would loathe losing to. Maybe you tempt them with what they've always wanted. Maybe they face what they fear most. Ask yourself why this character gives in to their faults, then make them confront that." - ] + ], + "id": "033" }, { "type": "entries", @@ -12795,7 +12844,8 @@ "page": 15, "entries": [ "Each of the visions should take a few minutes tops, and should feature a slightly less obvious right answer and a slightly more obvious wrong answer. Coming up with the wrong answer (such as a character running away from someone chasing them) should be easy. Figuring out the right answer (such as a character turning themself in) should take a little more effort." - ] + ], + "id": "034" }, { "type": "entries", @@ -12803,7 +12853,8 @@ "page": 15, "entries": [ "Why does a character do what they do? Are they afraid of consequences? Convey how devastating the consequences would be if they're caught attempting a risky activity, or promise them safety if they succumb to temptation. Do they want praise? Have NPCs praise them for doing the wrong thing. Remember what makes a character tick and promise them the world." - ] + ], + "id": "035" }, { "type": "entries", @@ -12811,7 +12862,8 @@ "page": 15, "entries": [ "For long-term characters, make them revisit old mistakes from previous adventures in the campaign! See if they've learned anything since those mistakes were made." - ] + ], + "id": "036" }, { "type": "entries", @@ -12819,11 +12871,14 @@ "page": 15, "entries": [ "The player determines whether their character has grown enough to overcome this challenge, not the GM. Each challenge has a minor reward for success and a minor detriment for failure, but players should be encouraged to lean into roleplaying and do what their character would truly do. That said, if a player doesn't think their character would succeed on the challenge, don't make it harder for them. Especially for longterm characters, give them the win in the name of character growth." - ] + ], + "id": "037" } - ] + ], + "id": "032" } - ] + ], + "id": "02d" } ] }, @@ -12838,7 +12893,8 @@ "page": 16, "entries": [ "The doorway opens into a silvery stone hallway that ends at an intersection, the corridor turning left and right. Faint fog drifts through the air, with the only light in the hallway coming from the mural room behind you." - ] + ], + "id": "038" }, "These maze-like corridors have 10-foot-high ceilings. The fog here is chill and damp, and the air feels thinner than usual. Each noise or movement made in this area, even the faintest whisper or the slightest shuffle of a foot on the floor, echoes down the connected hallways.", "As soon as the last character steps through into the hallway, the arched doorway in the mural room slams shut and vanishes, leaving the party in darkness. This entire area is filled with magical shadow, which can't be seen through regardless of ancestral traits, class features, or equipment. However, a few seconds after the doorway vanishes, each character who passed the challenge in the first room can see through the magical shadow, perceiving the area as if it were brightly lit.", @@ -12860,7 +12916,8 @@ "page": 17, "style": "inset" } - ] + ], + "id": "039" } ] }, @@ -12877,7 +12934,8 @@ "entries": [ "The whole ceiling begins to brighten, showing off the six gleaming columns that support it, and the murals across the floor that depict the night sky. The light then fades again, as if marking the progression from the bright full moon back to the dark new moon\u2014 and in that shadow, a celestial figure in silver armor now faces you, a tall and solemn woman with ornate silver armor and massive silvery wings. The feathers of her wings grow wispy at their ends, nearly translucent in the waxing moonlight.", "\"I am Artimitei,\" she says in soft greeting. \"Your last task is at hand, but it is the most difficult. Are you prepared?\"" - ] + ], + "id": "03a" }, "The {@creature deva|MM} {@creature Artimitei|Arcadia19} (ar-tim-EE-teh, she/her) is the divine arbiter of the moon trial. No matter what the characters answer, she nods, stepping back and raising one hand.", { @@ -12888,7 +12946,8 @@ "The ceiling's light above cycles again. As the room brightens, you face a group of silvery figures with eerie bright-white eyes.", "Yourselves.", "Holding your weapons and bearing your faces, these shadow selves speak in unison. \"Come. Confront yourselves.\" Moving forward, they raise weapons and attack." - ] + ], + "id": "03b" }, { "type": "image", @@ -12920,7 +12979,8 @@ "We suggest prepping ahead of time and treating this part of the adventure as a \"build-an-encounter\" workshop, taking your favorite parts to create a fight that will resonate with the players and their characters. Do the players like being tactical, so that they'll appreciate the challenge of the characters needing to physically overcome themselves? Perhaps you can use their character sheets but leave out the benefits, drawbacks, or lair actions. Or do you want to focus on the roleplaying instead of the mechanics? You could use the suggested stat blocks, leave out the lair actions, and focus on the benefits or drawbacks.", "You could also give each stand-in stat block a few key abilities of the character they represent. Alternatively, give them attacks or traits that tie into their character's fault, like those of the {@creature crescent devourer|Arcadia19} (see room two).", "The challenge of this section offers many ways to approach it, and if some aspect of the encounter doesn't add to the challenge or the narrative for you, you're wholly encouraged to discard it. All that matters is that the characters come out feeling triumphant." - ] + ], + "id": "03c" }, { "type": "entries", @@ -12950,9 +13010,11 @@ "This combat should be a moment of triumph. The moon trial is about each character overcoming their worst self\u2014but for some characters, that might not be through combat!", "At your discretion as GM, reward attempts to peacefully resolve this scenario. If a character (especially a wrathful or reckless one) refuses to fight, you could have their shadow self stop fighting, too. You might also allow a character to attempt to talk their shadow self down with {@dc 12} Charisma ({@skill Persuasion}) checks, either to claim they don't want to be that way or to convince the shadow self that their twisted beliefs are wrong.", "A character could recount how they've worked to overcome their fault, and if their examples are strong enough, their shadow self could stop fighting\u2014or might even join the party's side against the other shadow selves. If each character peacefully denies their shadow selves before they are defeated, the shadows might call forth {@creature Artimitei|Arcadia19} and request additional benefits for the characters, as they have shown great resolve in being better than before." - ] + ], + "id": "03e" } - ] + ], + "id": "03d" }, { "type": "statblock", @@ -12973,7 +13035,8 @@ "page": 20, "entries": [ "As the shadow selves mock the characters for \"pretending,\" you can grant them minimal buffs for having freed themselves from that pretense. Wrathful shadows can deal an extra {@damage 1d6} damage with their brutal attacks. Cowardly shadows gain {@dice 1d6} temporary hit points each round that they stay back. Reckless shadows can deal {@damage 2d6} damage to a second character when they use their entire turn on offensive actions. Greedy shadows can roll a {@dice d4} and add it to an attack roll or saving throw each round that they pursue a character carrying what they desire. Keep these buffs minimal but combine them with the shadow selves' mocking, as they demonstrate to the characters how much stronger they could be if they'd only give in to their faults." - ] + ], + "id": "040" }, { "type": "entries", @@ -12981,7 +13044,8 @@ "page": 20, "entries": [ "Alternatively, reward the characters for not giving in to their faults. You might give reckless characters an extra {@damage 1d6} damage on a second target when they fight tactically instead of impulsively. Cowardly characters might gain {@dice 1d6} temporary hit points when they're brave. Wrathful characters could deal an extra {@damage 1d6} damage when they don't fall for the shadow selves' taunts. And greedy characters could be allowed to roll a {@dice d4} and add it to an attack roll or saving throw on a round in which they aid an ally. Keep the buffs minimal, and combine them with jeering as the shadow selves accuse the characters of denying who they truly are!" - ] + ], + "id": "041" }, { "type": "entries", @@ -12989,9 +13053,11 @@ "page": 20, "entries": [ "Alternatively, you can reward the characters for giving in to their faults. Buff them the same way you'd buff the shadow selves, and combine this with the shadow selves' praise for the characters acknowledging their true nature. If you choose this third option, give any character who resisted these actions and buffs an additional reward at the end of the adventure, such as a {@item gem of brightness}, a {@item lantern of revealing}, or a {@filter similar uncommon magic item|items|source=|type=|rarity=uncommon}." - ] + ], + "id": "042" } - ] + ], + "id": "03f" } ] }, @@ -13011,7 +13077,8 @@ "page": 21, "style": "inset" } - ] + ], + "id": "043" }, { "type": "section", @@ -13027,7 +13094,8 @@ "A fog-filled room gives each character individual hallucinations and visions of their companions harming them in ways that align with those companions' faults. Can the characters see through the visions before combat breaks out between them?" ] } - ] + ], + "id": "044" }, { "type": "section", @@ -13036,9 +13104,11 @@ "entries": [ "If the characters don't already know of the sun trial and the star trial, {@creature Artimitei|Arcadia19} can explain the setup of the trials to them. She keeps their full details secret, but reveals that the sun trial is about characters tempering their ambitions, while the star trial is about bonds. {@creature Artimitei|Arcadia19} also doesn't reveal how or where to find the other two trials. Instead, she smiles mysteriously, saying, \"Heed not your impatience, for greatness will come in its time.\"", "The angel then snaps her fingers, teleporting the characters to the place where they entered the moon trial. The arched doorway has vanished, awaiting the next heroes in need of the lessons the moon trial can teach." - ] + ], + "id": "045" } - ] + ], + "id": "022" }, { "type": "section", @@ -13061,7 +13131,8 @@ "entries": [ "{@style All the player characters died ... now what?|dnd-font;large}", "by Justice Ramin Arman and Anthony Joyce-Rivera" - ] + ], + "id": "047" }, "This article is an emergency toolkit for game masters to get their campaign back on track after a total party kill (TPK). Whether the whole party was killed accidentally or on purpose\u2014you know what you did ... honestly, we're kind of impressed at your deviousness\u2014these encounters prevent TPKs from abruptly ending your campaign. Discuss character death with your players so you know whether they want to continue playing the same characters after a TPK. If they do, keep reading!", "We've crafted four encounters to use in case of a TPK\u2014 each is a self-contained event that returns the characters to life so your campaign can resume without issue. The long-term consequences of these encounters purposefully vary to support all styles of gameplay.", @@ -13135,7 +13206,8 @@ "width": 1155, "height": 1419 } - ] + ], + "id": "049" }, { "type": "entries", @@ -13149,7 +13221,8 @@ "page": 23, "entries": [ "The smell of rotten dirt wafts in the air of this small single-room hut as a grandmotherly halfling holds a plump beet over a boiling cauldron in the center of the room. As she lowers the beet into the boiling cauldron, it squirms and squeals, \"I don't wanna die!\" The halfling smiles and exclaims, \"This feisty little one is going to be yummy!\"" - ] + ], + "id": "04b" }, "Agnes hums and stirs her cauldron as she cooks one of her mouthwatering beets. She remains focused on cooking and is unaware that the characters have regained consciousness, only noticing them if they speak loudly or create excessive noise in the cage.", "If Agnes notices the characters regained consciousness, she lovingly asks them who they are and what they did before they died. She has no shame regarding her eating habits, informing them that her fey magic is turning them into beets so she can eat them. She reiterates that they can go about their business afterward when they return to the afterlife. Eating them isn't personal\u2014it's delicious!", @@ -13165,7 +13238,8 @@ "page": 24, "entries": [ "The previous occupant of this cage\u2014the beet Agnes is boiling\u2014wrote a message on this shirt using its beet juice. The message is written in {@language Common} and reads, \"The last thing I remember is being eaten alive by a green dragon. Now I wake up to find myself turning into a beet! I ate a rat and used its bone to pick the padlock. The bone worked fine, but I lack the strength to budge the door! If this is my dying journal entry, remember me as Ignacio Del'Monte\u2014the greatest dragon hoard thief ever to live!\"" - ] + ], + "id": "04d" }, { "type": "entries", @@ -13173,7 +13247,8 @@ "page": 24, "entries": [ "A character who succeeds on a {@dc 13} Intelligence ({@skill Investigation} or {@skill Nature}) check recognizes this bone as a rat's femur. The rat femur is chipped, and a few metal flakes from the padlock are embedded in the bone." - ] + ], + "id": "04e" }, { "type": "entries", @@ -13182,7 +13257,8 @@ "entries": [ "A character using {@item thieves' tools|PHB} or the rat femur can try to pick the padlock, which requires a successful {@dc 14} Dexterity check. Even with the padlock unlocked, characters must muster enough strength to open the enchanted cage door. Characters with a combined Strength score of 30 or more can push open the cage door.", "Alternatively, the characters can attack the wooden cage to escape. The wooden cage has AC 15, 27 hit points, and immunity to poison and psychic damage. If the wooden cage is attacked, its magic produces an audible alarm that shouts the following phrase in {@language Common}: \"Help, the beets are beating me!\" Agnes approaches the cage and scolds the characters for being bad little beats, ordering them to stop trying to break her cage." - ] + ], + "id": "04f" }, { "type": "entries", @@ -13190,9 +13266,11 @@ "page": 24, "entries": [ "Agnes doesn't notice characters exiting the cage if they succeed on a {@dc 15} Dexterity ({@skill Stealth}) check. If she spots the characters sneaking out, Agnes shakes a ladle at them, verbally reprimands them, and orders them to reenter the cage." - ] + ], + "id": "050" } - ] + ], + "id": "04c" }, { "type": "entries", @@ -13210,7 +13288,8 @@ }, "If the characters agree to any of the above bargains, fey magic seals their deal with Agnes as long as she lives. A character who breaches the terms of this bargain is cursed and turns into a beet in 24 hours. While the character is a beet, they lose all their game statistics and have AC 10 and 5 hit points. Killing Agnes or using a {@spell wish} spell or similar magic ends this fey curse.", "If the characters confront Agnes and refuse to bargain with her, she forbids them from leaving and orders them to return to their cage. She attacks the characters if they refuse and, if she defeats them in combat, locks their {@condition unconscious} bodies in her wooden cage (or a new wooden cage if the original cage was destroyed)." - ] + ], + "id": "051" }, { "type": "entries", @@ -13218,11 +13297,14 @@ "page": 24, "entries": [ "When the characters exit Agnes's hut, they find themselves in a location of your choice. If the characters made a bargain with Agnes, she sheds a tear and wishes them well on their adventures\u2014her little beets aren't so little anymore. Agnes is filled with rage if the characters escape her hut unnoticed, but ultimately she soothes her soul by eating spoiled beet pie." - ] + ], + "id": "052" } - ] + ], + "id": "04a" } - ] + ], + "id": "048" }, { "type": "section", @@ -13243,7 +13325,8 @@ "You awaken in a ruined citadel. The roof of the fortress has collapsed inward, revealing the cavern's ceiling easily one hundred feet above you. A ghoulish glow radiates from you and your companions, who are floating and incorporeal.", "You're dead.", "Before you lies a crystal pedestal. A gleaming sword has been plunged into the stone, its pale green blade reflecting your countenance. Nine gemstones decorate its metallic purple hilt, each set into the open mouth of a tiny sculpted skull." - ] + ], + "id": "055" }, "The characters begin this encounter as {@creature ghost|MM|ghosts} that retain their Intelligence, Wisdom, and Charisma scores and skill proficiencies. The forlorn fortress is a magnet, its supernatural pull preventing wayward souls from traveling more than 100 feet from the pedestal, even if they use their Etherealness ability to enter the Ethereal Plane.", "The sword in front of the characters is a {@item nine lives stealer} (which can be any sword you choose) with a number of charges equal to the number of characters in the party. It belongs to {@creature Kotoz the Glutton|Arcadia19}, a cowardly {@creature lich} who lurks in the darkness just beyond the characters' reach.", @@ -13270,11 +13353,13 @@ "entries": [ "An undead man in elaborate silver and black robes emerges from the darkness. The mage's gray flesh is tight against his skull, and he sports a thinning patch of long, wispy white hair. He holds a wand fashioned from a crooked horn, and his teeth clack from a lipless mouth as he speaks in a dry tone.", "\"Blood for blood,\" he wheezes through dead lungs. \"Death is not the end, but a debt is owed. If you wish to return, you must repay it in kind. Take the sword and vow to steal the lives that were stolen from you. Leave the sword and remain trapped here forever.\"" - ] + ], + "id": "057" }, "Kotoz offers the characters a chance at salvation. If they agree to take the blade and use it on their worst enemies within the next 30 days, the lich vows to return their souls to their mortal bodies. If they decline, they must serve the lich as his ghostly thralls in a lair from which they can never escape. If they accept but don't use the sword within the next 30 days, the lich summons four {@creature Invisible stalker|MM|invisible stalkers}, each equipped with a {@item nine lives stealer}, and sends them to kill the characters. When an invisible stalker drops to 0 hit points or loses possession of its weapon, its {@item nine lives stealer} is permanently destroyed and dissipates into shadow, freeing any souls trapped within.", "Each time {@creature Kotoz the Glutton|Arcadia19|Kotoz the Glutton's} {@item nine lives stealer} loses a charge, one of its cloudy, dull gemstones glows with a yellow light, and Kotoz's reflection appears in the blade to congratulate its wielder. When all nine gemstones are lit, Kotoz inspects the souls inside and tells the wielder, \"Your debt is repaid.\" At your discretion, Kotoz can find the souls unworthy and vow to hunt down the characters for their treachery, or he can continue to appear in the blade's reflection even after the deal is fulfilled and tempt its wielder to further his dark deeds." - ] + ], + "id": "056" }, { "type": "entries", @@ -13289,9 +13374,11 @@ "page": 26, "entries": [ "As a last resort, characters can use their incorporeal movement to escape the lich. As an action, a character can attempt to escape by making a {@dc 14} Dexterity ({@skill Stealth}) or Wisdom ({@skill Survival}) check to evade the lich and flee his lair. On a success, the character escapes the lich's lair. On a failure, the character takes 47 ({@damage 6d8 + 20}) force damage as they set off a magic trap and fail to escape. Characters that escape Kotoz's lair remain a {@creature ghost}, and must find and rejoin with their body." - ] + ], + "id": "059" } - ] + ], + "id": "058" }, { "type": "entries", @@ -13300,7 +13387,8 @@ "entries": [ "Though his most potent magic can tear flesh and bring armies to their knees, Kotoz has no shortage of foes on the surface, and mightier heroes than those in the party would like to see the lich die his last death. Venturing out of his lair carries significant risk, but the dark mage still hungers for souls.", "If the characters accept this quest, they not only do the dirty work for him, but they could be corrupted to collect souls for him again in the future. At worst, he thinks, the foolhardy adventurers will fulfill his bargain only to perish again, at which point he'll consume their souls and start anew with a new group of gullible sellswords." - ] + ], + "id": "05a" }, { "type": "entries", @@ -13309,11 +13397,14 @@ "entries": [ "If the characters accept Kotoz's quest, he directs them to pull the sword from the pedestal. A cloud of green fog surrounds the characters as the lich laughs grimly. When the gloomy mist disperses, the characters find themselves returned to their mortal bodies in a location of your choice with all of their equipment and hit points restored.", "If the characters refuse Kotoz's offer and destroy the pedestal, they can escape his lair and return to their bodies, at which point they return to life. However, they've made an enemy of the lich, who might seek vengeance at a later date." - ] + ], + "id": "05b" } - ] + ], + "id": "054" } - ] + ], + "id": "053" }, { "type": "section", @@ -13341,7 +13432,8 @@ "Sutekh, ruler of Naraka, City of Blood" ] } - ] + ], + "id": "05d" }, { "type": "entries", @@ -13355,7 +13447,8 @@ "entries": [ "A wide, obsidian podium towers above you and your companions. Seven devils in powdered wigs leer at you from behind it, their ghastly faces underlit by veins of slow-moving magma within the judges' bench. To your right, a gaggle of imps jeers at you and cackles inside a flaming jury box.", "The center judge, a six-eyed devil in black satin robes decorated with shoulder spikes, sneers in disgust at the sight of you. The fiend produces a rusty metal gavel and bangs it against a shriveled head strapped to the corner of the podium. The head shrieks in pain with each blow. \"Order! Order in the court,\" hisses the devil." - ] + ], + "id": "05f" }, "The defendants' stand is a raised stone platform stained with blood and rotting ichor, its edges chipped by blades and charred by hellfire. Likewise, the jury of the Court of the Seven Cities is a farce, a fetid congregation of thirteen barking imps chained to a burning jury box. They rattle their fetters in disagreement at appeals of morality and pelt defendants with squelching black fruits. The bailiffs, a pair of grumbling {@creature pit fiend|MM|pit fiends} named Bastard and Belfry, don't stop the characters from attacking the imps, but they intervene if a character attacks the judges. A slain imp juror is immediately replaced with a new imp that appears in a puff of red smoke.", "The powers of Hell have returned the characters to life in their domain. Each character awakens from death with 1 hit point immediately after the fate that befell the party. The characters haven't gained the benefits of a short or long rest, but they have any equipment that was on their person before they died. Given the numerous devils around them, fighting their way out of Hell is ill-advised.", @@ -13366,7 +13459,8 @@ "page": 27, "entries": [ "\"How do you plead?\"" - ] + ], + "id": "060" }, { "type": "entries", @@ -13375,7 +13469,8 @@ "entries": [ "This encounter plays out like a corrupt courtroom drama. The court gives each character a chance to defend their actions, with the {@creature barbed devil} asking why they committed such heinous acts, but it quickly becomes clear the trial is rigged against them. Judges sneer with displeasure at the characters' remarks, especially at displays of emotion, taking joy only in their anguish. Meanwhile, the jury heckles the defendants and openly cheers on the prosecution. The opposing devil prosecutors placate the judges with excessive bowing and always address them as \"your Dishonors.\" Characters are expected to do the same.", "Despite the characters' best efforts, the judges and jury are committed to the perversion of justice. No amount of reason can sway the court\u2014but a bribe might." - ] + ], + "id": "061" }, { "type": "entries", @@ -13389,7 +13484,8 @@ "entries": [ "The six-eyed judge smacks their gavel against the block again, this time causing red sparks to spew from the shriveled head's mouth.", "\"This court hereby finds you guilty!\" spits the devil with a twisted smile. \"Under infernal law, you may overturn this verdict and return to whence you came by making a suitable offering to the court. Would you like to make such an appeal at this time?\"" - ] + ], + "id": "063" }, "As the judge states, the characters can return to the world of the living by making an offering to the court. Three such appeals are detailed in the sections that follow. At your discretion, the court might accept other forms of payment.", { @@ -13407,7 +13503,8 @@ "page": 28, "style": "inset" } - ] + ], + "id": "064" }, { "type": "entries", @@ -13415,7 +13512,8 @@ "page": 28, "entries": [ "The devils allow the characters to return to life if they make a collective bail payment of treasure equal to at least 100 gp × the number of characters × the average level of the party. For example, a party of five 3rd-level characters must pay the court at least 1,500 gp to be released on bail, or offer something of equivalent or greater value. Characters out on bail are expected to return for a follow-up trial in 666 years. If they don't return, they will be hunted by \"collection agents\" of the court." - ] + ], + "id": "065" }, { "type": "entries", @@ -13425,9 +13523,11 @@ "A character can spare the souls of their companions by agreeing to join the Order of Desolation, an elite league of infernal knights who serve Hell and its archdevils in this life and the next.", "If a character opts for this choice, they lose all levels in their current class and gain an equal number of levels in the {@class Illrigger|ILL} class.{@sup {@footnote 1|The {@class illrigger|ILL} class is available through the {@link MCDM Patreon|https://www.patreon.com/posts/illrigger-49996477} and for purchase on the {@link MCDM shop|https://shop.mcdmproductions.com/products/illrigger-class}.}} As part of this transformation, the character must choose a patron archdevil and swear fealty to them.", "The archdevils of the Seven Cities of Hell are briefly detailed in the \"Lords of Hell\" sidebar, but your world may contain a wholly different roster of fiends more appropriate to your preferred campaign setting." - ] + ], + "id": "066" } - ] + ], + "id": "062" }, { "type": "entries", @@ -13435,11 +13535,14 @@ "page": 28, "entries": [ "Once the characters have made their offer, the seven judges seal the pact with a short {@language Infernal} chant in unison. With another tap of the gavel, they send the characters, alive, back to their home world in a location of their choice. Any character who sacrificed personally on behalf of the party awakens with a hellish mark (such as a brand of an {@language Infernal} rune) on their skin, a reminder of the deal they made with Hell." - ] + ], + "id": "067" } - ] + ], + "id": "05e" } - ] + ], + "id": "05c" }, { "type": "section", @@ -13460,9 +13563,11 @@ "page": 28, "entries": [ "{@creature Kollektor|Arcadia19} snatches up souls of the dead traveling through the Astral Plane as they attempt to reach their rightful destinations and brings them to the diamond fortress. {@creature Kollektor|Arcadia19} does so without malice, for no other reason than their innate desire to gather souls and bring them home. Over the past ten thousand millennia, {@creature Kollektor|Arcadia19} has accumulated millions of souls." - ] + ], + "id": "06a" } - ] + ], + "id": "069" }, { "type": "entries", @@ -13476,7 +13581,8 @@ "page": 28, "entries": [ "Vibrant colors pulsate within enormous diamond walls as a spherical, rodent-like creature the size of a gerbil exclaims, \"Big souls, little souls, pretty souls ... shiny souls!\" The creature jigs then excitedly quivers as they bow." - ] + ], + "id": "06c" }, "Kollektor is excited to meet the characters and curious to learn more about them. Throughout the conversation, the flurgnob asks what the characters were doing when they died and what they'd do if they returned home. Kollector lets the characters walk around the diamond fortress as they please and interact with the many flurgnobs roaming the halls of the massive diamond fortress.", { @@ -13492,9 +13598,11 @@ "page": 29, "entries": [ "Characters can convince Kollektor to release the other good-aligned souls in the fortress with a successful {@dc 13} Charisma ({@skill Intimidation} or {@skill Persuasion}) check. On a failed check, Kollektor offers to release half the souls they collect in the future." - ] + ], + "id": "06e" } - ] + ], + "id": "06d" }, { "type": "entries", @@ -13502,7 +13610,8 @@ "page": 29, "entries": [ "Before sending the characters back, Kollektor warns them that if they die again, there is no guarantee the flurgnobs can collect their souls in the Astral Plane. When the characters are ready, Kollektor sends the characters back to the Material Plane to a location of your choice." - ] + ], + "id": "06f" }, { "type": "statblock", @@ -13523,11 +13632,14 @@ "width": 983, "height": 1263 } - ] + ], + "id": "06b" } - ] + ], + "id": "068" } - ] + ], + "id": "046" }, { "type": "section", @@ -13543,9 +13655,11 @@ "{@link https://mcdm.gg/Arcadia202209/LunarTemple-140pps-Labels.jpg}", "{@link https://mcdm.gg/Arcadia202209/LunarTemple-140pps-Grid.jpg}", "{@link https://mcdm.gg/Arcadia202209/LunarTemple-140pps-Grid-Labels.jpg}" - ] + ], + "id": "071" } - ] + ], + "id": "070" }, { "type": "section", @@ -13650,9 +13764,11 @@ "{@b Anthony Joyce-Rivera} is a Hispanic, two-time ENNIE-nominated game designer, entertainment and gaming military consultant, and an active-duty U.S. Army Strategist. He's self-published many adventures on the Dungeon Masters Guild and freelances for MCDM, Wizards of the Coast, Critical Role, Ghostfire Gaming, and other prominent companies. You can find him on Twitter at {@link @AJoyce_Rivera|https://twitter.com/AJoyce_Rivera} or at {@link https://anthonydreams.com}." ] } - ] + ], + "id": "073" } - ] + ], + "id": "072" }, { "type": "section", @@ -13695,15 +13811,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 19, Copyright 2022, MCDM Productions, LLC. Authors: Jacky Leung, Amber Litke, Sadie Lowry, Justice Ramin Armin, Anthony Joyce-Rivera, Matt Colville, James Introcaso, and Hannah Rose." - ] + ], + "id": "077" } - ] + ], + "id": "076" } - ] + ], + "id": "075" } ] } - ] + ], + "id": "074" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index e13833aa6..f9f380cc5 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -2886,7 +2886,8 @@ "entries": [ "{@style an adventure about magical hazards for 8th level characters|dnd-font;large}", "by Rich Lescouflair" - ] + ], + "id": "001" }, "An investigation into unusual events uncovers an ancient secret of mythical origins. Well of the Lost Gods is optimized for four to five 8th-level characters. Statistics for creatures not found in the game's core rules are provided at the end of the adventure.", { @@ -2896,7 +2897,8 @@ ], "by": "Arthur C. Clarke" } - ] + ], + "id": "000" }, { "type": "section", @@ -2938,7 +2940,8 @@ } ] } - ] + ], + "id": "003" }, { "type": "inset", @@ -2948,7 +2951,8 @@ "Who made the Well of the Lost Gods? That's up to you. In your world, maybe an ancient empire of the elves. Perhaps a dead human civilization once reached these heights. Or maybe the Well is not of this world\u2014it could have been forged by spacefaring or time-travelling beings from a distant future, or even a distant past! A suggestion for the civilization that created the Well is provided below, but you should feel free to adjust it or completely change it to fit your game.", "The Thalisian Empire. Eons ago, powerful celestial beings called immortals ruled over Thalis from Arkencloud, a metal-spired city that sailed over the skies. Thalis fell millennia ago, brought to ruin by a traitorous demonic incursion that sparked a civil war among the immortals. The final battle caused a wave of chaotic magical energy that washed over the empire. The floating city burned as it fell upon the magical wasteland. A few humanoid villages and towns on the empire's border were spared.", "Over time, survivors spread further away from the borders of the old empire, leaving behind the area they called the Valley of Lost Gods and establishing new nations like the land where Ashstead is located. The only traversable path into the wasteland collapsed upon itself nearly five hundred years ago, sealing the ruins of the Thalisian Empire away until a recent earthquake unearthed a long-buried secret." - ] + ], + "id": "004" }, { "type": "entries", @@ -2965,9 +2969,11 @@ }, "The anomalies have caused damage to buildings and have also injured several of the local residents.", "{@creature Luseldis|Ar2} offers a reward of 2,000 gp to the characters in exchange for discovering the source of the anomalies and eliminating it. She recommends they visit {@creature Gautia|Ar2}, the town sage, who is studying the most recent anomalies (see \"Metal Contraption,\" below). The burgomaster also points them toward {@creature Brandar Flintborn|Ar2|Brendar}, the proprietor of a tavern called the Drunken Beard, who has been organizing search parties in and around town." - ] + ], + "id": "005" } - ] + ], + "id": "002" }, { "type": "section", @@ -2985,7 +2991,8 @@ "page": 20, "entries": [ "A 30-foot-diameter indentation forms a crater in the center of the road. In the middle of the crater, a 6-foot-tall pillar of metallic panels is embedded into the ground. The jagged panels are connected by metal bars and dark, coiled ropes." - ] + ], + "id": "008" }, "{@creature Gautia|Ar2}, a lawful neutral half-elf {@creature commoner} and the town's local sage, studies the pillar-shaped structure. After pleasantries, she tells the characters the object landed there yesterday, seemingly coming down from the mountains just outside of town. The sage's apprentice, Haera, was nearly killed investigating the object, so {@creature Gautia|Ar2} has been very careful while studying it, unfortunately learning very little.", "{@creature Gautia|Ar2} warns the characters to be wary of the dark rope-like coils within the object's frame. A character who succeeds on a {@dc 14} Wisdom ({@skill Perception}) check notices several indentations along the surface of one of the metal panels that could be depressible buttons. A {@spell detect magic} spell reveals that the dark coils running between the metal panels bear some form of enchantment.", @@ -2996,9 +3003,11 @@ "entries": [ "Gautia's family is one of the oldest in Ashstead, and her father was the town's sage before her. She shares knowledge freely but shows little tolerance for foolishness. Even with all her studies, she has never experienced anything close to the recent events in Ashstead, and is baffled for the first time in many years.", "If the characters consult Gautia for more information while examining the contraption (see \"Tinkering with the Object,\" below), they gain advantage on their Intelligence ({@skill Investigation}) checks to notice the object's buttons." - ] + ], + "id": "009" } - ] + ], + "id": "007" }, { "type": "entries", @@ -3014,7 +3023,8 @@ "entries": [ "A character who pulls on the coils with a successful {@dc 13} Strength ({@skill Athletics}) check is struck by a backlash of magical energy, taking 10 ({@damage 3d6}) lightning damage. The object then changes shape into a {@creature silver striker|Ar2} that attacks the party. Dealing 15 damage or more to the object in a single attack also produces the same result.", "If the {@creature silver striker|Ar2|striker} is defeated, a panel on its side opens and drops the same metallic orb that could have been gained by using the buttons as described above." - ] + ], + "id": "00b" }, { "type": "image", @@ -3028,7 +3038,8 @@ "width": 2839, "height": 2849 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -3040,7 +3051,8 @@ "page": 21, "entries": [ "When the Drunken Beard tavern comes into view, a greenish smoke is billowing out from the entrance. An old dwarf rushes out the front door, frantically ushering the other patrons out behind him." - ] + ], + "id": "00d" }, "{@creature Brandar Flintborn|Ar2}, a chaotic good dwarf {@creature commoner} and the proprietor of this tavern, insists the characters come no closer, as he flees from the building along with his patrons. Seconds later, the fog engulfs the entire building and solidifies, encasing the tavern in a dome of indestructible greenish glass.", { @@ -3068,15 +3080,19 @@ "entries": [ "{@creature Brandar Flintborn|Ar2|Brandar} has lived in Ashstead for ten years and is well-regarded among the townspeople. He believes that the latest anomaly is connected to {@creature Naulach|Ar2|Naulach's} discovery in the rift, given the timing of events. He's more concerned for the few people left trapped within his tavern than the tavern itself\u2014and he worries that unless the source of these anomalies is discovered soon, they're only going to get worse, eventually consuming the entire town.", "Naulach is an explorer at heart and is close friends with the town sage, {@creature Gautia|Ar2}. He's both relieved and regretful that he's the only survivor of his expedition. He provides as much help as he can, but is too unsure of himself to venture out into the mountains again." - ] + ], + "id": "00f" }, "After the characters hear {@creature Naulach|Ar2|Naulach's} tale, the half-orc suggests that they speak with {@creature Gautia|Ar2}, the local sage, who is investigating a similar metal object that fell into town from the mountainside (if they haven't already done so).", "{@creature Naulach|Ar2} can provide the characters with directions to the mountain rift. He's sure the magical well of energy is connected to the recent anomalies affecting the town. If the characters recover the metallic orb from the crashed construct (see \"Metal Contraption,\" above) and show it to {@creature Naulach|Ar2}, the half-orc recognizes the material. He says the creatures that attacked his group were constructed from the same silvery metal, as was the disk he retrieved from that area. Both he and Brandar hope that those trapped within the tavern can survive long enough to be freed from their crystalline prison. Unsure of the fate of his patrons, Brandar asks the characters to waste no time in finding a way to end these anomalies." - ] + ], + "id": "00e" } - ] + ], + "id": "00c" } - ] + ], + "id": "006" }, { "type": "section", @@ -16818,7 +16834,8 @@ "page": 22, "entries": [ "Rocky, uneven terrain leads to a 30-foot-wide breach in the mountain wall. The surface of the ground where the rift begins is a dark grayish hue." - ] + ], + "id": "011" }, { "type": "entries", @@ -16856,7 +16873,8 @@ "page": 24, "entries": [ "When the characters come within 10 feet of the magical well, one {@creature silver hunter|Ar2} per character emerges from it and attack, fighting until destroyed. They are unaffected by the well's magical surges." - ] + ], + "id": "012" }, { "type": "entries", @@ -16865,11 +16883,13 @@ "entries": [ "The well of energy is a portal that leads into a magitech laboratory (part 3). A character who succeeds on a {@dc 13} Intelligence ({@skill Arcana}) check can tell that the well is an extraplanar portal. If the characters jump into the well, the constructs do not follow.", "If the constructs are destroyed, the characters can examine the well at their leisure and determine that it is a portal of some kind." - ] + ], + "id": "013" } ] } - ] + ], + "id": "010" }, { "type": "section", @@ -18569,7 +18589,8 @@ "A critical fault in the station's power source is causing the station to unleash waves of unstable energy. Fixing the fault requires deactivating the malfunctioning generator, a device that channels magical energy into the area. Ellsee can show the characters how to accomplish this." ] } - ] + ], + "id": "015" } ] }, @@ -18588,7 +18609,8 @@ "Some of the outposts had protection wards placed upon them which magically sealed the structure in the case of such a catastrophic event. This is one of those outposts." ] } - ] + ], + "id": "016" }, { "type": "entries", @@ -18615,7 +18637,8 @@ "page": 26, "entries": [ "Ellsee provides the sequence and timing of buttons and switches to activate for each room. Implementing this correctly requires a group check involving at least two characters, each of whom must make a {@dc 13} Intelligence ({@skill Investigation}) check. Characters that succeeded on their Wisdom check to make out Ellsee's instructions can make this check with advantage. On a success, one of the three orbs on the door in {@area area B2|MM-B2|x} lights up (Note: Even though there are four research stations, only three need to be activated in order to open the door in {@area area B2|MM-B2|x})." - ] + ], + "id": "019" }, { "type": "entries", @@ -18632,9 +18655,11 @@ "page": 26, "style": "inset" } - ] + ], + "id": "01a" } - ] + ], + "id": "018" }, { "type": "entries", @@ -18676,9 +18701,11 @@ } ] } - ] + ], + "id": "01b" } - ] + ], + "id": "017" }, { "type": "entries", @@ -18691,7 +18718,8 @@ "page": 27, "entries": [ "Strange patterns decorate the floor of this chamber. A glass panel hangs against one wall, across from a circular contraption of metal and stone, etched with runes, that is mounted on the floor. Within the circle is a block of twisted metal panels, spitting out sparkling crackles of energy. A large metal disc is set into the center of the far wall. Strange red markings are written above the disc." - ] + ], + "id": "01c" }, "When the characters move beyond the door, the {@creature steel sentry|Ar2} guarding the generator emerges from a panel that opens in the ceiling and attacks the party.", { @@ -18720,7 +18748,8 @@ ] }, "Disabling the generator device also deactivates the {@creature Steel Sentry|Ar2|serpentine guardian construct}, which becomes {@condition paralyzed} and falls {@condition prone}. After the generator is disabled, continue to \"Conclusion.\"" - ] + ], + "id": "01d" } ] }, @@ -18737,7 +18766,8 @@ "entries": [ "If the characters mention the anomaly which encased the Drunken Beard tavern, Ellsee offers to help. If the characters kept the metallic orb from the Ashstead construct (see \"Metal Contraption,\" above), the custodian directs them to combine it with a piece from the generator in {@area area B4|MM-B4|x}. Doing so creates a device similar to the metal disk {@creature Naulach|Ar2} discovered at the well. Bringing the device within 30 feet of the tavern and pushing a switch on its surface causes the jagged crystal surrounding the tavern to disintegrate. After using it, the device becomes inert.", "If the characters free the Drunken Beard within 24 hours of when the building was first encased (see part 1), the twelve patrons who were inside still live. Otherwise, they perish while trapped within the crystal prison. If the townsfolk survive, {@creature Luseldis|Ar2} rewards the characters with an additional 500 gp." - ] + ], + "id": "01f" }, { "type": "entries", @@ -18746,11 +18776,14 @@ "entries": [ "Optionally, the GM can instead allow the characters to return to the station whenever they wish to make the journey. The disc on the north wall becomes a sealed door that leads into the ruins of the ancient empire. The red markings above it translate to read \"Junction Station D-01.\"", "Opening the door or travelling into the ruins is beyond the scope of this adventure, but it's a potential hook for many more! The lost history behind the empire's origins, its advanced magitech society, and the reasons for its fall can provide new content for your campaign or can be used as seeds for an entirely new story." - ] + ], + "id": "020" } - ] + ], + "id": "01e" } - ] + ], + "id": "014" }, { "type": "section", @@ -18771,7 +18804,8 @@ "page": 28, "style": "inset" } - ] + ], + "id": "022" }, { "type": "entries", @@ -18787,7 +18821,8 @@ "page": 28, "style": "inset" } - ] + ], + "id": "023" }, { "type": "entries", @@ -18803,7 +18838,8 @@ "page": 29, "style": "inset" } - ] + ], + "id": "024" }, { "type": "entries", @@ -18819,7 +18855,8 @@ "page": 29, "style": "inset" } - ] + ], + "id": "025" }, { "type": "entries", @@ -18851,7 +18888,8 @@ "width": 1440, "height": 1428 } - ] + ], + "id": "026" }, { "type": "entries", @@ -18867,9 +18905,11 @@ "page": 31, "style": "inset" } - ] + ], + "id": "027" } - ] + ], + "id": "021" } ] } @@ -19193,7 +19233,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link discord.gg/mcdm|http://discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -19204,7 +19245,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Subclasses of the Seasons, Periodic Table of Elementals, Well of the Lost Gods, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -19219,7 +19261,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -19245,14 +19288,16 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", "entries": [], "by": "James Introcaso, Managing Editor" } - ] + ], + "id": "003" }, { "type": "section", @@ -19275,7 +19320,8 @@ "entries": [ "{@style four season-themed spellcasting subclasses|dnd-font;large}", "by Joshua Mendenhall" - ] + ], + "id": "006" }, "The desolation of winter, the rebirth of spring, the relentlessness of summer, and the isolation of fall. Some practitioners of the arcane arts gain power from the natural patterns each season exhibits. Going beyond weather phenomena or base elements, these mages delve fully into the nature of the world as it is influenced by a season, taking power from the essence of each perennial force.", "Such mages and their studies are uncommon, but nevertheless they are persistent. While their numbers may be few and their practitioners scattered, their ranks will always replenish, just as the seasons continue to turn. In this article you will find four subclasses, one each for the bard, sorcerer, wizard, and warlock, each themed after one of the four seasons.", @@ -19312,7 +19358,8 @@ "classSource": "PHB", "page": 2 } - ] + ], + "id": "007" }, { "type": "section", @@ -19347,7 +19394,8 @@ "classSource": "PHB", "page": 4 } - ] + ], + "id": "008" }, { "type": "section", @@ -19382,7 +19430,8 @@ "classSource": "PHB", "page": 5 } - ] + ], + "id": "009" }, { "type": "section", @@ -19417,9 +19466,11 @@ "classSource": "PHB", "page": 6 } - ] + ], + "id": "00a" } - ] + ], + "id": "005" }, { "type": "section", @@ -19442,7 +19493,8 @@ "entries": [ "{@style four new elementals plus reactivity rules|dnd-font;large}", "by Makenzie De Armas" - ] + ], + "id": "00c" }, "Hexagonal glyphs flare around a mage's fingertips as she mutters words of arcane command to an unseen plane. Beneath her feet, searing fissures burst through the compact earth, and as she finishes her spell, something begins to rise from the bedrock. Something molten, jagged, hulking. Something elemental, barely holding its form together.", "Something {@i wildly} unstable.", @@ -19469,7 +19521,8 @@ "page": 9, "entries": [ "Though there are reports of nova elementals occurring naturally in the wild (usually at potent nexuses with a high concentration of a singular element, like a silver mine, or in places with powerful latent magic), most must be created by a mage. Such individuals conjure nova elementals to serve as guards, hunters, or assistants for future experiments. But more often than not, these mages lose control over their summoned creatures, and the nova elementals end up wreaking havoc on their surroundings." - ] + ], + "id": "010" }, { "type": "entries", @@ -19477,7 +19530,8 @@ "page": 9, "entries": [ "The higher the concentration of a nova elemental's primary element, the more powerful it grows\u2014and the more ornery its personality becomes. An elemental that is 100% pure explosive calcium is far nastier to encounter than one only half-comprised of the element." - ] + ], + "id": "011" }, { "type": "entries", @@ -19485,13 +19539,17 @@ "page": 9, "entries": [ "Like its more stable cousins, a nova elemental doesn't require air, food, drink, or sleep." - ] + ], + "id": "012" } - ] + ], + "id": "00f" } - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "section", @@ -19517,7 +19575,8 @@ "page": 10, "style": "inset" } - ] + ], + "id": "013" }, { "type": "section", @@ -19543,7 +19602,8 @@ "page": 12, "style": "inset" } - ] + ], + "id": "014" }, { "type": "section", @@ -19569,7 +19629,8 @@ "page": 14, "style": "inset" } - ] + ], + "id": "015" }, { "type": "section", @@ -19595,7 +19656,8 @@ "page": 16, "style": "inset" } - ] + ], + "id": "016" }, { "type": "section", @@ -19618,9 +19680,11 @@ "name": "Reactivities", "page": 17 } - ] + ], + "id": "017" } - ] + ], + "id": "00b" }, { "type": "section", @@ -19643,11 +19707,13 @@ "entries": [ "{@style an adventure about magical hazards for 8th level characters|dnd-font;large}", "by Rich Lescouflair" - ] + ], + "id": "019" }, "", "{@note See the adventure {@adventure Well of the Lost Gods|Ar2}.}" - ] + ], + "id": "018" }, { "type": "section", @@ -19717,9 +19783,11 @@ "{@b Rich Lescouflair} is a long-time tabletop gamer turned RPG designer, writer, and graphic artist. He is co-owner of Alligator Alley Entertainment, in which he's the creator and lead designer of {@i Esper Genesis}, the 5th Edition powered sci-fi RPG. His freelance work features several titles under Wizards of the Coast and Green Ronin Publishing, including design work for Dungeons & Dragons, D&D Adventurers League, and {@i The Expanse RPG}. He is also a current and founding member of the Dungeon Masters Guild Adepts." ] } - ] + ], + "id": "01b" } - ] + ], + "id": "01a" }, { "type": "section", @@ -19739,9 +19807,11 @@ "{@link https://files.mcdmproductions.com/Arcadia202102/ButtonPuzzle.png}", "{@link https://files.mcdmproductions.com/Arcadia202102/MagictechLab.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202102/MagictechLabLabels.jpg}" - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, { "type": "section", @@ -19784,15 +19854,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 2. Copyright 2021, MCDM Productions, LLC. Authors: Makenzie De Armas, Rich Lescouflair, Joshua Mendenhall, Matt Colville, and James Introcaso" - ] + ], + "id": "021" } - ] + ], + "id": "020" } - ] + ], + "id": "01f" } ] } - ] + ], + "id": "01e" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 20.json b/book/MCDM Productions; Arcadia Issue 20.json index 67ca6caf0..837a01a93 100644 --- a/book/MCDM Productions; Arcadia Issue 20.json +++ b/book/MCDM Productions; Arcadia Issue 20.json @@ -28,11 +28,11 @@ "internalCopies": [ "monster" ], + "edition": "classic", "status": "ready", "dateAdded": 1697825233, "dateLastModified": 1729630006, - "_dateLastModifiedHash": "db17139160", - "edition": "classic" + "_dateLastModifiedHash": "db17139160" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 21.json b/book/MCDM Productions; Arcadia Issue 21.json index 06003ec08..e9168ef73 100644 --- a/book/MCDM Productions; Arcadia Issue 21.json +++ b/book/MCDM Productions; Arcadia Issue 21.json @@ -25,11 +25,11 @@ "MM" ] }, + "edition": "classic", "status": "ready", "dateAdded": 1725791262, "dateLastModified": 1729630006, - "_dateLastModifiedHash": "2aeb6e7c3a", - "edition": "classic" + "_dateLastModifiedHash": "2aeb6e7c3a" }, "reward": [ { @@ -2764,7 +2764,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about {@i ARCADIA} and more!", "{@link mcdm.gg/discord|http://mcdm.gg/discord}" - ] + ], + "id": "001" }, { "type": "hr" @@ -2775,7 +2776,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Hunting a Myth, The Fiendish Regulars, Puzzling Out the Devil, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -2790,7 +2792,8 @@ "width": 1229, "height": 1589 } - ] + ], + "id": "000" }, { "type": "section", @@ -2812,7 +2815,8 @@ "style": "text-right", "entries": [ "De somnio ad initere." - ] + ], + "id": "004" } ], "by": "Hannah Rose", @@ -2829,7 +2833,8 @@ "width": 1227, "height": 543 } - ] + ], + "id": "003" }, { "type": "section", @@ -2854,7 +2859,8 @@ "by Celeste Conowitch", "", "{@b Content Warning: This article contains mentions of self-harm, gaslighting, abduction, and body horror. We suggest using the {@link MCDM Tabletop Safety Toolkit|https://mcdm.gg/SafetyToolkit} with this article to ensure everyone has a good time!}" - ] + ], + "id": "006" }, "The loose definition of a cryptid is a creature some claim exists but is never proven to exist. Cryptids are creatures of legend, but they aren't part of established mythologies and they don't follow archetypes the way other fantastic critters do. Fantasy creatures like dragons and unicorns feature in stories across the globe, and each culture's version of these creatures shares traits with the others. Conversely, stories about encounters with a cryptid vary from telling to telling, with witnesses attributing different sizes, behaviors, and characteristics to the same creature. In addition, a cryptid is tied to a single people and place. You can point on a map to places where cryptids have been seen, such as Loch Ness, the Pine Barrens of New Jersey, and the woods of the Pacific Northwest, but you can't point to the reported source of unicorns.", "In the game, cryptids are specific and rare enough (or cunning enough) to baffle scientists, clerics, or mages who wish to catalog them. Commoners in game worlds know dragons exist, but they might question the existence of {@creature Mothman|Arcadia21}, which makes hunting such a creature even more exciting. A cryptid's very existence defies explanation and forces folks to examine the trust they place in societal institutions, because governments, scholars, and other authorities repudiate that such creatures are real. And questions centered on truth, doubt, faith, and societal norms have a role in every genre.", @@ -2870,7 +2876,8 @@ "page": 2, "entries": [ "Humans find cryptids interesting because they are mysterious. When building a story around a cryptid, create a sense of mystery and {@b avoid confrontation with the creature for as long as possible}. Discovering the influence of the cryptid on the environment, hearing its victims' stories, and uncovering evidence of its existence should constitute the bulk of a cryptid-themed adventure." - ] + ], + "id": "008" }, { "type": "entries", @@ -2878,7 +2885,8 @@ "page": 2, "entries": [ "In paranormal stories, we root for the investigators who continue to search for the truth in the face of naysayers and nonbelievers. Introducing NPCs who refute the existence of cryptids and show proof that such beings can't possibly exist can {@b sow doubt amongst the characters}. Providing evidence that a cryptid can't exist makes it more remarkable when one is standing right in front of you." - ] + ], + "id": "009" }, { "type": "entries", @@ -2886,7 +2894,8 @@ "page": 3, "entries": [ "Cryptids are compelling because we understand so little about them. In our world, people report sightings and experiences with bizarre creatures across the globe every year. While these stories persist and share eerie similarities, mainstream science rejects these accounts as fiction, discrediting witnesses as overimaginative or unhinged. Tales of cryptids from trusted friends or family members are not so easily dismissed. Work to create the same atmosphere of doubt for your characters! When a cryptid targets someone close to the adventurers, you {@b create a personal stake in unraveling the mystery}." - ] + ], + "id": "00a" }, { "type": "entries", @@ -2894,7 +2903,8 @@ "page": 3, "entries": [ "Creating a strong motive lays a compelling groundwork for the mystery. From the start, {@b decide what your cryptid wants, then construct encounters that allow your characters to unravel the creature's agenda} bit by bit." - ] + ], + "id": "00b" }, { "type": "entries", @@ -2902,9 +2912,11 @@ "page": 3, "entries": [ "Cryptids are frightening because they are always concealed, whether cast in shadow or seen in dreams. Keeping something partially hidden allows the mind to amplify its own fears, as imagination works tirelessly to fill in the gaps. {@b Cast everything in a layer of secrecy.} If you outright tell your players they're dealing with Bigfoot, you've ruined the thrill of uncovering the truth." - ] + ], + "id": "00c" } - ] + ], + "id": "007" }, { "type": "section", @@ -2932,7 +2944,8 @@ "page": 3, "entries": [ "The characters encounter an entire village of people that have had their memories wiped. Strange burn marks scorch the ground around the settlement, an odd metal machine is discovered, and other bizarre tools have been left behind. The villagers need help trying to piece together what happened." - ] + ], + "id": "010" }, { "type": "entries", @@ -2940,7 +2953,8 @@ "page": 3, "entries": [ "A bizarre metal ship crashes to the ground during a storm. The ship is like nothing ever seen before, and the characters are called to discover a way inside." - ] + ], + "id": "011" }, { "type": "entries", @@ -2948,9 +2962,11 @@ "page": 3, "entries": [ "Farmers report seeing an unidentified flying object soar through the sky, and a local government official is discovered missing the following day. The terrified population needs adventurers to investigate what happened." - ] + ], + "id": "012" } - ] + ], + "id": "00f" }, { "type": "entries", @@ -2959,7 +2975,8 @@ "entries": [ "Grey aliens are hyper-intelligent and never (voluntarily) enter a fight unless they have the upper hand. If the characters go looking for a brawl, make sure there are multiple grey aliens and pair them with defensible terrain or a souped-up siege weapon. If a fight goes poorly for the adventurers, keep in mind that grey aliens seek knowledge. Abducting attackers is better than killing them.", "When running grey aliens in combat, prioritize survival over dealing damage. An alien relies on their Kinesis reaction to gain swift immunity to damage dealt by close-range enemies and prioritizes using Gamma Ray to take down spellcasters who can cycle through different damage types. The aliens reserve Thought Extraction until they have a {@condition poisoned} or otherwise {@condition incapacitated} target." - ] + ], + "id": "013" }, { "type": "entries", @@ -2981,7 +2998,8 @@ } ] } - ] + ], + "id": "014" }, { "type": "statblock", @@ -2991,7 +3009,8 @@ "page": 4, "style": "inset" } - ] + ], + "id": "00e" }, { "type": "entries", @@ -3024,7 +3043,8 @@ "page": 5, "entries": [ "The last surviving member of an ancient noble bloodline hires the characters as bodyguards to protect them from a shadowy beast that has slain every other relative." - ] + ], + "id": "017" }, { "type": "entries", @@ -3032,7 +3052,8 @@ "page": 5, "entries": [ "A remote town suffers a vicious series of dog attacks in the weeks following the burning of an accused witch. As the death toll rises, the panicked townsfolk are desperate to find someone to stop whatever is hunting them." - ] + ], + "id": "018" }, { "type": "entries", @@ -3040,9 +3061,11 @@ "page": 5, "entries": [ "A pack of non-hostile {@creature winter wolf|MM|winter wolves} (or other intelligent beasts) cautiously approaches the characters with a request. The wolves need help killing a black hound that has been attacking humanoids in the area, driving townsfolk to slaughter wolves en masse." - ] + ], + "id": "019" } - ] + ], + "id": "016" }, { "type": "entries", @@ -3051,7 +3074,8 @@ "entries": [ "A shuck is driven to hunt particular victims; otherwise, they only kill other creatures foolish enough to interfere with this goal. Directly confronting the shuck results in a fight to the death, where the hound fights to slay attackers as efficiently as possible. If a shuck suspects interference, they use stealth to observe the interlopers, then attempt to scare them off before resorting to direct violence.", "In combat, a shuck's first goal is to generate as many shadow copies as possible using their Shadow Pack reaction. The shuck uses their Bite attack on one character at a time to maximize effectiveness, prioritizing heavy-hitting damage dealers before going after support characters. The dog uses Death Rattle only after multiple targets have taken damage." - ] + ], + "id": "01a" }, { "type": "entries", @@ -3066,7 +3090,8 @@ "name": "Black Cloak", "page": 5 } - ] + ], + "id": "01b" }, { "type": "statblock", @@ -3076,7 +3101,8 @@ "page": 5, "style": "inset" } - ] + ], + "id": "015" }, { "type": "entries", @@ -3109,7 +3135,8 @@ "page": 6, "entries": [ "An unknown arcane source has thrown local weather patterns into chaos. Whenever lightning strikes the ground, a surge of hideous monsters erupts from below ground to destroy everything around them. The locals are desperate for adventurers to find the connection between the storm and the creatures before they destroy everything in the area." - ] + ], + "id": "01e" }, { "type": "entries", @@ -3117,7 +3144,8 @@ "page": 6, "entries": [ "A newly established frontier town abandons construction when the remains of several miners are discovered, their corpses half-melted by some kind of acid. The townspeople are terrified of whatever creature is capable of such ghastly murder, and they need it driven off to resume work as soon as possible." - ] + ], + "id": "01f" }, { "type": "entries", @@ -3125,9 +3153,11 @@ "page": 6, "entries": [ "A wealthy merchant calls in help when their transport wagons go missing. For several weeks, caravans have disappeared mid-journey, but no bodies or wagon pieces have been found\u2014just bizarre mounds of earth, like recently dug holes." - ] + ], + "id": "020" } - ] + ], + "id": "01d" }, { "type": "entries", @@ -3136,7 +3166,8 @@ "entries": [ "A death worm's greatest asset is mobility, which allows them to pursue and stalk prey over vast distances. A threatened worm strikes their target from below the sands, retreats to safety, then repeats until their prey is dead. Death worms are most frequently encountered by unfortunate groups who attract the attention of a single beast, but some hunt in pairs. If the characters hope to eliminate all the worms in a particular region, they must bring the fight to the subterranean nest where dozens of the cryptids brood.", "Death worms use their Shockwave action and Sand Scout trait to set up attacks with advantage. They prioritize eliminating characters who can fly or have long-range capabilities whenever it's safe to do so, saving Caustic Burst for the most advantageous moment. If the worm is near death, it retreats beneath the sand to regenerate." - ] + ], + "id": "021" }, { "type": "entries", @@ -3151,7 +3182,8 @@ "name": "Can of Worms", "page": 6 } - ] + ], + "id": "022" }, { "type": "statblock", @@ -3161,7 +3193,8 @@ "page": 7, "style": "inset" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -3182,7 +3215,8 @@ "page": 7, "entries": [ "Wizards, priests, fortune-tellers, and seers across the area experience widespread oddities when they attempt to use divination magic. Spells either fail entirely or repeatedly point to the site of the impending tragedy. They call in the characters to investigate these occurrences." - ] + ], + "id": "025" }, { "type": "entries", @@ -3190,7 +3224,8 @@ "page": 7, "entries": [ "Several bizarre natural disasters have laid waste to towns across the land. After the latest tragedy, it is clear that the events are happening in a pattern as if following a trail. If the pattern holds, a thriving city will be the next ruined site in just three days." - ] + ], + "id": "026" }, { "type": "entries", @@ -3198,9 +3233,11 @@ "page": 7, "entries": [ "The characters encounter a veteran monster hunter tracking a mysterious creature with red eyes. Decades ago, a creature of the same description appeared just before the hunter's hometown, friends, and family were destroyed by an arcane storm. After years of searching, the hunter has finally heard reports of the same creature stalking a nearby town." - ] + ], + "id": "027" } - ] + ], + "id": "024" }, { "type": "image", @@ -3220,7 +3257,8 @@ "entries": [ "Mothman's mere presence causes intense psychological distress and warps fate towards the worst outcome, so a fight typically isn't necessary for the cryptid to bring about harm. If adventurers attempt to confront or drive off Mothman before calamity strikes, Mothman prioritizes eliminating the interlopers before pursuing their larger goal.", "Mothman's goal is to dish out as many doom tokens as possible while ensuring they survive long enough to use all three of their villain actions. Mothman uses Twist Fate as soon as they can hit multiple creatures. Mothman uses their Penance Gaze bonus action to target creatures capable of flight, then prioritizes doomed creatures that are likely to fail the save." - ] + ], + "id": "028" }, { "type": "entries", @@ -3234,7 +3272,8 @@ "page": 8, "entries": [ "Mothman inflicts other creatures with a new condition called {@condition doomed|Arcadia21}. As the dramatic condition name implies, penalties brought on by the {@condition doomed|Arcadia21} condition quickly escalate, potentially trapping a creature in a death spiral. This intentional design defines why Mothman is a force to be reckoned with. With that in mind, a fair GM should restrain themselves from bringing down the full wrath of Mothman until the characters have a chance to learn what they are dealing with. Perhaps the party gets a taste of the {@condition doomed|Arcadia21} condition in a brief encounter before Mothman flees, or an NPC clues them in to pack lots of restoration magic before facing the cryptid. Allowing your players to understand the full ramifications of the {@condition doomed|Arcadia21} condition before you wield it won't make the ultimate confrontation with Mothman any less surprising. In fact, it's likely to underscore just how much they could lose." - ] + ], + "id": "02a" }, { "type": "statblock", @@ -3252,7 +3291,8 @@ "style": "inset", "displayName": "New Condition: Doomed" } - ] + ], + "id": "029" }, { "type": "statblock", @@ -3261,11 +3301,14 @@ "name": "Mothman", "page": 9 } - ] + ], + "id": "023" } - ] + ], + "id": "00d" } - ] + ], + "id": "005" }, { "type": "section", @@ -3288,7 +3331,8 @@ "entries": [ "{@style What do they do in the shadows? Stuff no one else wants to do.|dnd-font;large}", "by Banana Chan" - ] + ], + "id": "02c" }, { "type": "inset", @@ -3304,7 +3348,8 @@ "skipMarks": true, "skipItalics": true } - ] + ], + "id": "02d" }, "Ever wonder what regular citizens of spooky realms are like when they're not threatened with the terrors of their world? This article explores a few drop-in NPCs for games geared toward comedy in a horror-filled setting, or that just need a little lightheartedness to break up the terror. Meet the {@creature fanlord|Arcadia21} and their wide collection of antagonist fan fiction; the {@creature doomsday salesperson|Arcadia21}, who collects gold in exchange for survival gear (and since every day is doomsday in a horror realm, their business is doing quite well!); and the evil antagonists' {@creature personal assistant|Arcadia21|personal assistants}, who are at the antagonists' beck and call.", "These NPCs pop up throughout evil campaign settings like groundhogs on the first day of spring. Unlike groundhogs, they aren't adorable, and they may follow the characters on their adventure, pestering them. This badgering may be out of the heroes' control (particularly in the case of the {@creature fanlord|Arcadia21} and the {@creature personal assistant|Arcadia21}), but there may also be a benefit to having these NPCs around\u2014using them as distractions, guides, or allies in fights, for example. But what are these NPCs' goals in the first place?", @@ -3338,9 +3383,11 @@ "page": 11, "entries": [ "These NPCs are influenced by another NPC called the Ruler. Every evil or forsaken realm has one. Murderous, brooding, obsessed with something unhealthy\u2014you know the type. For some places, it might be a vampire. Others might have a corrupt monarch or a fallen angel. Each NPC has a unique relationship with the Ruler that impacts the finer details of their personality." - ] + ], + "id": "02f" } - ] + ], + "id": "02e" }, { "type": "section", @@ -3375,7 +3422,8 @@ "page": 12, "style": "inset" } - ] + ], + "id": "031" }, { "type": "statblock", @@ -3385,7 +3433,8 @@ "page": 12, "style": "inset" } - ] + ], + "id": "030" }, { "type": "section", @@ -3409,7 +3458,8 @@ "page": 14, "style": "inset" } - ] + ], + "id": "033" }, { "type": "entries", @@ -3424,7 +3474,8 @@ "page": 14, "style": "inset" } - ] + ], + "id": "034" }, { "type": "statblock", @@ -3434,7 +3485,8 @@ "page": 13, "style": "inset" } - ] + ], + "id": "032" }, { "type": "section", @@ -3459,7 +3511,8 @@ "page": 16, "style": "inset" } - ] + ], + "id": "036" }, { "type": "image", @@ -3480,9 +3533,11 @@ "page": 15, "style": "inset" } - ] + ], + "id": "035" } - ] + ], + "id": "02b" }, { "type": "section", @@ -3507,7 +3562,8 @@ "by Sharang Biswas", "", "{@b Content Note: This adventure contains scenes of body horror and devil possession. Additionally, the main plot includes a woman who dies in childbirth, and closeted queer identities. Advice for modifying these two plot points is provided if you so desire. See \"Modifying the Adventure\" and \"Author's Note\" at the end of the adventure for more details. We suggest using the {@link MCDM Tabletop Safety Toolkit|https://mcdm.gg/SafetyToolkit} with this adventure to ensure everyone has a good time!}" - ] + ], + "id": "038" }, { "type": "section", @@ -3524,7 +3580,8 @@ "Two years ago, seventeen-year-old Johann fell in love with a young man named Laxman, an apprentice to famed exorcist Rukhmani the Illuminated. The two began a secret relationship, but their time together was short-lived when Rukhmani set out on a journey of unknown duration with her apprentice at her side.", "Just yesterday, Rukhmani and Laxman returned after nearly a year's absence. Johann, thrilled to once again see his secret lover, convinced his father to invite the young apprentice over for dinner, intending to reveal the relationship for the first time. But when Johann uttered the words \"I love you\" to Laxman before his father, Nimuchnimurpal was also there as an unseen witness.", "Having long haunted the Skorman house to wait for the moment when he might claim Johann's soul, the devil saw their opportunity when they recognized that Johann's emotionally vulnerable state left him open to possession. The fiend quickly possessed Johann and attacked Laxman, but the apprentice was able to use knowledge gained from studying under Rukhmani to temporarily incapacitate the devil. He then rushed out to fetch the master exorcist." - ] + ], + "id": "03a" }, { "type": "entries", @@ -3542,11 +3599,14 @@ "Is Eirik Skorman homophobic? Not at all. Does Johann worry about coming out to his father? Absolutely!", "It's not unommon for children of heterosexual parents to be worried about judgment from their families regarding their sexuality, even if loving parents have never shown signs of caring about that issue. It's a complicated tangle of societal expectations involving families, patriarchy, the roles men are placed into, internalized homophobia, and many other factors.", "In this story, Johann wants to keep his secrets, and has waited until it feels right for him to come out to his father. See \"Author's Note\" at the end of the adventure for more discussion and guidance on roleplaying this theme." - ] + ], + "id": "03c" } - ] + ], + "id": "03b" } - ] + ], + "id": "039" }, { "type": "section", @@ -3560,7 +3620,8 @@ "page": 18, "entries": [ "This adventure takes place at the Skorman family home, a two-story, ivy-covered brick house with a basement that might be found in any reasonably prosperous town. Because the adventure isn't a room-by-room exploration, the specific layout is unimportant. The only important details you should maintain are the clues found in specific locations (see \"Clues and Information\" later in the adventure)." - ] + ], + "id": "03e" }, { "type": "entries", @@ -3570,9 +3631,11 @@ "This adventure appeals to players who enjoy reading, deductive reasoning, and logical thinking. The puzzles require a strong grasp of written English. However, the adventure also features a fair amount of social interaction.", "This isn't designed to be an action-packed adventure, barring the fight at the end and some ability checks here and there. Expect the players to spend time with the handouts while they discuss possible solutions with each other. Encourage them to take notes and to ask you to repeat information as needed.", "Familiarize yourself with the puzzle solutions and the logic needed to get to them. This isn't an adventure you can easily run on the fly! It also helps if you print out a copy of the player handouts for yourself, so you don't need to constantly flip back and forth through the text while running the adventure. These player handouts, as well as a \"GM Cheat Sheet\" for keeping track of the puzzles, are provided in the \"Handouts\" section at the end of this article." - ] + ], + "id": "03f" } - ] + ], + "id": "03d" }, { "type": "section", @@ -3602,7 +3665,8 @@ "page": 18, "entries": [ "Eirik has multiple piercings in each ear, through which he twines braids of his hair." - ] + ], + "id": "043" }, { "type": "entries", @@ -3610,7 +3674,8 @@ "page": 18, "entries": [ "Eirik is gruff and practical. He's very intelligent, and speaks in short, sharp sentences." - ] + ], + "id": "044" }, { "type": "entries", @@ -3618,11 +3683,14 @@ "page": 18, "entries": [ "{@creature Eirik Skorman|Arcadia21|Eirik uses the noble stat block.}" - ] + ], + "id": "045" } - ] + ], + "id": "042" } - ] + ], + "id": "041" }, { "type": "entries", @@ -3646,7 +3714,8 @@ "page": 19, "entries": [ "The two small tusks emerging from Johann's lower lip are tattooed in vivid blue." - ] + ], + "id": "048" }, { "type": "entries", @@ -3654,7 +3723,8 @@ "page": 19, "entries": [ "Johann is normally confident, creative, and enthusiastic about life. In the immediate aftermath of being possessed, he's groggy and confused." - ] + ], + "id": "049" }, { "type": "entries", @@ -3662,11 +3732,14 @@ "page": 19, "entries": [ "{@creature Johann Skorman|Arcadia21|Johann uses the commoner stat block.}" - ] + ], + "id": "04a" } - ] + ], + "id": "047" } - ] + ], + "id": "046" }, { "type": "entries", @@ -3690,7 +3763,8 @@ "page": 19, "entries": [ "Laxman's horns are webbed with silver chains and other dangling jewelry." - ] + ], + "id": "04d" }, { "type": "entries", @@ -3698,7 +3772,8 @@ "page": 19, "entries": [ "Normally studious and excited about his studies, Laxman has been thrown into shock by Johann's possession, and doubts his own capabilities." - ] + ], + "id": "04e" }, { "type": "entries", @@ -3706,11 +3781,14 @@ "page": 19, "entries": [ "{@creature Laxman|Arcadia21|Laxman uses the acolyte stat block.}" - ] + ], + "id": "04f" } - ] + ], + "id": "04c" } - ] + ], + "id": "04b" }, { "type": "entries", @@ -3734,7 +3812,8 @@ "page": 19, "entries": [ "Leia is fascinated with non-gemstone rocks and wears a lot of rock jewelry." - ] + ], + "id": "052" }, { "type": "entries", @@ -3742,7 +3821,8 @@ "page": 19, "entries": [ "Leia is normally shy and reserved, speaking softly without looking at people directly. When it comes to defending the Skormans, however, she grows fierce and confrontational." - ] + ], + "id": "053" }, { "type": "entries", @@ -3750,11 +3830,14 @@ "page": 19, "entries": [ "{@creature Leia|Arcadia21|Leia uses the commoner stat block.}" - ] + ], + "id": "054" } - ] + ], + "id": "051" } - ] + ], + "id": "050" }, { "type": "entries", @@ -3778,7 +3861,8 @@ "page": 19, "entries": [ "Birgitte takes the form of a bloodred translucent image of a strong, stout human woman." - ] + ], + "id": "057" }, { "type": "entries", @@ -3786,7 +3870,8 @@ "page": 19, "entries": [ "Birgitte's spirit gets distracted easily and jumps from topic to topic. She might answer questions ... sometimes." - ] + ], + "id": "058" }, { "type": "entries", @@ -3794,11 +3879,14 @@ "page": 19, "entries": [ "{@creature Birgitte Skorman|Arcadia21|Birgitte uses the specter stat block.}" - ] + ], + "id": "059" } - ] + ], + "id": "056" } - ] + ], + "id": "055" }, { "type": "entries", @@ -3822,7 +3910,8 @@ "page": 19, "entries": [ "Nimuchnimurpal takes the form of a skinny humanoid covered in fish scales, with long hair made of seaweed. Dirty water constantly drips off their body." - ] + ], + "id": "05c" }, { "type": "entries", @@ -3830,7 +3919,8 @@ "page": 19, "entries": [ "Nimuchnimurpal is as inscrutable to mortals as most other fiends. When speaking, they shift from vicious to incoherent to sweetly seductive without warning." - ] + ], + "id": "05d" }, { "type": "entries", @@ -3846,11 +3936,14 @@ "The devil can breathe air and water and has a swimming speed equal to their walking speed." ] } - ] + ], + "id": "05e" } - ] + ], + "id": "05b" } - ] + ], + "id": "05a" }, { "type": "entries", @@ -3868,13 +3961,17 @@ "page": 19, "entries": [ "Rukhmani wore robes that resemble the multicolored marginalia of an illuminated manuscript." - ] + ], + "id": "061" } - ] + ], + "id": "060" } - ] + ], + "id": "05f" } - ] + ], + "id": "040" }, { "type": "section", @@ -3904,9 +4001,11 @@ "A creature that makes use of the {@spell raise dead} spell, the {@spell speak with dead} spell, or similar magic to target Rukhmani's body or soul takes 55 ({@damage 10d10}) psychic damage, gains three levels of {@condition exhaustion}, and must make a {@dc 20} Charisma saving throw. On a failed save, the caster's soul is ripped out of their body and trapped in a secret location known only to Rukhmani (and Laxman, at your discretion)." ] } - ] + ], + "id": "063" } - ] + ], + "id": "062" }, { "type": "section", @@ -3932,7 +4031,8 @@ "entries": [ "Laxman feels that Rukhmani's death was his fault, and this guilt has convinced him that he can't contribute to saving Johann without making things worse. He can provide distracted suggestions or hints about the puzzles as you see fit, but won't volunteer whole answers or take other action for fear of \"making another mistake and getting someone killed.\"", "Laxman warns the characters if they're about to do something obviously foolish, such as entering or disturbing the runic prison circle, attacking Johann, or speaking to the dead Rukhmani (see the \"Necromancy?\" sidebar). And as the characters engage in appropriate roleplaying with the apprentice, he has more to share. See \"What Laxman Knows\" in the \"Clues and Information\" section later in the adventure." - ] + ], + "id": "065" }, { "type": "entries", @@ -3941,9 +4041,11 @@ "entries": [ "If the characters attempt to engage Nimuchnimurpal in Johann's body, the fiend laughs, hisses, and bares their teeth as they strain the young man's body into horrid contortions. These poses don't harm Johann, but are disturbing. Nimuchnimurpal might choose to speak at different points during the characters' attempts to exorcise them, as noted in \"Clues and Information.\"", "Nimuchnimurpal can't leave the runic prison circle. While bound within the circle, the {@creature Nimuchnimurpal|Arcadia21|fiend uses the berserker stat block} to represent their control of Johann's body. Though unarmed, Johann is fiendishly empowered, giving him an unarmed strike attack that has a {@hit 5} bonus to hit and deals 9 ({@damage 1d12 + 3}) bludgeoning damage." - ] + ], + "id": "066" } - ] + ], + "id": "064" }, { "type": "section", @@ -3988,11 +4090,14 @@ "entries": [ "When distributing the handouts, tell the players that their characters are actually handed a larger collection of papers, but that a little bit of study reveals the most relevant materials, which the handouts represent.", "Additionally, the characters can be confident that the documents and the spell diagram are as correct as Laxman and Rukhmani could make them. None of the documents feature intentional errors except for the omissions that the characters and players must fill in. Laxman reaffirms that Rukhmani is\u2014was\u2014a celebrated exorcist not known for making mistakes." - ] + ], + "id": "069" } - ] + ], + "id": "068" } - ] + ], + "id": "067" }, { "type": "section", @@ -4019,7 +4124,8 @@ "width": 495, "height": 43 } - ] + ], + "id": "06b" }, { "type": "entries", @@ -4036,7 +4142,8 @@ ] }, "As such, the bhansari rune, for mid-type entities and psychic-only infections, is the solution." - ] + ], + "id": "06c" }, { "type": "entries", @@ -4044,7 +4151,8 @@ "page": 22, "entries": [ "The initials \"JS\" appear at the bottom right of the document. This is Laxman's idle doodling while daydreaming about his boyfriend, and serves as a clue regarding the nature of the young men's relationship." - ] + ], + "id": "06d" }, { "type": "entries", @@ -4059,9 +4167,11 @@ "If the incorrect rune is used, Nimuchnimurpal gains the Burrowing Words action (detailed at \"Puzzle-Specific Features\")." ] } - ] + ], + "id": "06e" } - ] + ], + "id": "06a" }, { "type": "section", @@ -4096,7 +4206,8 @@ "width": 357, "height": 310 } - ] + ], + "id": "070" }, { "type": "entries", @@ -4111,7 +4222,8 @@ "page": 23, "entries": [ "A character who succeeds on a {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check knows that the stars are in liminal conjunction (an archaic astronomical pattern) with the sun." - ] + ], + "id": "072" }, { "type": "entries", @@ -4119,7 +4231,8 @@ "page": 23, "entries": [ "A character who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) or Wisdom ({@skill Religion}) check recalls lore about the Upper Planes and confirms that the planes' present alignment corresponds to what the treatise refers to as the Roshni alignment." - ] + ], + "id": "073" }, { "type": "entries", @@ -4127,7 +4240,8 @@ "page": 23, "entries": [ "A character who succeeds on a {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Animal Handling}) check knows enough about the flora in the local area to determine that energetic birds are more prevalent than reptiles." - ] + ], + "id": "074" }, { "type": "entries", @@ -4135,7 +4249,8 @@ "page": 23, "entries": [ "A character who succeeds on a {@dc 15} Intelligence ({@skill Medicine}) or {@dc 18} Wisdom ({@skill Survival}) check knows that stigmoid is an old way of classifying the particular body shape and complexion that Johann possesses." - ] + ], + "id": "075" }, { "type": "inset", @@ -4143,9 +4258,11 @@ "page": 23, "entries": [ "In a few places, the adventure makes use of less common combinations of abilities and skills, such as calling for Intelligence ({@skill Medicine}) checks rather than the usual Wisdom ({@skill Medicine}) check. This represents the unusual nature of the information tied up in different puzzles, and the different modes of thinking and observation characters might engage in to help them solve those puzzles." - ] + ], + "id": "076" } - ] + ], + "id": "071" }, { "type": "entries", @@ -4174,7 +4291,8 @@ "width": 357, "height": 309 } - ] + ], + "id": "077" }, { "type": "entries", @@ -4189,7 +4307,8 @@ "If any rune is drawn in the wrong order or in the wrong place, Nimuchnimurpal gains the Explosive Arcana trait (detailed at \"Puzzle-Specific Features\")." ] } - ] + ], + "id": "078" }, { "type": "inset", @@ -4197,9 +4316,11 @@ "page": 24, "entries": [ "The information the characters gain from the ability checks in puzzle 2 is arbitrary, and you can swap the runes as you see fit. For instance, if your campaign takes place in a swampy environment where reptiles are dominant, you can decide that the correct placement for rune III is actually the shamrani rune." - ] + ], + "id": "079" } - ] + ], + "id": "06f" }, { "type": "section", @@ -4227,7 +4348,8 @@ "width": 318, "height": 311 } - ] + ], + "id": "07b" }, { "type": "entries", @@ -4247,7 +4369,8 @@ "The characters' investigations reveal no indication that pain (either receiving or inflicting it) is a part of Johann's goals, pointing away from the rune representing the sting of pain." ] } - ] + ], + "id": "07c" }, { "type": "entries", @@ -4255,9 +4378,11 @@ "page": 24, "entries": [ "Failing to place the three correct runes in any order gives Nimuchnimurpal an edge in the \"Battling the Devil\" section. The devil gains one use of the Echoes of Johann bonus action (see \"Puzzle-Specific Features\" later in the adventure), and increases the potency of that action for each incorrect or missing rune." - ] + ], + "id": "07d" } - ] + ], + "id": "07a" }, { "type": "section", @@ -4285,7 +4410,8 @@ "width": 496, "height": 198 } - ] + ], + "id": "07f" }, { "type": "entries", @@ -4314,7 +4440,8 @@ "width": 467, "height": 101 } - ] + ], + "id": "080" }, { "type": "entries", @@ -4322,9 +4449,11 @@ "page": 25, "entries": [ "Any incorrect or missing diacritic leaves the potency runes unbalanced. During the \"Battling the Devil\" section, the \"Fury of the Tainted Seas\" event occurs (part of \"Puzzle-Specific Events\")." - ] + ], + "id": "081" } - ] + ], + "id": "07e" }, { "type": "section", @@ -4347,7 +4476,8 @@ "page": 25, "entries": [ "The runic prison circle contains a puddle of liquid that laps against the edges of the circle but can't escape. With a successful {@dc 10} Wisdom ({@skill Nature}) check, a character knows this is water tainted with poison (see puzzle 4)." - ] + ], + "id": "085" }, { "type": "entries", @@ -4355,7 +4485,8 @@ "page": 25, "entries": [ "A character who succeeds on a {@dc 10} Intelligence ({@skill Medicine}) check or a {@dc 12} Wisdom ({@skill Perception}) check while watching Johann's body writhing and twisting under the devil's control confirms that even as his muscles, ligaments, and tendons are strained to their limits, there are no signs that he's been physically transformed by fiendish magic (see puzzle 1)." - ] + ], + "id": "086" }, { "type": "entries", @@ -4363,7 +4494,8 @@ "page": 25, "entries": [ "A character who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check or a {@dc 18} Intelligence ({@skill Investigation}) check can tell that the devil is elementally attuned in some way, and that any mistakes in the spell diagram might give the fiend access to potent elemental magic after it is exorcised (see puzzle 4)." - ] + ], + "id": "087" }, "Once the characters start adding any runes to the spell diagram, Nimuchnimurpal threatens the characters and the Skorman family, with all those threats tied to the theme of water (see puzzle 4). You can use the following threats or create your own:", { @@ -4377,9 +4509,11 @@ ] }, "Once Nimuchnimurpal starts speaking, if asked anything about Johann or their own motivations, the devil talks of the young man's vulnerable emotional state (see puzzle 3). \"The boy is so ripe, so delicious! Already I can feed on his emotions. His secret longings, his yearning to connect with his poor dead mother ... scrumptious!\" If any character talks about the Skorman family after Nimuchnimurpal starts speaking, the devil cackles and says, \"Why don't you ask the mother upstairs?\"" - ] + ], + "id": "084" } - ] + ], + "id": "083" }, { "type": "entries", @@ -4396,7 +4530,8 @@ "page": 26, "entries": [ "Characters who search the bookshelf find a small collection of scrolls collecting ghost stories and hauntings, including an eyewitness account by a man who lost his wife and was soon haunted by her." - ] + ], + "id": "08a" }, { "type": "entries", @@ -4407,11 +4542,14 @@ "While the writing is in an archaic style, the pamphlet's purpose is clear. It contains general but highly inaccurate information about devils, along with a very functional ritual to summon Nimuchnimurpal (though the devil is certainly no duke of Hell). The ritual makes frequent references to \"Tainted Waters,\" offering a useful clue in solving puzzle 4.", "A character who studies the pamphlet can attempt a {@dc 12} Intelligence ({@skill Arcana} or {@skill Religion}) check. On a success, by using the information in the pamphlet and that found in the \"Laxman's Notes\" handout, the character knows that Nimuchnimurpal is likely an entity of middling power according to Rukhmani's classification scheme (see puzzle 1).", "If the check is 18 or higher, the character can modify the exorcism ritual to limit Nimuchnimurpal's power in the \"Battling the Devil\" section later in the adventure, removing one use of a random benefit the devil gains from the \"Puzzle-Specific Power\" section as a result of a mistake in one of the puzzles." - ] + ], + "id": "08b" } - ] + ], + "id": "089" } - ] + ], + "id": "088" }, { "type": "entries", @@ -4429,7 +4567,8 @@ "entries": [ "A framed sketch of a mountain landscape hangs on one wall. Anyone inspecting the sketch sees that the back of the frame features another piece of art\u2014a detailed woodcut of a nude male humanoid. (This is a hint about Johann's queerness, for puzzle 3.)", "On another wall is a small, framed portrait of a smiling young woman\u2014Birgitte, Johann's mother. The glass protecting the portrait is covered in fingerprints, as though handled often (see puzzle 3)." - ] + ], + "id": "08e" }, { "type": "entries", @@ -4437,7 +4576,8 @@ "page": 26, "entries": [ "A character who searches Johann's clothes discovers a child's drawing of two adults and a child. One of the adults, a woman with a lily drawn over her head, is drawn apart from the other two figures. The child wears a sad expression. Through guesswork or a successful {@dc 10} Wisdom ({@skill Insight}) check, a character discerns that the drawing is an expression of the artist's sadness about a mother figure (see puzzle 3)." - ] + ], + "id": "08f" }, { "type": "entries", @@ -4445,11 +4585,14 @@ "page": 26, "entries": [ "Searching through the books scattered across the room turns up a volume on medicine titled White's Anatomy, into which is tucked a handwritten list of local herbs and their healing properties (see puzzle 3)." - ] + ], + "id": "090" } - ] + ], + "id": "08d" } - ] + ], + "id": "08c" }, { "type": "entries", @@ -4468,7 +4611,8 @@ "entries": [ "Asking Birgitte about Nimuchnimurpal prompts the following response: \"I can't speak of the Lord of the Tainted Seas, for their grip on me is as strong as the deepest currents!\" (See puzzle 4.)", "Asking Birgitte anything about her son causes her to say, \"Johann has grown into such a self-assured young man! So much like his father ... but he is no merchant. He has different ambitions ... \" (See puzzle 3.)" - ] + ], + "id": "093" }, { "type": "entries", @@ -4477,11 +4621,14 @@ "entries": [ "Observing Birgitte's spirit allows any character to make a {@dc 10} Intelligence ({@skill Arcana}) check. On a success, a character gleans that the apparition is a strange, corrupt entity holding only a piece of Birgitte's soul.", "If the characters know of Eirik's deal with Nimuchnimurpal, a successful {@dc 15} Wisdom ({@skill Religion}) check suggests that banishing Birgitte's spirit by defeating that spirit in combat would weaken Nimuchnimurpal. If the spirit ({@creature Birgitte Skorman|Arcadia21|which uses the specter stat block}) is defeated, Nimuchnimurpal loses one-quarter of their hit points upon being exorcised (see \"Battling the Devil\" later in the adventure)." - ] + ], + "id": "094" } - ] + ], + "id": "092" } - ] + ], + "id": "091" }, { "type": "entries", @@ -4489,7 +4636,8 @@ "page": 27, "entries": [ "The guest bedroom is clean and sparse, but any quick inspection reveals that someone sleeps here regularly. The sheets are well used, and a cuddly stuffed toy in the shape of an orc warrior is hidden under the pillow. Beneath the bed, a few scattered folders hold documents relating to textile trading. Through guesswork or a successful {@dc 10} Intelligence ({@skill Insight}) check, a character knows that Eirik has been sleeping here." - ] + ], + "id": "095" }, { "type": "entries", @@ -4507,7 +4655,8 @@ "If the characters make it clear that any information about the Skormans might be useful in helping Johann, Leia mentions that visiting the master bedroom might reveal secrets about the devil, but she begs the characters not to tell Eirik she gave them this information." ] } - ] + ], + "id": "096" }, { "type": "entries", @@ -4524,7 +4673,8 @@ "If asked about Rukhmani's research, Laxman admits that it's well beyond his understanding, but that people often overlooked the important footnotes in Rukhmani's writing (see puzzle 3)." ] } - ] + ], + "id": "097" }, { "type": "entries", @@ -4542,9 +4692,11 @@ "Eirik knows about Johann and Laxman's relationship, but hasn't wanted to pressure his son into revealing that relationship before he's ready. If the characters either reveal that they know about it, or if they stress that they need to know Johann's secrets, Eirik tells them that he knows Laxman was very important to Johann, especially since he had few friends his age and no mother (see puzzle 3)." ] } - ] + ], + "id": "098" } - ] + ], + "id": "082" }, { "type": "section", @@ -4562,7 +4714,8 @@ "style": "inset" }, "When the ritual is concluded, Johann releases a mighty scream. Fetid water streams out of his eyes, ears, nose, and mouth, coalescing into the form of the devil Nimuchnimurpal. The young man then collapses, {@condition unconscious}." - ] + ], + "id": "099" }, { "type": "section", @@ -4583,7 +4736,8 @@ "page": 29, "entries": [ "Placing a rune in the wrong location in puzzle 1 triggers this event, which causes an explosion of arcane energy to burst out of Nimuchnimurpal as the devil exits Johann's body. Each creature in the basement except Nimuchnimurpal and Johann must make a {@dc 15} Strength saving throw. On a failed save, the creature is knocked {@condition prone} and can do only one of the following on their next turn: move, take an action, or take a bonus action." - ] + ], + "id": "09c" }, { "type": "entries", @@ -4591,7 +4745,8 @@ "page": 29, "entries": [ "Making any mistake in puzzle 4 triggers this event, causing the tainted water within the runic prison circle to splash out. Four 5-foot-square puddles form on the ground in the basement in locations of your choice. Each puddle is {@quickref difficult terrain||3}, and a creature that enters a puddle for the first time on a turn or starts its turn there must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its next turn." - ] + ], + "id": "09d" }, { "type": "entries", @@ -4608,9 +4763,11 @@ "page": 29, "style": "inset" } - ] + ], + "id": "09e" } - ] + ], + "id": "09b" }, { "type": "entries", @@ -4639,7 +4796,8 @@ } ] } - ] + ], + "id": "0a0" }, { "type": "entries", @@ -4660,7 +4818,8 @@ } ] } - ] + ], + "id": "0a1" }, { "type": "entries", @@ -4681,7 +4840,8 @@ } ] } - ] + ], + "id": "0a2" }, { "type": "entries", @@ -4710,11 +4870,14 @@ } ] } - ] + ], + "id": "0a3" } - ] + ], + "id": "09f" } - ] + ], + "id": "09a" }, { "type": "section", @@ -4725,7 +4888,8 @@ "If Birgitte's spirit hasn't already been banished, defeating Nimuchnimurpal results in the spirit vanishing forever. Eirik accepts that laying his late wife's spirit to rest is for the best, and eventually moves back into the master bedroom.", "After the harrowing ordeal, Laxman and Johann reveal the nature of their relationship to Eirik, who is perfectly supportive. Johann's father welcomes Laxman into the family and offers him a permanent place in the Skorman house. He even offers to have a family portrait of himself and the two young men painted, but is quickly discouraged by his embarrassed son.", "Laxman and Johann decide to travel together to one of the great cities, with plans for Johann to become a healer or chirurgeon while Laxman continues his studies as an exorcist. Perhaps the pair will cross paths with the heroes again someday?" - ] + ], + "id": "0a4" }, { "type": "section", @@ -4756,7 +4920,8 @@ "If the players are stumped, a character can place a correct rune in a puzzle with a successful {@dc 15} Intelligence check. Be careful about allowing this more than once or twice!" ] } - ] + ], + "id": "0a6" }, { "type": "entries", @@ -4772,9 +4937,11 @@ "Rukhmani has forbidden Laxman from having any distracting relationship, and it's Laxman who wants to keep everything secret. Guilt over Rukhmani's death prevents Laxman from easily sharing the truth with the characters." ] } - ] + ], + "id": "0a7" } - ] + ], + "id": "0a5" }, { "type": "section", @@ -4791,7 +4958,8 @@ "\"Puzzling Out The Devil\" includes themes of queer people hiding the truth about their sexuality. Queerness is not the central theme of this adventure, but it is an important one. It motivates NPCs, giving shape to their desires, to their backstories, to their personalities. I deliberately included such themes to allow the stories created at the gaming table to have more nuance, for characters to be more well rounded. Additionally, I'm a gay artist. I want my artwork to reflect issues I find important, and to ask my audiences to confront the fact that these issues exist.", "Discuss with your players that such themes exist in this adventure. Don't be afraid of \"getting it wrong.\" As I wrote for Camdon Wright's thoughtful RPG {@link One Child's Heart|https://www.drivethrurpg.com/product/320505/One-Childs-Heart}, everyone makes mistakes when playing characters from communities outside their own, and \"what's important is to remember that identities are important, to be aware of your own biases, to recognize one's own mistakes and ignorances, and basically, to treat people as people.\"", "It might be helpful to use various calibration tools (sometimes called \"safety tools\") when running this adventure. In addtion to the MCDM Tabletop Safety Toolkit, Kienna Shaw and Lauren Bryant-Monk have produced an excellent compilation of popular tools called the {@link Tabletop Safety Toolkit|https://i.4pcdn.org/tg/1583202183294.pdf}. If your table is uncomfortable discussing or including such issues in your game, that's fine! I've included ways you can modify the adventure, and you're absolutely free to make any other changes you see fit." - ] + ], + "id": "0a9" }, { "type": "entries", @@ -4815,9 +4983,11 @@ "skipMarks": true, "from": "Sharang Biswas" } - ] + ], + "id": "0aa" } - ] + ], + "id": "0a8" }, { "type": "section", @@ -4840,7 +5010,8 @@ "width": 1037, "height": 1426 } - ] + ], + "id": "0ac" }, { "type": "entries", @@ -4869,7 +5040,8 @@ "width": 1083, "height": 1488 } - ] + ], + "id": "0ad" }, { "type": "entries", @@ -4887,7 +5059,8 @@ "width": 1083, "height": 1492 } - ] + ], + "id": "0ae" }, { "type": "entries", @@ -4905,7 +5078,8 @@ "width": 1008, "height": 1394 } - ] + ], + "id": "0af" }, { "type": "entries", @@ -4923,7 +5097,8 @@ "width": 1026, "height": 1411 } - ] + ], + "id": "0b0" }, { "type": "entries", @@ -4948,7 +5123,8 @@ "width": 1037, "height": 937 } - ] + ], + "id": "0b2" }, { "type": "entries", @@ -4974,7 +5150,8 @@ "height": 43 }, "A rune in the wrong location triggers the \"Bidirectional Energetic Clash\" event. Use of an incorrect rune grants Nimuchnimurpal the Burrowing Words action." - ] + ], + "id": "0b4" }, { "type": "entries", @@ -5019,7 +5196,8 @@ "Placing an incorrect rune triggers the \"Unstable Magic\" event.", "Any rune drawn in the wrong order or place grants Nimuchnimurpal the Explosive Arcana trait.", "If alternative runes are used, Nimuchnimurpal gains one use of the Novice Errors bonus action for each alternative rune." - ] + ], + "id": "0b5" }, { "type": "entries", @@ -5040,7 +5218,8 @@ "height": 311 }, "Failing to place the three correct runes grants Nimuchnimurpal the Echoes of Johann bonus action, increasing the potency of that action for each incorrect or missing rune." - ] + ], + "id": "0b6" }, { "type": "entries", @@ -5062,15 +5241,20 @@ "height": 198 }, "Any incorrect or missing diacritic triggers the \"Fury of the Tainted Seas\" event." - ] + ], + "id": "0b7" } - ] + ], + "id": "0b3" } - ] + ], + "id": "0b1" } - ] + ], + "id": "0ab" } - ] + ], + "id": "037" }, { "type": "section", @@ -5089,7 +5273,8 @@ "{@link https://mcdm.gg/Arcadia202210/PuzzlingOutTheDevilGmCheatSheets.pdf}", "{@link https://mcdm.gg/Arcadia202210/PuzzlingOutTheDevilHandouts.pdf}", "{@link https://mcdm.gg/Arcadia202210/PuzzlingOutTheDevilHandoutsPlainText.pdf}" - ] + ], + "id": "0ba" }, { "type": "entries", @@ -5098,7 +5283,8 @@ "page": 42, "entries": [ "{@link https://mcdm.gg/SafetyToolkit}" - ] + ], + "id": "0bb" }, { "type": "entries", @@ -5106,11 +5292,14 @@ "page": 42, "entries": [ "You can find all issues of {@i ARCADIA} on {@link Patreon|https://www.patreon.com/posts/arcadia-patron-50839035} and in the {@link MCDM shop|https://shop.mcdmproductions.com/collections/arcadia}." - ] + ], + "id": "0bc" } - ] + ], + "id": "0b9" } - ] + ], + "id": "0b8" }, { "type": "section", @@ -5177,9 +5366,11 @@ "{@b Sharang Biswas} has won IndieCade and IGDN awards for roleplaying games, and has showcased interactive works at institutions such as The Institute of Contemporary Art in Philadelphia, Pioneer Works in Brooklyn, and The Museum of the Moving Image in Queens. He has written for games such as {@i Avatar: Legends, Spire: The City Must Fall, Jiangshi: Blood on the Banquet Hall, Into the Motherlands, and Dungeons & Dragons Live}. Find him on Twitter at {@link @SharangBiswas|https://twitter.com/SharangBiswas}." ] } - ] + ], + "id": "0be" } - ] + ], + "id": "0bd" }, { "type": "section", @@ -5222,15 +5413,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 21, Copyright 2022, MCDM Productions, LLC. Authors: Celeste Conowitch, Banana Chan, Sharang Biswas, Hannah Rose, and James Introcaso" - ] + ], + "id": "0c2" } - ] + ], + "id": "0c1" } - ] + ], + "id": "0c0" } ] } - ] + ], + "id": "0bf" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 3.json b/book/MCDM Productions; Arcadia Issue 3.json index 0ba48c64f..da953edb9 100644 --- a/book/MCDM Productions; Arcadia Issue 3.json +++ b/book/MCDM Productions; Arcadia Issue 3.json @@ -2543,7 +2543,8 @@ "entries": [ "{@style a roleplay and intrigue adventure for 3rd-level characters|dnd-font;large}", "by Alison Huang" - ] + ], + "id": "001" }, { "type": "quote", @@ -2561,7 +2562,8 @@ "The Krystalum family enjoys a life of luxury. Spoilt and entitled, the family members treat others like tools, and pay no regard to those who can't benefit them.", "The youngest Krystalum, {@creature Lady Diana Krystalum|Ar3|Diana}, despises the way her family behaves, and isn't afraid to tell them so. Because of this, the rest of the Krystalums act like she doesn't exist, and when they have to acknowledge her, they treat her like one of the servants. While her family's disregard was once a cause for grief, it's become an advantage, allowing {@creature Lady Diana Krystalum|Ar3|Diana} to do what she wants to without attracting the attention of her parents and siblings.", "Using {@i From Earth}, a book from the family library, {@creature Lady Diana Krystalum|Ar3|Diana} summoned a {@creature xorn}, a type of earth elemental that eats precious metals and jewels. She torments the rest of her family with a series of thefts, while keeping her new friend happy by giving them a source of food. She doesn't intend to physically hurt her family. Instead, she wants to make a ruckus, something that can't be ignored, to attract the attention of people who might be able to help her get away from her family." - ] + ], + "id": "002" }, { "type": "section", @@ -2577,9 +2579,11 @@ "entries": [ "I wrote {@i A Diamond In The Rough} with the intent of creating a roleplay-focused adventure that uses an investigation to pace and drive the story. Because of this, I didn't design the mystery to be particularly complex. For me, it's more a question of how long it takes for characters to figure out what all the pieces are, and what they do once they have all the information.", "But authorial intent is not the be-all and end-all. If you run this adventure, it is as much your story as it is mine. Feel free to build on what I have written and introduce twists and turns as best suits your narrative." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -2587,7 +2591,8 @@ "page": 24, "entries": [ "The Krystalum family hires the characters to investigate the thefts of money and jewelry. This might be through a letter of request, a messenger, a friend of the characters, or simply an advertisement on a noticeboard. The payment for the job is 200 gp per character." - ] + ], + "id": "005" }, { "type": "section", @@ -2608,7 +2613,8 @@ "{@creature Micah|Ar3}: The head servant. He is polite and kind-hearted, especially with {@creature Lady Diana Krystalum|Ar3|Diana}." ] } - ] + ], + "id": "006" }, { "type": "section", @@ -12675,9 +12681,11 @@ } ] } - ] + ], + "id": "007" } - ] + ], + "id": "000" }, { "type": "section", @@ -12689,7 +12697,8 @@ "page": 25, "entries": [ "The Krystalum Manor stands proudly before you. Its three floors reach towards the sky, sunlight glistening on the polished stone walls. The building is framed by verdant hedges that bar entry into the gardens around it." - ] + ], + "id": "009" }, "When the characters approach the manor, {@creature Micah|Ar3} (neutral good half-elf {@creature commoner}, he/him), a butler in a dark grey suit, greets the characters. After confirming that they're here for the job, he briskly leads them to Lord Reuben's study ({@area area 7|MM-7|x}) on the middle floor, then excuses himself.", { @@ -12702,7 +12711,8 @@ "page": 25, "entries": [ "A human man with a bushy red beard sits behind a large redwood desk, which dominates the luxurious room. Once he sees you, he stands up, and gestures to the seats in front of his desk, inviting you to sit." - ] + ], + "id": "00b" }, "{@creature Lord Reuben Krystalum|Ar3} (lawful evil human {@creature noble}, he/him) only sits down and begins talking once the characters have complied with his silent order.", { @@ -12711,7 +12721,8 @@ "page": 25, "entries": [ "Reuben is a gruff man who expects people to know what he wants, even if he doesn't explicitly spell out his desires. As someone who expects to always get his way, he doesn't like to make compromises. Moreover, he hates small talk and lengthy conversations with those he deems below his station. If the characters ask too many questions, he becomes irritated and accuses them of not being up to the task." - ] + ], + "id": "00c" }, { "type": "entries", @@ -12730,7 +12741,8 @@ ] }, "If asked if he has any other children, he repeats impatiently that {@creature Lady Amy Krystalum|Ar3|Amy} and {@creature Lord Emerson Krystalum|Ar3|Emerson} were stolen from. Reuben doesn't like to think about {@creature Lady Diana Krystalum|Ar3|Diana}, barely considering her his daughter, and believes that bringing her up would be a waste of his time. None of the servants have been stolen from, but he's surprised if the characters ask about that, since he assumes no servant would own anything worth stealing." - ] + ], + "id": "00d" }, { "type": "entries", @@ -12753,7 +12765,8 @@ "In addition, he reminds the adventurers that they have been hired as investigators, and they don't need to worry about dealing with the culprit: he intends on punishing the thief himself. A successful {@dc 12} Wisdom ({@skill Insight}) check reveals that he relishes the idea of inflicting violence on the unlucky thief." ] } - ] + ], + "id": "00a" }, { "type": "section", @@ -12761,9 +12774,11 @@ "page": 25, "entries": [ "After the characters talk with {@creature Lord Reuben Krystalum|Ar3|Reuben} and leave the study, proceed to chapter 2." - ] + ], + "id": "00e" } - ] + ], + "id": "008" }, { "type": "section", @@ -12775,7 +12790,8 @@ "page": 26, "entries": [ "Once you are back in the hallway, the butler that escorted you inside reappears and bows. \"Allow me to introduce myself. I am Micah, your chaperone for the day.\"" - ] + ], + "id": "010" }, { "type": "section", @@ -12791,7 +12807,8 @@ "Micah is polite and cordial. He tries to fulfill the characters' requests as long as Reuben's orders allow him (see \"{@area Terms of Service|MM-ToS|x},\" above). Micah is one of the few people in the estate who cares about {@creature Lady Diana Krystalum|Ar3|Diana}; if he weren't concerned about {@creature Lady Diana Krystalum|Ar3|Diana's} safety, he would have left the manor long ago. He doesn't like the rest of the Krystalum family and he's certainly not paid enough to deal with them.", "Micah becomes easily flustered if the characters hint at breaking Reuben's rules, and tries to discourage them as much as possible. He threatens to call the guards if he is seriously worried about the possibility of them disobeying the rules, and has no trouble making good on that promise if the characters test him.", "If {@creature Lady Diana Krystalum|Ar3|Diana} is suspected before evidence of her involvement is uncovered, Micah also becomes quite nervous, even to the point he might seem like he's actually the culprit. He keeps diverting the characters' investigation by suggesting they seek out other people to interview or crime scenes to investigate." - ] + ], + "id": "012" }, { "type": "entries", @@ -12800,7 +12817,8 @@ "entries": [ "If questioned, Micah claims he doesn't have any additional information. A successful {@dc 15} Wisdom ({@skill Insight}) check reveals that he knows more than he's letting on. Micah suspects {@creature Lady Diana Krystalum|Ar3|Diana} is involved, but isn't sure how.", "Unless characters have already uncovered evidence of {@creature Lady Diana Krystalum|Ar3|Diana's} existence, Micah refuses to tell them about her no matter how hard they try to intimidate or persuade him. If he feels particularly threatened or he is affected by the {@spell zone of truth} spell he calls for the guards." - ] + ], + "id": "013" }, { "type": "entries", @@ -12821,9 +12839,11 @@ "While in the presence of any of the Krystalums besides {@creature Lady Diana Krystalum|Ar3|Diana}, the character with the highest passive Wisdom ({@skill Insight}) score notices that {@creature Micah|Ar3} has tensed up. A successful {@dc 15} Wisdom ({@skill Insight}) check reveals that this is because he doesn't like them." ] } - ] + ], + "id": "014" } - ] + ], + "id": "011" }, { "type": "section", @@ -12842,7 +12862,8 @@ "A servant ({@creature commoner}) carrying bedsheets rounds a corner. A random character must succeed on a {@dc 12} Dexterity saving throw or be knocked {@condition prone} as the servant collides with them." ] } - ] + ], + "id": "015" }, { "type": "section", @@ -12894,9 +12915,11 @@ } ] } - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "section", @@ -12915,7 +12938,8 @@ "page": 27, "entries": [ "Unlike the rest of the manor, the conservatory's walls and ceiling are glass. Leafy plants adorn its interior. At the center of the room, white wooden chairs surround a matching table. Large glass doors separate open into the gardens." - ] + ], + "id": "019" }, "{@creature Lady Diana Krystalum|Ar3|Diana} obtained clay soil from the conservatory, a necessary component in the ritual that summoned {@creature Karat|Ar3|the xorn}.", { @@ -12924,7 +12948,8 @@ "page": 27, "entries": [ "A character who succeeds on a {@dc 12} Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check finds that chunks of soil around some of the plants are missing. (No check is needed if a character specifically inspects the plants.) A successful {@dc 14} Intelligence ({@skill Nature}) check reveals that the soil removed from the plant beds is clay soil." - ] + ], + "id": "01a" } ] }, @@ -12939,7 +12964,8 @@ "page": 28, "entries": [ "The spacious gardens surrounding the manor are filled with a variety of flowering plants and bushes. Neatly trimmed hedges separate it from the outside world." - ] + ], + "id": "01b" }, "There aren't any direct clues in the garden\u2014there are no strange footprints or signs that someone climbed over the hedge wall. However these facts themselves are clues, since it means the thief may not have entered from outside.", { @@ -12956,7 +12982,8 @@ "A character who is proficient with {@item thieves' tools|PHB} or who succeeds on a {@dc 12} Intelligence ({@skill Investigation}) check finds that none of the manor's windows were tampered with from the outside. (The characters can also determine this by examining the windows from the inside.)" ] } - ] + ], + "id": "01c" } ] }, @@ -12971,7 +12998,8 @@ "page": 28, "entries": [ "A long dining table surrounded by a dozen ornate chairs dominates this large room. Though the table is not set, lit candelabras illuminate it. The walls are decorated with framed portraits." - ] + ], + "id": "01d" }, "The dining hall itself is not directly tied to the mystery, though it is able to offer some insight on the truth.", { @@ -12980,7 +13008,8 @@ "type": "entries", "entries": [ "Alongside the rest of her family, there is a portrait of {@creature Lady Diana Krystalum|Ar3|Diana} with her name on a plaque. She is a half-elf with long white hair, younger than the other Krystalum siblings, probably in her mid-teens at the time the portrait was painted." - ] + ], + "id": "01e" } ] }, @@ -12995,7 +13024,8 @@ "page": 28, "entries": [ "Unlike the rest of the manor, this room is very simple and plain. It's filled with cots, each with a trunk at its foot." - ] + ], + "id": "01f" }, "The servants' quarters don't have any clues about the thefts." ] @@ -13010,7 +13040,8 @@ "type": "insetReadaloud", "entries": [ "The smell of food greets you as you enter this bustling kitchen. Servants hurry around the room, preparing a meal. Focused on their tasks, they ignore you." - ] + ], + "id": "020" }, "If the servants are alerted to the presence of the characters, they're confused about who the characters are and why they're there. They answer questions politely, but they don't have any information about the thefts.", { @@ -13019,7 +13050,8 @@ "type": "entries", "entries": [ "If the servants are asked about {@creature Lady Diana Krystalum|Ar3|Diana}, a successful {@dc 15} Charisma ({@skill Persuasion}) check convinces them to explain that {@creature Lady Diana Krystalum|Ar3|Diana's} family neglects her. If asked where her room is, the servants point to {@area area 6|MM-6|x}." - ] + ], + "id": "021" } ] }, @@ -13034,13 +13066,15 @@ "page": 28, "entries": [ "The next door down the hallway is nondescript. No visuals or sounds that denote its room's purpose, except for a few pieces of rock scattered in front of it." - ] + ], + "id": "022" }, "The pieces of rock match the other pieces present in the manor. A successful {@dc 15} Intelligence ({@skill Arcana}) check reveals that the pieces are from the Elemental Plane of Earth.", "The interior of {@creature Lady Diana Krystalum|Ar3|Diana's} bedroom is described in {@adventure part 3|Ar3|3}." ] } - ] + ], + "id": "018" }, { "type": "section", @@ -13068,7 +13102,8 @@ "page": 28, "entries": [ "Micah sharply knocks on the bedroom door, announcing your presence. Moments later, a young adult half-elf with purple hair opens the door. She grips a rapier in her hand. \"Well? Come in,\" she demands." - ] + ], + "id": "024" }, "{@creature Lady Amy Krystalum|Ar3} (lawful neutral half-elf {@creature noble}, she/her) allows the characters to search her room, but watches their movements intently.", "Seven days ago, Amy's bedroom was ransacked. This was the first theft, and afterwards the bedroom was tidied up so that {@creature Lady Amy Krystalum|Ar3|Amy} can go about her day normally. However, {@creature Lady Amy Krystalum|Ar3|Amy} directs the characters to a jewelry box on her desk that has not been moved since the theft.", @@ -13086,7 +13121,8 @@ "A character who is proficient with {@item thieves' tools|PHB} or who makes a successful {@dc 12} Intelligence ({@skill Investigation}) check notices that {@creature Lady Amy Krystalum|Ar3|Amy's} window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows." ] } - ] + ], + "id": "025" }, { "type": "entries", @@ -13095,7 +13131,8 @@ "entries": [ "Amy is haughty, bold, and blunt. Unlike her parents, she has no issue giving adventurers all the information they need, demanding that they solve this problem at once. She's quick to anger; if she feels disrespected, she threatens the characters with her {@item rapier|PHB}.", "Amy's usual strident personality is amplified by her frustrations over the situation. She secretly feels guilty that she wasn't able to stop the thefts herself." - ] + ], + "id": "026" }, { "type": "entries", @@ -13112,7 +13149,8 @@ "A pair of amethyst earrings were stolen from her jewelry box." ] } - ] + ], + "id": "027" } ] }, @@ -13127,7 +13165,8 @@ "page": 29, "entries": [ "With a knock on the door, Micah announces that you wish to talk to Lord Emerson. After a pause, the door is flung open with a flourish by a young adult half-elf with green hair. \"Adventurers! I'm charmed to make your acquaintances,\" he says dramatically. \"Please, come in!\"" - ] + ], + "id": "028" }, "{@creature Lord Emerson Krystalum|Ar3} (lawful neutral, half-elf {@creature noble}, he/him) gladly lets the adventurers into the room.", { @@ -13135,7 +13174,8 @@ "page": 29, "entries": [ "The guest room is sparsely decorated. Its walls are white, and its furniture is well crafted but simple in design." - ] + ], + "id": "029" }, "The guest room itself isn't relevant to the mystery. However, it used to be {@creature Lady Diana Krystalum|Ar3|Diana's} before she moved downstairs, since she likes interacting with the servants more than with her own family.", { @@ -13144,7 +13184,8 @@ "page": 29, "entries": [ "Emerson is a smug and vain man who considers himself smart. He is happy to talk to the characters, but a successful {@dc 12} Wisdom ({@skill Insight}) check reveals that he'd rather talk about himself than the thefts to conceal the fact that he doesn't know much about the situation. If he's accused of being scared, his arrogant attitude quickly falls away to reveal a coward." - ] + ], + "id": "02a" }, { "type": "entries", @@ -13162,7 +13203,8 @@ "He didn't actually check to see if anything was missing." ] } - ] + ], + "id": "02b" } ] }, @@ -13178,7 +13220,8 @@ "page": 29, "entries": [ "Emerson's bedroom is a complete mess. The bed is askew. The desk is on its side. A chair is in splinters." - ] + ], + "id": "02c" }, "Four days ago, Emerson's bedroom was broken into during the afternoon, and the scene has not been disturbed since.", { @@ -13198,7 +13241,8 @@ "A character who is proficient with {@item thieves' tools|PHB} or who makes a successful {@dc 12} Intelligence ({@skill Investigation}) check notices that Emerson's window hasn't been tampered with from the inside." ] } - ] + ], + "id": "02d" } ] }, @@ -13214,7 +13258,8 @@ "entries": [ "Compared to the rest of the manor, the parlor is modestly decorated. Sunlight filters in through wispy curtains onto a carved mahogany table and several matching chairs.", "An elf with icy blue hair sits at the table. She's calmly eating grapes while reading a book. Looking up as you enter the room, she snaps the book shut. \"Ah, you must be the adventurers,\" she comments cooly." - ] + ], + "id": "02e" }, { "type": "entries", @@ -13223,7 +13268,8 @@ "entries": [ "{@creature Lady Marina Krystalum|Ar3} (lawful evil elf {@creature noble}, she/her) is cold and judgmental, which she doesn't bother to hide. Though she holds great disdain for adventurers and other people who work for a living, she's more forthright with information than her husband, as long as the characters treat her with respect.", "Though {@creature Lady Marina Krystalum|Ar3|Marina} would hate to admit it, she is also scared, and fears that the next time someone breaks in, she'll be attacked." - ] + ], + "id": "02f" }, { "type": "entries", @@ -13241,11 +13287,13 @@ "The thief took {@creature Lady Marina Krystalum|Ar3|Marina's} favorite aquamarine necklace and {@creature Lord Reuben Krystalum|Ar3|Reuben's} ruby ring." ] } - ] + ], + "id": "030" } ] } - ] + ], + "id": "023" }, { "type": "section", @@ -13265,7 +13313,8 @@ "page": 30, "entries": [ "The master bedroom certainly lives up to its status. A four poster bed dominates the space, while a set of wardrobes and a vanity are flush against the walls. A plush red and blue rug covers the stone floor." - ] + ], + "id": "032" }, "Two days ago, the thief stole from this area during the night. Lord Reuben and Lady Marina never left the room unsupervised. Because of this complication in {@creature Lady Diana Krystalum|Ar3|Diana's} plan, this theft was a stealthier one that didn't leave any mess.", { @@ -13283,7 +13332,8 @@ "A character who is proficient with {@item thieves' tools|PHB} or who makes a successful {@dc 12} Intelligence ({@skill Investigation}) check notices that Reuben and Marina's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows." ] } - ] + ], + "id": "033" } ] }, @@ -13298,7 +13348,8 @@ "page": 31, "entries": [ "Bookshelves upon bookshelves filled with tomes line the walls of this room. Comfortable chairs surround a small table in the center of the floor." - ] + ], + "id": "034" }, "Though the library isn't relevant to thefts themselves, {@creature Lady Diana Krystalum|Ar3|Diana} would never have been able to learn how to summon {@creature Karat|Ar3|the xorn} without a book from the library.", { @@ -13316,11 +13367,13 @@ "The book explains that xorns eat metals and jewels, and that they are capable of reasoning and not malicious." ] } - ] + ], + "id": "035" } ] } - ] + ], + "id": "031" }, { "type": "section", @@ -13328,9 +13381,11 @@ "page": 31, "entries": [ "Once the characters head towards Diana's room, proceed to chapter 3." - ] + ], + "id": "036" } - ] + ], + "id": "00f" }, { "type": "section", @@ -13358,7 +13413,8 @@ "page": 31, "entries": [ "A young adult half-elf with white hair looks at you from the back of a room that is more of a refurbished storage room than a place to sleep. \"Uh, hello? What are you doing in my bedroom?\" she demands." - ] + ], + "id": "039" }, { "type": "entries", @@ -13367,7 +13423,8 @@ "entries": [ "{@creature Lady Diana Krystalum|Ar3} (neutral good half-elf {@creature noble}, she/ her) has been shaped by how her family treats her. She is angry, determined, and cautious, but ultimately these traits are self-defense mechanisms, for she is also scared and vulnerable.", "{@creature Lady Diana Krystalum|Ar3|Diana} wants help getting out of her situation, but she knows that trusting the wrong people will get her hurt and cause more trouble with her family. Her experiences have taught her to expect the worst of people unless she has a reason to think otherwise." - ] + ], + "id": "03a" }, { "type": "entries", @@ -13379,7 +13436,8 @@ "If asked if she's had any jewelry stolen, {@creature Lady Diana Krystalum|Ar3|Diana} scoffs and says no, asking whether it looks like she has any possessions worth taking.", "Otherwise, {@creature Lady Diana Krystalum|Ar3|Diana} bluntly claims that she doesn't know what they're talking about. A successful {@dc 15} Wisdom ({@skill Insight}) check reveals that she's lying. If she is called out on the lie, she refuses to tell the characters how she is involved.", "If the characters found {@creature Lady Diana Krystalum|Ar3|Diana's} room without enough evidence to prove that she's behind the thefts, they can always leave and return later with proof." - ] + ], + "id": "03b" }, { "type": "entries", @@ -13392,7 +13450,8 @@ "page": 32, "entries": [ "Before you can say anything else, a creature made out of rock with three legs, three arms, a single eye, and a gaping maw rises from the ground in front of Diana." - ] + ], + "id": "03d" }, { "type": "image", @@ -13405,7 +13464,8 @@ "height": 1025 }, "{@creature Lady Diana Krystalum|Ar3|Diana} plans to test the characters. She hopes they can help her out of her situation, but first wants to know if they are people who try talking even in the face of danger, or if they attack perceived threats without question." - ] + ], + "id": "03c" }, { "type": "entries", @@ -13414,7 +13474,8 @@ "entries": [ "{@creature Karat|Ar3|The xorn} (who can speak and understand {@language Common} and {@language Primordial||Terran} and has given Diana permission to call it {@creature Karat|Ar3}) likes {@creature Lady Diana Krystalum|Ar3|Diana}, partially because it sympathizes with her plight, and also because of how many jewels she feeds the elemental.", "Xorns can be reasoned with. Coins, metal weapons, and gemstones, can be offered to show no harm is meant. A character who does so gains advantage on any Charisma checks made to interact positively with {@creature Lady Diana Krystalum|Ar3|Diana} and {@creature Karat|Ar3}." - ] + ], + "id": "03e" }, { "type": "entries", @@ -13425,7 +13486,8 @@ "Characters who talk to {@creature Lady Diana Krystalum|Ar3|Diana} with kindness and understanding and succeed on a {@dc 15} Charisma ({@skill Persuasion}) check convince {@creature Lady Diana Krystalum|Ar3|Diana} to tell her side of the story, as described in \"Background\" at the beginning of this adventure. On a failure, the DC for this check is lowered to 12. If the second check fails, {@creature Lady Diana Krystalum|Ar3|Diana} becomes frustrated and commands {@creature Karat|Ar3|the xorn} to attack.", "Characters have advantage on this check if they appeal to {@creature Lady Diana Krystalum|Ar3|Diana's} hatred of her family by commiserating with her about her mistreatment.", "If the characters aren't sympathetic to {@creature Lady Diana Krystalum|Ar3|Diana's} situation and want to tell {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} what she's done, she commands {@creature Karat|Ar3|the xorn} to attack." - ] + ], + "id": "03f" }, { "type": "entries", @@ -13436,9 +13498,11 @@ "Though she summoned {@creature Karat|Ar3|the xorn}, {@creature Lady Diana Krystalum|Ar3|Diana} doesn't have enough experience to use magic in combat. She only acts in self defense.", "{@creature Karat|Ar3|The xorn} focuses on defending {@creature Lady Diana Krystalum|Ar3|Diana}, and prioritizes attacking anyone who gets close to her. However, the elemental doesn't have a death wish. {@creature Karat|Ar3|The xorn} focuses on foes who deal a lot of damage, using its Earth Glide ability to appear right next to the target.", "{@creature Lady Diana Krystalum|Ar3|Diana} surrenders if {@creature Karat|Ar3|the xorn} is killed, breaking down in tears. If asked what happened to the stolen jewelry, she confesses that {@creature Karat|Ar3|the xorn} ate them and that they are long gone." - ] + ], + "id": "040" } - ] + ], + "id": "038" }, { "type": "section", @@ -13446,9 +13510,11 @@ "page": 33, "entries": [ "If the characters want to help {@creature Lady Diana Krystalum|Ar3|Diana}, proceed to conclusion A. If the adventurers plan on telling her father the truth, proceed to conclusion B." - ] + ], + "id": "041" } - ] + ], + "id": "037" }, { "type": "section", @@ -13467,7 +13533,8 @@ "Convincing {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} to believe the story requires a successful {@dc 20} Charisma ({@skill Deception}) check. This check is made with a +1 bonus for each piece of forged or tampered evidence the characters produce.", "On a success, {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} also gives the characters their promised 200 gp each and promptly dismisses them.", "On a failure, he is suspicious of the characters but is still willing to listen to them. The Charisma ({@skill Deception}) check can be repeated, but if the check fails a second time, {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} recognises that he is being deceived and calls the guards (see \"Stand Your Ground\")." - ] + ], + "id": "043" }, { "type": "section", @@ -13477,7 +13544,8 @@ "Characters can choose to return to {@creature Lord Reuben Krystalum|Ar3|Lord Reuben's} study to confront him about the daughter he failed to mention. Outraged, {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} calls on the {@creature knight} patrolling the middle floor to escort the characters out.", "If the characters fight, {@creature Karat|Ar3|the xorn} appears out of the ground to help them. The {@creature knight||knights} patrolling the top floor and bottom floor arrive on the second and third rounds of combat respectively.", "{@creature Lord Reuben Krystalum|Ar3|Lord Reuben} surrenders if the {@creature knight||knights} are all knocked {@condition unconscious}. He gives the promised payment to the characters with a successful {@dc 10} Charisma ({@skill Intimidation}) check." - ] + ], + "id": "044" }, { "type": "section", @@ -13485,9 +13553,11 @@ "page": 33, "entries": [ "If the characters help her, {@creature Lady Diana Krystalum|Ar3|Diana} gives them a diamond worth 100 gp as thanks." - ] + ], + "id": "045" } - ] + ], + "id": "042" }, { "type": "section", @@ -13496,7 +13566,8 @@ "entries": [ "{@creature Lord Reuben Krystalum|Ar3|Lord Reuben} listens intently, concealing any emotions behind cold professionalism, to what the characters tell him. At first, {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} doesn't believe {@creature Lady Diana Krystalum|Ar3|Diana} has the courage to pull off so many robberies and laughs if the adventurers present this theory without evidence. If the characters present proof that {@creature Lady Diana Krystalum|Ar3|Diana} was behind the thefts, he briskly gives them their promised 200 gp each and dismisses them without thanks or indication of how he intends to punish {@creature Lady Diana Krystalum|Ar3|Diana}.", "A visibly distressed {@creature Micah|Ar3} leads the adventurers out of the manor. He clearly wants to protest the situation but won't stand up for the characters unless they also object. {@creature Lord Reuben Krystalum|Ar3|Lord Reuben} calls the guards if the adventurers outstay their welcome or change their mind on siding with him (see \"Stand Your Ground\")." - ] + ], + "id": "046" }, { "type": "section", @@ -13504,7 +13575,8 @@ "page": 34, "entries": [ "Regardless of how the adventure ends, the characters each gain 1000 XP in addition to any XP gained from combat encounters. If they managed to avoid combat for the entirety of the adventure, the characters each gain an additional 500 XP." - ] + ], + "id": "047" }, { "type": "section", @@ -13520,7 +13592,8 @@ "Xorns summoned using {@i From Earth} take their own actions instead of obeying commands. However, if they are treated as equals, not used as mere tools, and well-fed, they listen to suggestions from their allies.", "{@creature Karat|Ar3}, the {@creature xorn} summoned by {@creature Lady Diana Krystalum|Ar3|Diana}, is loyal to her and follows her orders out of trust and respect. Characters can also suggest certain actions to Karat, but {@creature Lady Diana Krystalum|Ar3|Diana's} wishes supersede suggestions from anyone else.", "Xorns become hostile if mistreated or disrespected." - ] + ], + "id": "049" }, { "type": "section", @@ -13528,7 +13601,8 @@ "page": 34, "entries": [ "Xorns are incredibly powerful for the level range this adventure is designed for. However, their upkeep is not cheap. Each week, a {@creature xorn} must consume gemstones and precious metals worth a total of at least 200 gp, or it gains a level of {@condition exhaustion}. Consuming an additional 200 gp worth of gemstones or precious metals reduces the xorn's {@condition exhaustion} level by 1." - ] + ], + "id": "04a" }, { "type": "section", @@ -13536,9 +13610,11 @@ "page": 34, "entries": [ "The Elemental Plane of Earth is brimming with more metals and jewels than xorns could ever eat in their lifetimes. Because of this, {@homebrew unless} a xorn gains a strong motivation to stay on the Material Plane, such as {@creature Karat|Ar3|Karat's} desire to protect {@creature Lady Diana Krystalum|Ar3|Diana}, it wants to return to its home plane." - ] + ], + "id": "04b" } - ] + ], + "id": "048" } ] } @@ -13820,7 +13896,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link discord.gg/mcdm|http://discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -13831,7 +13908,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Dreamkin, 10 Spells you need in 5e, Aces High, A Diamond in the Rough, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -13846,7 +13924,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -13873,14 +13952,16 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", "entries": [], "by": "James Introcaso, Managing Editor" } - ] + ], + "id": "003" }, { "type": "section", @@ -13903,7 +13984,8 @@ "entries": [ "{@style three dream-themed ancestries|dnd-font;large}", "by Justice Arman" - ] + ], + "id": "006" }, { "type": "quote", @@ -13956,7 +14038,8 @@ "entries": [ "No two lucidlings are alike. When the Vizier of the Court of All Flesh, Lord Rall, inverts the fragile flesh of a dozen enemies, his dreams might be so filled with their screams that it inadvertently spawns several lucidlings at once. A trained eye\u2014one unfortunate to have seen a plethora of aberrations\u2014can identify the lucidlings' lineage based on physical characteristics, but similarities among lucidlings with the same parent are typically far and few between. Though all lucidlings are humanoids, one lucidling might be smooth and spindly with a single piercing eye, while their \"sibling\" could be twice as large, with a purple leathery hide speckled with tiny barbs.", "In addition to physical features, lucidlings inherit diluted personality traits from their creators. A lucidling descended from a dominating {@creature aboleth} may be described as controlling or manipulative, while the child of a {@creature gibbering mouther} might be loquacious and greedy. Despite these patterns in their psyche, lucidlings are hardly replicas of their creators. They are unique individuals, shaped by their environments, choices, and experiences." - ] + ], + "id": "008" }, { "type": "entries", @@ -13965,7 +14048,8 @@ "entries": [ "Paranoid progenitors reduce many lucidlings to dust shortly after their inception, but not all aberrations attempt to destroy their accidental handiwork\u2014and those that do are not always successful. A surviving lucidling might become a dutiful minion, bizarre apprentice, or loyal spy. Others manage to escape their creators' lairs before the aberrations wake.", "Lucidlings begin life as fully-formed adults with alien appearances and little or no concept of organized humanoid society. Once exposed to the outside world, curiosity overwhelms most lucidlings, driving them to partake in the best and worst experiences life has to offer." - ] + ], + "id": "009" }, { "type": "entries", @@ -13981,7 +14065,8 @@ "page": 3, "style": "inset" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -14000,7 +14085,8 @@ } ] } - ] + ], + "id": "00b" }, { "type": "entries", @@ -14014,9 +14100,11 @@ "name": "Lucidling", "page": 3 } - ] + ], + "id": "00c" } - ] + ], + "id": "007" }, { "type": "section", @@ -14052,7 +14140,8 @@ "entries": [ "Before recorded time, archangels warred with aberrations at the bounds of the multiverse, where astral sands slowly spilled into nothingness. Led by Oneirus the Eternal, the angels sought to drive back the unfathomable evils and prevent the aberrations from disrupting their divine works. During a cataclysmic battle, Oneirus' radiant fire scorched the iridescent sand, giving it form and infusing it with life. Humanoid figures of molten glass, the original sand speakers, rose from the astral desert and knelt before the archangel.", "Oneirus invited each sand speaker to pledge themselves to a righteous cause and return with the angels to the celestial host. Many accepted and became prophetic messengers, while others decided to explore their newfound freedom, wandering the sands like interplanar nomads. Some, however, were tempted by unintelligible whispers emanating from the Abyss, rejecting Oneirus in favor of maleficent beings lurking beyond the sands." - ] + ], + "id": "00e" }, { "type": "entries", @@ -14062,7 +14151,8 @@ "Despite their smooth complexion, sand speakers are composed of millions of tiny granules suffused with cosmic energy. Sand speakers travel the multiverse in service to meddling archfey, imprisoned fiends, and forgotten deities hoping to reassert their godhood. Some conduct divine outreach as heralds, while others tempt sleeping souls on behalf of ambitious devils. A sand speaker might appear before a belligerent zealot, chastising their actions in hopes of averting a holy crusade without a single casualty.", "Some sand speakers, called thought thieves, engage in subconscious subterfuge, slipping into the minds of influential figures to steal precious secrets or plant the seed of an idea in hopes of prompting action in the material world. Expert thought thieves are graceful shadows, sneaking past the defenses of well-guarded noble estates, fortified prisons, and the magically warded towers of paranoid mages.", "The ability to dream walk is both a blessing and a curse. Distrusted as violators of the unconscious mind, sand speakers carry a stigma wherever they go." - ] + ], + "id": "00f" }, { "type": "entries", @@ -14070,7 +14160,8 @@ "page": 5, "entries": [ "Sand speakers typically relocate after appearing in a creature's dreams to avoid scrutiny. While some prefer hidden lairs on the outskirts of civilizations or adopt a regular disguise, most sand speakers are vagabonds, constantly on the move to minimize the odds of being recognized by a former target. Sand speaker societies are rare, and take the form of caravans or mobile camps." - ] + ], + "id": "010" }, { "type": "entries", @@ -14079,7 +14170,8 @@ "entries": [ "By the time a sand speaker reaches maturity, they have seen dozens of dreams. However, a sand speaker's ability comes at a price: the first time that they dream walk, they can no longer have dreams of their own. Instead, they must live vicariously through the fantasies of others, beholding the wonder of the unrestrained mind but tasting none of its fruits for themselves.", "Dream walks inspire sand speakers to explore the real world. To a sand speaker, each dream is an illusion\u2014 alluring, foreign, and hollow. They observe delicious foods, wondrous curiosities, and breathtaking landscapes imagined by dreamers. Sand speakers chase these visions during their waking hours, venturing out into the world in search of iconic landmarks, gourmet recipes, and famous individuals that inspired dreams they've visited." - ] + ], + "id": "011" }, { "type": "entries", @@ -14104,7 +14196,8 @@ "page": 5, "style": "inset" } - ] + ], + "id": "012" }, { "type": "entries", @@ -14123,7 +14216,8 @@ } ] } - ] + ], + "id": "013" }, { "type": "entries", @@ -14137,9 +14231,11 @@ "name": "Sand Speaker", "page": 6 } - ] + ], + "id": "014" } - ] + ], + "id": "00d" }, { "type": "section", @@ -14176,7 +14272,8 @@ "entries": [ "Somnians hail from the vast expanse of the Dream Realm, where time slows and their innate magic is magnified. When a creature falls asleep, a somnian in the Dream Realm weaves a dream for them, uniquely tailored to the slumbering creature's thoughts and feelings.", "Outside of the Dream Realm, a somnian's ability to create dreams manifests as illusion magic. Despite this, somnians maintain their desire to mold the world around them, using their gifts to inspire others, uphold symbols of good, or seek justice. They are natural philosophers, gravitating towards callings that emphasize expression and interpretation, such as the arts, academia, or soothsaying." - ] + ], + "id": "016" }, { "type": "entries", @@ -14185,7 +14282,8 @@ "entries": [ "Every dream has a purpose. Inspiration. Remembrance. Realization. In the Dream Realm, somnians discern this purpose and gently suggest it to the creature through symbolism.", "Somnians continue to foster others in the material world, studying and nudging creatures towards their goals with subtle enthusiasm. There is no greater joy for a somnian than helping someone else achieve their dreams." - ] + ], + "id": "017" }, { "type": "entries", @@ -14194,7 +14292,8 @@ "entries": [ "Somnians are known for their generosity. The frequent gift givers expect nothing in return, sparking lifelong friendships with sculptures, songs, and recipes. Superstitious folk believe it's bad luck to turn down a somnian's gift.", "In a true act of selflessness, a somnian can give their life to resurrect a fallen creature. All that remains of a somnian who performs this act is a memory of their choosing in the mind of the revived. While they typically sacrifice themselves to resurrect a loved one, somnians have imparted their last gifts to influential poets, scholars, and leaders who died before their time. Bereaved family members sometimes seek a somnian in desperation, hoping the dreamweaver will trade their life for that of a stranger." - ] + ], + "id": "018" }, { "type": "entries", @@ -14210,7 +14309,8 @@ "page": 7, "style": "inset" } - ] + ], + "id": "019" }, { "type": "entries", @@ -14229,7 +14329,8 @@ } ] } - ] + ], + "id": "01a" }, { "type": "entries", @@ -14243,11 +14344,14 @@ "name": "Somnian", "page": 8 } - ] + ], + "id": "01b" } - ] + ], + "id": "015" } - ] + ], + "id": "005" }, { "type": "section", @@ -14270,7 +14374,8 @@ "entries": [ "{@style ten classic spells updated for the latest edition|dnd-font;large}", "by Celeste Conowitch" - ] + ], + "id": "01d" }, "If you're anything like me, you spend the most time during character creation conjuring the perfect spell list. There are so many factors to consider when making a caster\u2014everything from effectiveness, to flavor, to having some good clean (or dirty, for you eldritch minions out there) fun.", "In the spirit of expanding your grab bag of options, I blew some dust off a collection of spells from older editions of the world's most popular roleplaying game. You'll find here a trove of arcane treasures that fill in some mechanical gaps in fifth edition or simply make your next spell-slinger desperately cool.", @@ -14297,7 +14402,8 @@ "{@spell Erase|Ar3} (transmutation)" ] } - ] + ], + "id": "020" }, { "type": "entries", @@ -14310,7 +14416,8 @@ "{@spell Attract Metal|Ar3} (transmutation)" ] } - ] + ], + "id": "021" }, { "type": "entries", @@ -14324,7 +14431,8 @@ "{@spell Walking Dead|Ar3} (necromancy)" ] } - ] + ], + "id": "022" }, { "type": "entries", @@ -14337,9 +14445,11 @@ "{@spell Rainbow recurve|Ar3} (evocation)" ] } - ] + ], + "id": "023" } - ] + ], + "id": "01f" }, { "type": "entries", @@ -14356,7 +14466,8 @@ "{@spell Erase|Ar3} (transmutation)" ] } - ] + ], + "id": "025" }, { "type": "entries", @@ -14370,9 +14481,11 @@ "{@spell Walking Dead|Ar3}" ] } - ] + ], + "id": "026" } - ] + ], + "id": "024" }, { "type": "entries", @@ -14389,7 +14502,8 @@ "{@spell nature's ladder|Ar3|Nature's ladder} (transmutation)" ] } - ] + ], + "id": "028" }, { "type": "entries", @@ -14402,7 +14516,8 @@ "{@spell Attract Metal|Ar3} (transmutation)" ] } - ] + ], + "id": "029" }, { "type": "entries", @@ -14415,9 +14530,11 @@ "{@spell stoneheart|Ar3} (necromancy)" ] } - ] + ], + "id": "02a" } - ] + ], + "id": "027" }, { "type": "entries", @@ -14434,9 +14551,11 @@ "{@spell nature's ladder|Ar3|Nature's ladder} (transmutation)" ] } - ] + ], + "id": "02c" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -14453,7 +14572,8 @@ "{@spell Erase|Ar3} (transmutation)" ] } - ] + ], + "id": "02e" }, { "type": "entries", @@ -14466,7 +14586,8 @@ "{@spell Attract Metal|Ar3} (transmutation)" ] } - ] + ], + "id": "02f" }, { "type": "entries", @@ -14480,7 +14601,8 @@ "{@spell Shrink|Ar3} (transmutation)" ] } - ] + ], + "id": "030" }, { "type": "entries", @@ -14493,7 +14615,8 @@ "{@spell Silver Wings|Ar3} (transmutation)" ] } - ] + ], + "id": "031" }, { "type": "entries", @@ -14506,9 +14629,11 @@ "{@spell Rainbow recurve|Ar3} (evocation)" ] } - ] + ], + "id": "032" } - ] + ], + "id": "02d" }, { "type": "entries", @@ -14525,7 +14650,8 @@ "{@spell Erase|Ar3} (transmutation)" ] } - ] + ], + "id": "034" }, { "type": "entries", @@ -14538,7 +14664,8 @@ "{@spell Attract Metal|Ar3} (transmutation)" ] } - ] + ], + "id": "035" }, { "type": "entries", @@ -14553,7 +14680,8 @@ "{@spell Walking Dead|Ar3} (necromancy)" ] } - ] + ], + "id": "036" }, { "type": "entries", @@ -14566,7 +14694,8 @@ "{@spell Silver Wings|Ar3} (transmutation)" ] } - ] + ], + "id": "037" }, { "type": "entries", @@ -14579,7 +14708,8 @@ "{@spell Rainbow recurve|Ar3} (evocation)" ] } - ] + ], + "id": "038" }, { "type": "entries", @@ -14592,7 +14722,8 @@ "{@spell stoneheart|Ar3} (necromancy)" ] } - ] + ], + "id": "039" }, { "type": "entries", @@ -14605,9 +14736,11 @@ "{@spell Permanency|Ar3} (enchantment)" ] } - ] + ], + "id": "03a" } - ] + ], + "id": "033" }, { "type": "entries", @@ -14624,7 +14757,8 @@ "{@spell Erase|Ar3} (transmutation)" ] } - ] + ], + "id": "03c" }, { "type": "entries", @@ -14637,7 +14771,8 @@ "{@spell Silver Wings|Ar3} (transmutation)" ] } - ] + ], + "id": "03d" }, { "type": "entries", @@ -14650,13 +14785,16 @@ "{@spell stoneheart|Ar3} (necromancy)" ] } - ] + ], + "id": "03e" } - ] + ], + "id": "03b" } ] } - ] + ], + "id": "01e" }, { "type": "section", @@ -14764,9 +14902,11 @@ "width": 1425, "height": 1171 } - ] + ], + "id": "03f" } - ] + ], + "id": "01c" }, { "type": "section", @@ -14789,7 +14929,8 @@ "entries": [ "{@style {@link ten classic spells updated for the latest edition|https://www.youtube.com/watch?v=Xg9aQvjMS60}|dnd-font;large}", "by Sam Mannell" - ] + ], + "id": "041" }, { "type": "quote", @@ -14809,7 +14950,8 @@ "entries": [ "Aces High is a lightweight ruleset for aerial combat, aimed at replicating the high-octane action of a cinematic dogfight. Aerial combat doesn't happen a lot in roleplaying games, because it tends to be more cumbersome and less fun than combat on the ground\u2014but in many stories that aren't RPGs, aerial battles happen all the time! The aim of Aces High is to emulate the thrill of those stories, and make you want to put more aerial combat in your games.", "These rules are strictly aimed at combat encounters that take place entirely in the air. No half measures." - ] + ], + "id": "042" }, { "type": "section", @@ -14826,7 +14968,8 @@ "entries": [ "If you're the helmsman of a vehicle, directing a mount, or flying under your own steam, you're considered a {@b pilot}. Only pilots use a flight modifier.", "If you're riding along on a mount, vehicle, or magic item, but you're not directly responsible for piloting, then you're a {@b passenger}, and you don't use any flight modifier. Don't worry! You can still take actions during the {@b action phase}." - ] + ], + "id": "044" }, { "type": "statblock", @@ -14844,7 +14987,8 @@ "page": 16, "style": "inset" } - ] + ], + "id": "043" }, { "type": "section", @@ -14853,7 +14997,8 @@ "entries": [ "Aces High aims to be fast, simple, and fun. Don't worry about the precise positioning of combatants, the direction they are flying, or their fly speed! You can safely assume that combatants are constantly changing direction while chasing each other, automatically making the best maneuvers they can\u2014the only thing you need to know is whether or not they have a clear shot at each other. Measurements, including altitude (see \"{@book Altitude Die|Ar3|Altitude Die}\"), are abstractions when using these rules.", "Using minis can be useful to help visualize the scene, but Aces High doesn't use a grid at all." - ] + ], + "id": "045" }, { "type": "image", @@ -14890,7 +15035,8 @@ "page": 17, "style": "inset" } - ] + ], + "id": "047" }, { "type": "entries", @@ -14900,7 +15046,8 @@ "Altitude is vital to both success and survival in an Aces High encounter. We track it on the Altitude Die, a d6 that you can place next to your character sheet or your mini. The higher the number, the higher you are!", "Being above your target is an enormous tactical advantage that allows you to use the sun or other environmental conditions to make tracking your movement extremely difficult. A pilot is too engaged with flying to spend precious seconds craning their neck to squint at the sky! You have {@b disadvantage} on attack rolls against targets of a higher Altitude than you, {@b unless you're a passenger}.", "As you might expect, this also means you have {@b advantage} on attack rolls against targets with an Altitude below yours. This advantage applies whether you're a pilot or a passenger." - ] + ], + "id": "048" }, { "type": "entries", @@ -14932,9 +15079,11 @@ "page": 18, "entries": [ "If you're fast enough, it's possible to create multiple Angles and therefore access more than the normal amount of actions in one turn, but only the fastest of creatures and vehicles can do this regularly! Generally speaking, it's more likely that a monster that's in their element when flying\u2014like a {@creature roc}, or a {@creature couatl}\u2014is going to be fast enough to really bend the action economy, but that's by design; dogfighting a {@creature roc} should feel like a legendary encounter!" - ] + ], + "id": "04b" } - ] + ], + "id": "04a" }, { "type": "entries", @@ -14953,7 +15102,8 @@ "Your attack and damage rolls." ] } - ] + ], + "id": "04c" }, { "type": "entries", @@ -14966,7 +15116,8 @@ "Any creature that fails this saving throw falls {@condition unconscious}. This may or may not mean you start Freefalling, but it's likely that it does\u2014an {@condition unconscious} creature cannot fly, and if you're piloting a vehicle, you've probably passed out at the wheel.", "You can repeat this saving throw in order to regain consciousness at the end of each of your turns, but the DC for repeated saving throws remains the same no matter your Altitude.", "See \"Freefall\" below for more details." - ] + ], + "id": "04d" }, { "type": "entries", @@ -14976,9 +15127,11 @@ "If your Altitude die shows a 1, then you are in Low Altitude, and just like High Altitude, it's dangerous. If your Altitude die ever decrements below 1, or you're in Freefall and you end your turn in Low Altitude, you hit the ground. And probably explode.", "If you end your turn in Low Altitude and you're not Freefalling, make a Flight saving throw to avoid colliding with the ground, ocean, rooftops, lava, etc. The DC for this saving throw depends on the terrain, and so is determined by the GM. The sample encounter at the end of this article contains an example.", "Whenever you hit the ground, either by failing the Low Altitude saving throw, or by decrementing below 1 on the Altitude die, you immediately take falling damage, as described under \"Freefall.\"" - ] + ], + "id": "04e" } - ] + ], + "id": "049" }, { "type": "entries", @@ -14994,7 +15147,8 @@ "entries": [ "Ranged attacks and spells dominate in aerial combat. When you create an Angle, you can assume that you are putting yourself at an optimal distance to make any ranged attack you like.", "Melee weapons can be used so long as your Altitude dice matches your targets. If your weapon has the {@itemProperty R||reach} property, you can also make melee attacks against a target one point of Altitude away. Note that the normal Altitude rules for advantage and disadvantage still apply to {@itemProperty R||reach} weapons!" - ] + ], + "id": "050" }, { "type": "entries", @@ -15004,7 +15158,8 @@ "Whenever you, your mount, or your vehicle is hit by an attack or fails a saving throw and takes damage as a result, decrement your Altitude by 1. {@b Losing Altitude to damage can only occur once per turn.}{@footnote {@sup 2}|Note that this says once per {@i turn}, not once per {@i round}. For instance, each party member gets a chance to take the wyvern down a peg, but only {@i once}!}", "Damage is typically applied to a mount or vehicle first, because it's a much bigger target to hit in the midst of the chaos. A GM is free to rule that pilots and passengers can be directly targeted by attacks, potentially with disadvantage.", "If your vehicle or mount is reduced to 0 hit points and you don't have a flying speed, you and any passengers without a flying speed begin Freefalling (see below)." - ] + ], + "id": "051" }, { "type": "entries", @@ -15012,7 +15167,8 @@ "page": 19, "entries": [ "While reduced to less than half your hit points, you're Going Down, and your Altitude decreases by 1 at the end of each of your turns, no matter what." - ] + ], + "id": "052" }, { "type": "entries", @@ -15020,7 +15176,8 @@ "page": 19, "entries": [ "When you score a critical hit on an attack, it's a direct hit! The target rolls a {@dice d4}, and drops that many points of Altitude immediately." - ] + ], + "id": "053" }, { "type": "entries", @@ -15036,7 +15193,8 @@ }, "Sometimes things get really up close and personal. When you want to {@action grapple} a target, it works as usual; in place of a melee attack. A GM might rule that grappling is necessary for a boarding action, if vehicles are involved!", "It's up to the GM to decide whether or not grappling an opponent makes you both start Freefalling. A {@creature griffon} grappling a {@creature pegasus} might be grounds for such a ruling, but an {@item airship} firing a {@item grappling hook|PHB} probably wouldn't!" - ] + ], + "id": "054" }, { "type": "entries", @@ -15054,11 +15212,14 @@ "entries": [ "If a {@spell fireball} spell, dragon's breath weapon, or other area of effect is used during an Aces High encounter, you can use your best judgement regarding which targets it can affect, or the rules for adjudicating areas of effect in the core rulebook, meant to guide GMs using theater-of-the-mind.", "As a basic guideline, creatures with an altitude difference of 3 or more cannot be included in the same area of effect." - ] + ], + "id": "056" } - ] + ], + "id": "055" } - ] + ], + "id": "04f" }, { "type": "entries", @@ -15079,9 +15240,11 @@ "When in Freefall, decrement your Altitude die once on round one, twice on round two, and then three times every round after that.", "This gives allies a window to Dive and save you! In order to do this, an ally must have a lower Altitude than you, and then must use an action to make a Flight check and snatch you from the jaws of death. The DC for this check is up to the GM, and could depend on how fast you are falling, how close to the ground you are, and even whether or not you need to be plucked from the deck of a failing airship!", "A GM could also use the speed at which a creature or vehicle is falling to help determine how much Freefall damage they take if no one is able to rescue them. For example, round one is {@damage 5d6}, round two is {@damage 10d6}, and round three and beyond is {@damage 20d6}!" - ] + ], + "id": "058" } - ] + ], + "id": "057" }, { "type": "entries", @@ -15095,7 +15258,8 @@ "page": 20, "entries": [ "When an enemy makes an attack roll against an ally with the same Altitude as you, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can make one attack against them, adding the result to your attack and damage rolls." - ] + ], + "id": "05a" }, { "type": "entries", @@ -15103,7 +15267,8 @@ "page": 20, "entries": [ "When you take damage, you can spend a Stunt Die and gain that much Altitude immediately, instead of losing Altitude from the damage." - ] + ], + "id": "05b" }, { "type": "entries", @@ -15112,7 +15277,8 @@ "entries": [ "When an enemy adjusts their Altitude and passes you on the Altitude scale, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can move with them to corral them, pushing them further than they planned.", "You can push a target an amount up to the result of your spent Stunt die. When you push them, you move in step with them. Once your push has ended, the rest of their Altitude adjustment continues as normal." - ] + ], + "id": "05c" }, { "type": "entries", @@ -15120,7 +15286,8 @@ "page": 20, "entries": [ "During your action phase, you can spend a Stunt Die to target an enemy and make an opposed Flight check against them. On a success, make a single attack against them. On a failure, they make a single attack against you, adding the result of your spent Stunt die to their attack and damage rolls." - ] + ], + "id": "05d" }, { "type": "entries", @@ -15128,11 +15295,14 @@ "page": 20, "entries": [ "When an ally begins their Stunt phase, you can give them one of your unspent Stunt dice." - ] + ], + "id": "05e" } - ] + ], + "id": "059" } - ] + ], + "id": "046" }, { "type": "section", @@ -15142,7 +15312,8 @@ "While you can throw an impromptu dogfight at your players (and they might throw an impromptu one at you), thinking ahead can help immensely. It doesn't take much to plan an Aces High encounter\u2014all you really need to think about is the setting.", "What's Low Altitude like? Are you flying over forest? Ocean? A city? All of these could affect the DC of Low Altitude saving throws. It's much easier to pull up from open plains than it is from a mountain range.", "Next, think about whether or not there are any extra features of the area that could come into play. In a fantasy game, you might encounter tremendous storms, angry cloud giants, or floating islands! You can represent hazards like these in all sorts of ways\u2014maybe as the fight passes through patches of turbulence, everyone has to roll their Altitude Die at the end of a round, and let it fall where it may." - ] + ], + "id": "05f" }, { "type": "section", @@ -15167,7 +15338,8 @@ "entries": [ "Our heroes have just discovered evidence of a vast conspiracy\u2014the nobility of Valgoth are secretly a cabal of vampires! The party flees the Valgothic capital with the help of their stalwart ally Tashmitum, a silver dragon.", "But as our heroes try to escape and warn who they can, they are followed into the Bleaktop Mountains by three of Valgoth's corrupt {@creature Wyvern Cavalry Rider|Ar3|Wyvern Cavalry}! Can they make it through the mountains and across the border in one piece?" - ] + ], + "id": "061" }, { "type": "entries", @@ -15184,9 +15356,11 @@ "entries": [ "It can be if you want! Because the dragon is intelligent, it's capable of flying without input from another creature. However, this means that the GM is in charge of the dragon's decisions. That doesn't give the players as much to do!", "If your players would prefer that the dragon \"self-pilot\" while the characters riding it both act as passengers, consider offering control of the dragon to a player, in order to avoid an encounter in which the GM controls most of the pilots." - ] + ], + "id": "063" } - ] + ], + "id": "062" }, { "type": "entries", @@ -15195,7 +15369,8 @@ "entries": [ "The three {@creature wyvern||wyverns} are each piloted by one {@creature Wyvern Cavalry Rider|Ar3|vampire spawn}. The vampire spawn are vulnerable to sunlight, which will damage them if they fly above the cloud cover, from Altitude 10 and up.", "Each {@creature Wyvern Cavalry Rider|Ar3|vampire spawn} carries a {@item longsword of life stealing} and a {@item wand of lightning bolts}. The wands each have {@dice 1d6} charges remaining. The spawn have a {@hit 6} bonus to attack rolls made with the swords, which deal 7 ({@damage 1d8 + 3}) slashing damage on a hit. Additionally, on a critical hit against a creature that is not a construct or undead, the swords deal an extra 10 necrotic damage, and the {@creature Wyvern Cavalry Rider|Ar3|vampire spawn} gains 10 temporary hit points." - ] + ], + "id": "064" }, { "type": "entries", @@ -15207,7 +15382,8 @@ "The characters do have at least one passenger, so the heroes aren't helpless when their Altitude is low. You may want to point out to your players that the character they pick to be the passenger is important, because they have the most freedom to make ranged attacks or cast spells in any direction!", "Smart players will also note that the silver dragon's breath weapons can be an effective way to hit all the wyverns at once, in an attempt to end the encounter decisively. If the players try this, and it doesn't work the first time, the wyvern cavalry defer to their training, and spread out to make the tactic harder to try again!", "It's up to the GM whether or not the {@creature Wyvern Cavalry Rider|Ar3|vampire spawn} are smart enough to Bug Out when things turn against them, or if they're supernaturally compelled to fight to the bitter end." - ] + ], + "id": "065" }, { "type": "entries", @@ -15216,9 +15392,11 @@ "entries": [ "The mountain peaks are jagged and forbidding. When ending a turn in Low Altitude, combatants must succeed on a {@dc 15} Flight saving throw to avoid crashing.", "Dark, low-hanging clouds rumble over the Bleaktop Range. When you upgrade your Altitude die to a {@dice d12}, you gain half cover against targets at Altitude 6 or below." - ] + ], + "id": "066" } - ] + ], + "id": "060" }, { "type": "section", @@ -15226,9 +15404,11 @@ "page": 22, "entries": [ "Flight! Vehicles! Action! We hope you enjoy Aces High\u2014 now fly brave and have fun!" - ] + ], + "id": "067" } - ] + ], + "id": "040" }, { "type": "section", @@ -15251,11 +15431,13 @@ "entries": [ "{@style a roleplay and intrigue adventure for 3rd-level characters|dnd-font;large}", "by Alison Huang" - ] + ], + "id": "069" }, "", "{@note See the adventure {@adventure A Diamond in the Rough|Ar3}.}" - ] + ], + "id": "068" }, { "type": "section", @@ -15345,9 +15527,11 @@ "{@b Alison Huang} is a two time ENnie winning Australian writer and artist best known for her contributions to the {@i Uncaged Anthology} and the RPG Writer Workshop. When she isn't creating content for fifth edition, she creates narrative-heavy games, which can be found at {@link drazillion.itch.io|https://drazillion.itch.io/}. Her Twitter handle is {@link @Drazillion|https://twitter.com/Drazillion}." ] } - ] + ], + "id": "06b" } - ] + ], + "id": "06a" }, { "type": "section", @@ -15365,9 +15549,11 @@ "{@link https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x32-vtt-floor2-grid-70PxSq.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-70PxSq.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-grid-70PxSq.jpg}" - ] + ], + "id": "06d" } - ] + ], + "id": "06c" }, { "type": "section", @@ -15410,15 +15596,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 3. Copyright 2021, MCDM Productions, LLC. Authors: Justice Arman, Celeste Conowitch, Alison Huang, Sam Mannell, Matt Colville, and James Introcaso" - ] + ], + "id": "071" } - ] + ], + "id": "070" } - ] + ], + "id": "06f" } ] } - ] + ], + "id": "06e" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 4.json b/book/MCDM Productions; Arcadia Issue 4.json index 3a6e1b82c..d80d88b48 100644 --- a/book/MCDM Productions; Arcadia Issue 4.json +++ b/book/MCDM Productions; Arcadia Issue 4.json @@ -3141,7 +3141,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link discord.gg/mcdm|http://discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -3152,7 +3153,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the The Chained Library, Swimming through Sand to Sea: More Mounted Adventuring, On-The-Road Encounters, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -3167,7 +3169,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -3197,14 +3200,16 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", "entries": [], "by": "James Introcaso" } - ] + ], + "id": "003" }, { "type": "section", @@ -3227,7 +3232,8 @@ "entries": [ "{@style More Mounted Adventuring|dnd-font;large}", "by Willy Abeel" - ] + ], + "id": "006" }, { "type": "inset", @@ -3241,7 +3247,8 @@ "by": "Pertoir D'Juglar", "from": "Unnamed Song For Bufford" } - ] + ], + "id": "007" }, "In {@loader the first issue of ARCADIA|book/MCDM Productions; Arcadia Issue 1.json}, {@book Jumping on Mounted Combat|Ar1|4} expanded the rules for mounts and introduced new mount-ready versions of classic creatures. Most mounts are easy to ride in open environments such as hills and plains, but many adventures take characters into tricky places where a horse or tame bulette will struggle.", "This article presents options for using mounts in dungeons, underwater locations, and other odd environments, including an array of new magic items and mounts with special abilities. It also introduces omnimounts, a new massive mount type that can carry the entire party.", @@ -3253,7 +3260,8 @@ "Specialized mounts make the challenges adventurers face exponentially easier\u2014journeying to an underwater civilization becomes a more feasible task with axolottles.{@footnote {@sup 1}|A giant axolotl. A regular axolotl is too little. You can't ride a little axolotl, you need a lotta axolotl.} But aquatic mounts are unhelpful when your next destination is a palace in the sky.", "These sorts of problems come up a lot when bonding with unique mounts. A fish can hardly survive out of the water, let alone serve as a steed on land. And the reverse is true, too; humans don't typically cling for dear life on the back of a {@creature purple worm} burrowing miles into the ground and live to tell the tale.", "Even land creatures moving across the ground commonly find themselves\u2014well, landlocked. How does a horse reach the top of a ladder? And what do you do when your {@creature giant toad} is too giant to enter an otherworldly portal with the rest of the party? When in doubt, more magic items are usually the answer!" - ] + ], + "id": "008" }, { "type": "section", @@ -3325,7 +3333,8 @@ "page": 4, "style": "inset" } - ] + ], + "id": "009" }, { "type": "section", @@ -3359,7 +3368,8 @@ "page": 7, "style": "inset" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -3385,7 +3395,8 @@ "page": 8, "style": "inset" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -3411,7 +3422,8 @@ "page": 9, "style": "inset" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -3438,9 +3450,11 @@ "page": 10, "style": "inset" } - ] + ], + "id": "00e" } - ] + ], + "id": "00a" }, { "type": "section", @@ -3488,11 +3502,14 @@ "width": 1346, "height": 1349 } - ] + ], + "id": "010" } - ] + ], + "id": "00f" } - ] + ], + "id": "005" }, { "type": "section", @@ -3515,7 +3532,8 @@ "entries": [ "{@style a new location with creatures, magic items, and stories|dnd-font;large}", "by Cat Evans" - ] + ], + "id": "012" }, { "type": "quote", @@ -3554,9 +3572,11 @@ "width": 1425, "height": 962 } - ] + ], + "id": "014" } - ] + ], + "id": "013" }, { "type": "section", @@ -3593,9 +3613,11 @@ "width": 1504, "height": 1073 } - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "entries", @@ -3699,7 +3721,8 @@ } ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -3707,7 +3730,8 @@ "page": 17, "entries": [ "Accommodations for scribes and librarians take up the majority of the library's second level. An enchanted cauldron provides food and water in the refectory, the residents sleep in simple, spartan dormitories, and a suite of training rooms are used for magical instruction, practicing stealth and tracking, and combat lessons with swords and daggers. Agents must be able to defend themselves, after all." - ] + ], + "id": "019" }, { "type": "entries", @@ -3716,9 +3740,11 @@ "entries": [ "In the Scriptorium, scribes sit in walled, warded cubicles making copies of books so damaged or aged that their contents are in danger of destruction. No matter how dangerous the contents, there must always be a viable and accurate copy in existence.", "Exposure to these books can poison the mind. The scribes never speak of their work, and most wear {@item scribe's lenses|Ar4} that keep them from understanding the words and images they copy. Despite this precaution, ideas leak in; scribes suffer from nightmares, and occasionally more serious consequences, such as repeating the half-remembered lore of the texts to their colleagues, unleashing dangerous ideas that are trapped in paper for good reason." - ] + ], + "id": "01a" } - ] + ], + "id": "015" }, { "type": "section", @@ -3742,7 +3768,8 @@ "width": 1425, "height": 908 } - ] + ], + "id": "01c" }, { "type": "entries", @@ -3750,7 +3777,8 @@ "page": 17, "entries": [ "The young human {@creature Alois|Ar4} is the newest addition to the library's staff. They arrived the same way all the librarians do: following a calling in their dreams. Alois isn't convinced that the books they guard are evil: they are, after all, just books. When they can, Alois slips into the Howling Shelves and browses the texts there. They haven't yet had an opportunity to venture into the Deep Stacks, but one day they will." - ] + ], + "id": "01d" }, { "type": "statblock", @@ -3759,7 +3787,8 @@ "name": "Librarian", "page": 18 } - ] + ], + "id": "01b" }, { "type": "section", @@ -3782,7 +3811,8 @@ "entries": [ "{@creature Vornak|Ar4} is a towering, tusked half-orc who liaises with private collectors of books and scrolls. A well-dressed, well-spoken man with a faint lisp, he's quite the conversationalist and raconteur.", "Most of the texts the library obtains come from people with academic or financial interests in such things. These are Vornak's clients. He has a knack for finding equally rare books that suit these collectors' interests but possess no value for the Chained Library. He arranges sales and exchanges, and maintains a network of contacts who inform him when potentially interesting texts appear. Vornak is always in need of mercenaries to obtain the books that are his stock in trade." - ] + ], + "id": "020" }, { "type": "entries", @@ -3790,7 +3820,8 @@ "page": 19, "entries": [ "The slight, freckled, half-elf thief {@creature Keledra|Ar4} steps in where money and blandishments fail. She follows tips from her network, the thieves and scoundrels she worked with before the Chained Library recruited her. Her work is as dangerous as the books she steals. She slips into the secured sanctums of people who obtain tomes of evil magic with the intent to use them. Keledra takes her work seriously: she trains hard and picks up magical skills where she can to complement her deft hands. Keledra trusts few people and works alone, but she finds her path crossing with the same foes time and again as rivals, guards, and targets." - ] + ], + "id": "021" }, { "type": "statblock", @@ -3799,9 +3830,11 @@ "name": "Chained Library Agent", "page": 19 } - ] + ], + "id": "01f" } - ] + ], + "id": "01e" }, { "type": "section", @@ -3815,7 +3848,8 @@ "page": 20, "entries": [ "The characters and one or more agents of the library explore the same ruin or tomb. It's dangerous work, and the two groups are safer together. The agents get their prize, and the characters get theirs\u2014unless one side is lying about what they really want." - ] + ], + "id": "023" }, { "type": "entries", @@ -3823,7 +3857,8 @@ "page": 20, "entries": [ "A friendly NPC patron employs the characters to catch a skilled thief plaguing the libraries of learned folk. Once caught, the thief explains her mission: she's relieving a cult of infernalists of their source material and taking it into safekeeping at the Chained Library. What do the characters do with the knowledge that their employers are in league with fiends?" - ] + ], + "id": "024" }, { "type": "entries", @@ -3831,7 +3866,8 @@ "page": 20, "entries": [ "The characters have come into possession of a book the library's agents claim should be safely locked away. They're willing to pay a significant price, but the characters need the book to defeat a great evil." - ] + ], + "id": "025" }, { "type": "entries", @@ -3839,7 +3875,8 @@ "page": 20, "entries": [ "The characters want one or more books from the estate of a deceased mage. Agents of the Chained Library have their eyes on several of the same tomes. Social and political maneuvering, bribery, blackmail, and threats all follow... plus whatever chaos the characters inevitably add to the mix." - ] + ], + "id": "026" }, { "type": "entries", @@ -3847,7 +3884,8 @@ "page": 20, "entries": [ "One of the library's scribes read something they shouldn't, and now they're burdened by terrible knowledge that's unraveling their mind and demanding to be used. If the characters don't stop the scribe, the librarian causes terrible harm. To complicate matters, the library is loath to kill one of their own and wants to see the scribe protected and healed." - ] + ], + "id": "027" }, { "type": "entries", @@ -3855,7 +3893,8 @@ "page": 20, "entries": [ "Either the characters failed the test in the \"Prospective Readers\" adventure hook, or the book they sought is in the Deep Stacks, never to be looked upon. They must infiltrate or breach the library by force." - ] + ], + "id": "028" }, { "type": "entries", @@ -3863,7 +3902,8 @@ "page": 20, "entries": [ "The characters need access to knowledge contained within the library. But to be admitted to the library, they must pass three trials to prove their virtue and moral fiber." - ] + ], + "id": "029" }, { "type": "entries", @@ -3871,7 +3911,8 @@ "page": 20, "entries": [ "Books from the library make their way onto the market. Why? Who is allowing this? Has a thief plundered the library, or is there a traitor inside?" - ] + ], + "id": "02a" }, { "type": "entries", @@ -3879,9 +3920,11 @@ "page": 20, "entries": [ "The characters have come into possession of a book full of vile secrets. They must find the library or its agents to get rid of the wretched tome. This adventure can lead into any other plot hook where the library requires the characters' assistance." - ] + ], + "id": "02b" } - ] + ], + "id": "022" }, { "type": "section", @@ -3909,7 +3952,8 @@ "name": "Scribe's Lenses", "page": 21 } - ] + ], + "id": "02d" }, { "type": "entries", @@ -3931,7 +3975,8 @@ "name": "Corpus Eternitas", "page": 21 } - ] + ], + "id": "02e" }, { "type": "entries", @@ -3939,9 +3984,11 @@ "page": 21, "entries": [ "The Chained Library holds many other valuable books, including {@item tome of clear thought||tomes of clear thought}, {@item Tome of Leadership and Influence||tomes of leadership and influence}, and the powerful codices presented in {@loader Strongholds & Followers|collection/MCDM Productions; Strongholds and Followers.json} and {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json} such as the {@item The Codex Terragnosis|SaF|codex terragnosis} and the {@i codex mirror}. Not one of these books should be considered \"safe.\" As a guideline, most knowledge in the Chained Library comes with a price: the reader is either marked with a curse from the book's previous owner, tempted into serving that owner's agenda, or pursued by creatures eager to take the book from them." - ] + ], + "id": "02f" } - ] + ], + "id": "02c" }, { "type": "section", @@ -4003,7 +4050,8 @@ } ] } - ] + ], + "id": "031" }, { "type": "entries", @@ -4060,7 +4108,8 @@ } ] } - ] + ], + "id": "032" }, { "type": "entries", @@ -4117,11 +4166,14 @@ } ] } - ] + ], + "id": "033" } - ] + ], + "id": "030" } - ] + ], + "id": "011" }, { "type": "section", @@ -4144,7 +4196,8 @@ "entries": [ "{@style five traveling encounters to drop into your game|dnd-font;large}", "by Derek Ruiz" - ] + ], + "id": "035" }, { "type": "inset", @@ -4159,11 +4212,14 @@ "name": "Increasing The Challenge", "entries": [ "While all of the encounters in this article are meant for low-level characters, you can increase the difficulty of many by simply swapping out the creatures listed here for those of a higher challenge rating. {@creature kobold||Kobolds} can become {@creature gnoll||gnolls} or {@creature lizardfolk}, {@creature bandit||bandits} can become {@creature thug||thugs} or {@creature spy||spies}, etc. Most of the encounters are suitable for characters up to 8th level with creatures of an appropriate challenge rating; once characters have access to spells of 5th-level or higher, the tactical challenges in these encounters become trivial." - ] + ], + "id": "038" } - ] + ], + "id": "037" } - ] + ], + "id": "036" }, { "type": "section", @@ -4180,7 +4236,8 @@ "A group of eleven kobolds from a nearby mountain range gets braver and bolder thanks to Urkik's leadership. The veteran kobold fought humans many times and lived to brag about it. Sometimes he defeated his foes. At other times, he fled like a coward. But he survived and earned the respect of the ten kobolds that travel with him.", "Two days ago, the kobolds stumbled upon a tollbooth and watched as travelers paid the four guards stationed at the booth to cross the bridge that spans the river. {@creature Urkik|Ar4} and company attacked that night, killed one {@creature guard}, and overpowered the other three.", "This encounter uses the {@area Gatehouse map|OTR-G|x} {@homebrew |(see page 26)}. The kobolds tied up the three captured {@creature guard||guards} inside the barracks on the east side of the river." - ] + ], + "id": "03a" }, { "type": "gallery", @@ -4228,7 +4285,8 @@ "style": "text-center", "entries": [ "A stone bridge across a wild stream of gushing water leads to a 30-foot-tall stone gatehouse; the local ruler's sigil is stamped over a lowered iron-bar portcullis. Several lizard-like faces are looking out over the gatehouse's stone railing." - ] + ], + "id": "03c" }, "All eleven {@creature kobold toll-master|Ar4|kobolds} prepare for an attack when the characters approach the gatehouse. Six of them (including {@creature Urkik|Ar4}), are on top of the gatehouse, two more watch the captured guards in the barracks, and the other three roam beyond the gatehouse. The gatehouse kobolds point crossbows at travelers to stop them at the bridge.", "The kobold's leader, {@creature Urkik|Ar4}, speaks {@language Common}, although not well. He delivers a rehearsed, yet simple speech:", @@ -4238,11 +4296,13 @@ "style": "text-center", "entries": [ "\"This is Urkik's stone-door! Pay with gold coins or go away!\"" - ] + ], + "id": "03d" }, "{@creature Urkik|Ar4} charges a toll of 15 gp per person or mount. The kobolds also accept valuables and non-perishable food worth an equivalent amount. The characters may cross the gatehouse as long as they pay the toll. If the characters agree to pay, or succeed on a {@dc 11} Charisma ({@skill Deception}) check to make the kobolds think they want to pay, two kobolds climb down from the top of the gatehouse to gather the payment.", "The kobolds react happily if the characters pay and raise the portcullis, allowing the characters to cross to the other side without incident. Adventurers who cross the bridge notice two things on the way to the other side: dry blood stains on the bridge, and the muffled cries of one of the guards in the barracks. They are free to walk away and leave the captured guards to their fates. If the characters ask about the blood or the cries, or if the kobolds notice them entering the barracks, the little creatures attack." - ] + ], + "id": "03b" }, { "type": "entries", @@ -4251,7 +4311,8 @@ "entries": [ "A character can slip into the barracks building unseen with a successful {@dc 14} Dexterity ({@skill Stealth}) check. The kobolds on watch in the barracks leave every {@dice 1d6 + 2} hours to eat. If the kobolds notice the characters in the barracks, they shout cries of alarm and all of them attack.", "The three unarmed {@creature guard||guards} ({@creature Mara|Ar4}, {@creature Freddard|Ar4}, and {@creature Rizic|Ar4}) are bound with rope and gagged with rags. A character can free one guard as an action. The guards ask for help retaking the gatehouse, where the kobolds have stashed their armor and weapons. They claim their captain in a nearby city is sure to reward the characters (see \"Rewards\" below)." - ] + ], + "id": "03e" }, { "type": "entries", @@ -4268,7 +4329,8 @@ "page": 27, "entries": [ "A character can climb the outside of the gatehouse with a successful {@dc 15} Strength ({@skill Athletics}) check, or use the ladders inside the gatehouse without making an ability check. A character who fails this check by 5 or more falls." - ] + ], + "id": "041" }, { "type": "entries", @@ -4276,7 +4338,8 @@ "page": 27, "entries": [ "The stream is strong enough that swimming across it carries considerable risk. A character can cross the river with a successful {@dc 15} Strength ({@skill Athletics}) check. On a failure, the character is dragged by the strong current 50 feet south, where they can reattempt to swim across. Failing the check by 5 or more causes the character to sink and start to drown. A drowning character has disadvantage on Strength ({@skill Athletics}) checks made to swim in the river and continues to drown until they exit the water." - ] + ], + "id": "042" }, { "type": "entries", @@ -4284,11 +4347,14 @@ "page": 27, "entries": [ "Kobolds have the Sunlight Sensitivity trait, which means they fight much better at night or on a very cloudy day. If you want to make the battle easier for the characters, have them encounter the kobolds in the sun." - ] + ], + "id": "043" } - ] + ], + "id": "040" } - ] + ], + "id": "03f" }, { "type": "entries", @@ -4296,9 +4362,11 @@ "page": 27, "entries": [ "If the characters free the guards and defeat the kobolds, the guards' captain gives the characters 50 gp each." - ] + ], + "id": "044" } - ] + ], + "id": "039" }, { "type": "section", @@ -4319,7 +4387,8 @@ "style": "text-center", "entries": [ "A small merchant caravan slowly crawls its way along the road. Multiple arrow shafts pierce the sides of three horse-drawn carts; some horses missing from the carts' poles. The worst is the sight of several injured individuals on the carts. Many of them might not see tomorrow." - ] + ], + "id": "047" }, "The caravan's guide, a plump dwarf named {@creature Harikka Tarkun|Ar4}, approaches the characters. She requests the adventurers' help and offers them 200 gp for escorting the caravan back to a nearby city that is two days away. If the characters agree, {@creature Harikka Tarkun|Ar4|Harikka} provides the following information:", { @@ -4343,7 +4412,8 @@ "page": 27, "entries": [ "\"No one's going to stop me from achieving my goals.\"" - ] + ], + "id": "049" }, { "type": "entries", @@ -4351,7 +4421,8 @@ "page": 27, "entries": [ "\"My security company depends on our current success.\"" - ] + ], + "id": "04a" }, { "type": "entries", @@ -4359,7 +4430,8 @@ "page": 27, "entries": [ "\"I must pay my debts to my clan's leader, back in the mountains.\"" - ] + ], + "id": "04b" }, { "type": "entries", @@ -4367,9 +4439,11 @@ "page": 27, "entries": [ "\"I don't plan things through. This causes me many setbacks.\"" - ] + ], + "id": "04c" } - ] + ], + "id": "048" }, { "type": "image", @@ -4381,7 +4455,8 @@ "width": 1425, "height": 1008 } - ] + ], + "id": "046" }, { "type": "entries", @@ -4428,7 +4503,8 @@ "page": 29, "entries": [ "If the characters set up their camp in an elevated position, they can douse the two {@item Cotton Cloth (1 sq. yd.)|PHB|cotton} bushels with {@item Oil (flask)|PHB|lantern oil} and pitch and ready them at the top of the hill. As an action, a character can light the bushels on fire and roll them down the hill in a straight line toward the incoming brigands. Each creature in any of the bushels' trajectory must make a {@dc 14} Dexterity saving throw, taking {@damage 3d6} fire damage on a failed save, or half as much on a successful one." - ] + ], + "id": "04f" }, { "type": "entries", @@ -4436,7 +4512,8 @@ "page": 29, "entries": [ "The {@item cart|PHB|carts}, crates, {@item chest|PHB|chests}, and wardrobe can be arranged to form a 4-foot-high, 5-foot-wide, 30-foot-long wall. Brigands must climb the obstacles or crawl under the {@item cart|PHB|carts} to reach the inner circle. These obstacles count as {@variantrule difficult terrain|XPHB} and provide {@variantrule cover|XPHB|half cover}." - ] + ], + "id": "050" }, { "type": "entries", @@ -4444,7 +4521,8 @@ "page": 29, "entries": [ "The lard can cover two 10-foot-square sections of ground. When a creature enters the area for the first time on a turn or starts its turn there, it must make a successful {@dc 13} Dexterity saving throw or fall {@condition prone}." - ] + ], + "id": "051" }, { "type": "entries", @@ -4452,7 +4530,8 @@ "page": 29, "entries": [ "The {@item Hempen Rope (50 feet)|PHB|ropes} can be tied between trees or bushes to create tripline obstacles for the incoming attackers. Each creature that moves through the line of rope must make a successful {@dc 12} Dexterity saving throw or trip on a rope and become {@condition prone}." - ] + ], + "id": "052" }, { "type": "entries", @@ -4460,7 +4539,8 @@ "page": 29, "entries": [ "A character can dig a 10-foot-deep hole in the ground and cover it with a tarp, dirt, and dry foliage. The first creature to move over the trap must make a successful {@dc 15} Wisdom ({@skill Perception}) check or fall in, taking {@damage 2d6} bludgeoning damage and falling {@condition prone}. After the trap is revealed, the bandits avoid the pit, but could still be pushed in." - ] + ], + "id": "053" }, { "type": "entries", @@ -4468,7 +4548,8 @@ "page": 29, "entries": [ "A character can create a 20-foot-long, 5-foot-wide trail of pitch, {@item Oil (flask)|PHB|lantern oil}, and dry hay. As an action, a creature can throw a {@item torch|PHB}, shoot an arrow on fire, or throw a {@item Alchemist's Fire (flask)|PHB|bottle of alchemist's fire} to light the trail, which burns for 10 minutes. A creature that enters the fire for the first time on a turn or starts its turn there, including when the flames first appear, takes {@damage 1d8} fire damage." - ] + ], + "id": "054" }, { "type": "entries", @@ -4477,9 +4558,11 @@ "entries": [ "Creativity should be rewarded. The characters may come up with more ideas or variations on the examples above. Time and available resources should be the only limitations.", "If a character can't think of any way to prepare the area, allow them to make a {@dc 10} Intelligence or Wisdom check. On a success, give the character one of the ideas above. Alternatively, {@creature Harikka Tarkun|Ar4|Harikka} or one of her guards can make a suggestion." - ] + ], + "id": "055" } - ] + ], + "id": "04e" }, { "type": "entries", @@ -4489,7 +4572,8 @@ "The bandits' leader is a dwarf named {@creature Faruk|Ar4}. He knows {@creature Harikka Tarkun|Ar4|Harikka} from two years ago, when both of them were lowly sellswords. After a successful job, {@creature Harikka Tarkun|Ar4|Harikka} double-crossed {@creature Faruk|Ar4} and left with his share of the pay. {@creature Faruk|Ar4} failed to pay some debts because of this and had to leave his dwarven clan dishonorably.", "{@creature Faruk|Ar4} has been looking for {@creature Harikka Tarkun|Ar4|Harikka} ever since to settle the score. It was only recently, when {@creature Harikka Tarkun|Ar4|Harikka} started her security company and made open calls for mercenaries, that {@creature Faruk|Ar4} found her.", "{@creature Harikka Tarkun|Ar4|Harikka} recognized {@creature Faruk|Ar4} during the first attack. If the characters ask her more about the bandits, a character who makes a successful {@dc 14} Wisdom ({@skill Insight}) check can tell that she's holding something back. A successful {@dc 15} Charisma ({@skill Intimidation} or {@skill Persuasion}) check gets her to reveal the truth. If the characters learn about {@creature Harikka Tarkun|Ar4|Harikka's} betrayal of {@creature Faruk|Ar4}, she begs them to stay and defend the people her past mistake has put in jeopardy, agreeing to pay for her sin however the characters deem fit if they help her defend the camp." - ] + ], + "id": "056" }, { "type": "entries", @@ -4503,7 +4587,8 @@ "page": 29, "entries": [ "Eight {@creature bandit||bandits} charge the camp and two more keep their distance, staying as far away as they can while attacking with their {@item light crossbow|PHB|light crossbows}." - ] + ], + "id": "058" }, { "type": "entries", @@ -4511,7 +4596,8 @@ "page": 29, "entries": [ "When only four brigands from the first wave remain, four {@creature thug||thugs} come forward and join the fight." - ] + ], + "id": "059" }, { "type": "entries", @@ -4519,7 +4605,8 @@ "page": 29, "entries": [ "When only two brigands from the second wave remain, two {@creature bandit||bandits} and one {@creature thug} come forward and join the fight. (You can skip this wave if the characters are overwhelmed.)" - ] + ], + "id": "05a" }, { "type": "entries", @@ -4527,9 +4614,11 @@ "page": 29, "entries": [ "One round after the previous wave, two {@creature bandit||bandits} and {@creature Faruk|Ar4} ({@creature bandit captain}) appear. {@creature Faruk|Ar4} emerges from the darkness of night riding a {@creature giant boar}. He shouts that Harikka betrayed him and she must die! {@creature Faruk|Ar4} offers the characters 50 gp each to turn on her, though a successful {@dc 12} Wisdom ({@skill Insight}) check reveals that statement is a lie: he plans to slaughter the characters no matter what they do. When {@creature Faruk|Ar4} drops to 0 HP, the rest of the {@creature bandit||bandits} run for their lives." - ] + ], + "id": "05b" } - ] + ], + "id": "057" }, { "type": "inset", @@ -4537,7 +4626,8 @@ "name": "Encounter Balance", "entries": [ "The four waves of enemies in \"Grimly Fate Tonight\" may not look like an encounter the characters can win, but a few extra allies and time to make traps and pick their terrain really give the characters the edge in this battle. We know! We playtested it." - ] + ], + "id": "05c" }, { "type": "entries", @@ -4546,11 +4636,14 @@ "entries": [ "Upon returning to the city, if the defense was successful, {@creature Harikka Tarkun|Ar4} pays the characters the promised 200 gp and thanks them. If {@creature Faruk|Ar4} survives, {@creature Harikka Tarkun|Ar4|Harikka} insists on arresting the hateful dwarf and bringing him back to town for judgement. She believes this humiliation is an appropriate punishment for his deeds. If pressed, she shares her history with {@creature Faruk|Ar4}, and explains that she was young and admits she was wrong to betray him. The characters may push her to make amends and free {@creature Faruk|Ar4}, and with a successful {@dc 12} Charisma ({@skill Persuasion}) check, she does so.", "If everything ends on good terms with the characters and {@creature Harikka Tarkun|Ar4|Harikka}, she offers them a position in her growing security company. If the heroes are interested, they may speak with her again in a local tavern called the Raging Troll. She mentions that a patron has requested elite escorts for a baron's son in an upcoming journey. Where this next adventure takes the characters is up to you." - ] + ], + "id": "05d" } - ] + ], + "id": "04d" } - ] + ], + "id": "045" }, { "type": "section", @@ -4568,7 +4661,8 @@ "{@creature Rodric|Ar4} tripped into the noble's path, dropping a basket of apples and potatoes across the road, in front of Sir Fadrin's horse. The horse reared with surprise at the sudden avalanche of produce, and unseated {@creature Sir Fadrin Allari|Ar4|Sir Fadrin}. The noble claimed that Rodric's display of ineptitude was an insult to the Allari family and that the peasant's station on the farm would end soon.", "{@creature Rodric|Ar4} couldn't contain himself and shouted an insult or two to the nobleman. {@creature Sir Fadrin Allari|Ar4|Sir Fadrin}, insulted, but proud, challenged {@creature Rodric|Ar4} to a duel to uphold his honor and make an example of the farmer. Surprised, {@creature Rodric|Ar4} could not back down from the situation, since refusing the noble's request would be considered a crime.", "{@creature Sir Fadrin Allari|Ar4|Sir Fadrin} commanded a traveler on horseback to notify the Allari estate of the duel so a witness could be present. An hour later, the family's accountant (a {@creature noble}), two more {@creature noble||nobles}, and a small group of {@creature commoner||commoners} have gathered by the side of the road to witness the duel. {@creature Darinna|Ar4} doesn't approve and pleads to both {@creature Rodric|Ar4} and {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} to stop this nonsense." - ] + ], + "id": "05f" }, { "type": "entries", @@ -4582,11 +4676,13 @@ "style": "text-center", "entries": [ "The well-traveled road leads to a grassy prairie where a small crowd is gathered. Nobles, their entourages, and farmers surround an odd pair of combatants about to duel with swords. One is a nobleman in finery, the other one is a farmer with poorly adjusted armor. The peasant duelist has bad posture and holds the sword incorrectly. A peasant woman clutching a straw basket with apples cries, \"Stop! Please stop!\"" - ] + ], + "id": "061" }, "{@creature Sir Fadrin Allari|Ar4} is a {@creature knight}. {@creature Rodric|Ar4} is a commoner wearing {@item leather armor|PHB} (AC 11) and wielding a {@item longsword|PHB} that he is not proficient with. He has a {@hit +0} bonus to hit with the weapon and deals 4 ({@damage 1d8}) slashing damage on a hit.", "If the characters stand by and watch, it quickly becomes clear that {@creature Sir Fadrin Allari|Ar4} initiated the duel to mock the farmer; {@creature Rodric|Ar4} is no match for the noble. {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} taunts the inexperienced swordsman and tries to extend the duel for as long as possible while lecturing the other peasants to never disobey their lords. If no one intervenes, {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} beheads {@creature Rodric|Ar4} by the side of the road after a few minutes of fighting. The {@creature noble||nobles} are amused, the {@creature commoner||commoners} angry but silent, and {@creature Darinna|Ar4} cries in anguish as her husband dies." - ] + ], + "id": "060" }, { "type": "entries", @@ -4600,7 +4696,8 @@ "style": "text-center", "entries": [ "\"Strangers, you'd do well to stand back and behave. This man wronged my family and shall pay with his life. Watch as we enact our laws, lest they be applied to you. But here, have a few coins, for your troubles...\"" - ] + ], + "id": "063" }, "Sir Fadrin's accountant offers 10 gp to each adventurer to stand back and watch the duel. {@creature Darinna|Ar4} tries to convince them to help and explains what happened. If the characters draw their weapons and threaten to start a fight, the crowd scatters. {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} is confident in his swordsmanship and too proud to flee. He fights bravely but runs for his life, threatening to take revenge, if reduced to half hit points.", { @@ -4609,7 +4706,8 @@ "page": 31, "entries": [ "All the characters know that raising a weapon against a {@creature noble} or harming them is considered a crime. They have also heard of the local commander of the watch, {@creature Damon Karenni|Ar4}, a friend of {@creature Sir Fadrin Allari|Ar4|Fadrin} and a formidable warrior who commands a squad of soldiers. Taking illegal action against {@creature Sir Fadrin Allari|Ar4|Fadrin} guarantees a confrontation with the group." - ] + ], + "id": "064" }, { "type": "entries", @@ -4617,7 +4715,8 @@ "page": 31, "entries": [ "A character with the {@background noble} background can, by law, challenge {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} to a duel, or offer to take {@creature Rodric|Ar4|Rodric's} place in the current duel. This legitimate action doesn't draw the ire of {@creature Damon Karenni|Ar4}, but only if the character fights the duel fairly and without help from others." - ] + ], + "id": "065" }, { "type": "entries", @@ -4627,7 +4726,8 @@ "If the characters deal with {@creature Sir Fadrin Allari|Ar4|Sir Fadrin}, {@creature Rodric|Ar4} and {@creature Darinna|Ar4} are grateful to the characters but fear that the nobleman will return to exact his revenge. They need to leave town. Otherwise, the noble kills {@creature Rodric|Ar4}, leaving {@creature Darinna|Ar4} crying in the street.", "Engaging {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} in combat is the right thing to do but causes considerable setbacks to the characters. If the characters unfairly engage {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} and he lives, {@creature Damon Karenni|Ar4} ({@creature veteran}) and ten {@creature guard||guards} are sent to arrest the characters and bring them to court.", "If the characters kill {@creature Sir Fadrin Allari|Ar4|Sir Fadrin}, the {@creature noble||nobles} in the region target them, calling for their arrest and immediate execution. {@creature Damon Karenni|Ar4} and fifteen {@creature scout||scouts} are sent to arrest them or kill the characters if they resist." - ] + ], + "id": "066" }, { "type": "inset", @@ -4641,7 +4741,8 @@ "page": 31, "entries": [ "{@creature Sir Fadrin Allari|Ar4|Sir Fadrin} is actually {@creature Xalvizat|Ar4}, a {@creature doppelganger} who murdered {@creature Sir Fadrin Allari|Ar4|Sir Fadrin} and now enjoys the knight's luxurious lifestyle. {@creature Rodric|Ar4} found Sir Fadrin's bloodied helm buried in a field the day before the duel, and brought it to {@creature Xalvizat|Ar4}, but the peasant is suspicious that the knight is not who he appears. {@creature Xalvizat|Ar4} started the duel on purpose as a way to kill the peasant without arousing suspicion. If the characters intervene and save {@creature Rodric|Ar4}, the peasant tells them about the helmet and asks them to investigate the strange happenings around {@creature Sir Fadrin Allari|Ar4|Sir Fadrin}, who used to be so kind and generous." - ] + ], + "id": "068" }, { "type": "entries", @@ -4649,7 +4750,8 @@ "page": 31, "entries": [ "{@creature Sir Fadrin Allari|Ar4|Sir Fadrin} is actually {@creature Auntie Mouthrot|Ar4}, a {@creature night hag}. She regularly challenges peasants to duels and toys with them because of the sick pleasure it brings her. If the characters intervene, she joins in the fun, asking them all to face her. When she is reduced to 50 hit points, she drops the facade and reveals her hag form and starts using magic. She casts {@spell plane shift} to flee when reduced to 20 hit points, swearing to exact revenge upon the characters." - ] + ], + "id": "069" }, { "type": "entries", @@ -4657,13 +4759,17 @@ "page": 31, "entries": [ "{@creature Sir Fadrin Allari|Ar4|Sir Fadrin} is actually {@creature Argentix|Ar4}, an {@creature adult silver dragon} who practices divination magic and knew the characters were traveling this way. The duel is a test for them. If they intervene to save {@creature Rodric|Ar4}, {@creature Argentix|Ar4} invites them back to his manor. Back at his home, he reveals his true form, rewards the characters with a {@item frost brand longsword}, and tells them they will need it in a coming battle against his old enemy, a red dragon named Cindrahalas." - ] + ], + "id": "06a" } - ] + ], + "id": "067" } - ] + ], + "id": "062" } - ] + ], + "id": "05e" }, { "type": "section", @@ -4688,7 +4794,8 @@ ] }, "Many of the poor fools who fell for the trap are already bound at the camp, while the rest died fighting. The dead rot in a ditch nearby." - ] + ], + "id": "06c" }, { "type": "image", @@ -4713,7 +4820,8 @@ "style": "text-center", "entries": [ "Four wretched humans walk out of the wilderness toward the road dressed in tattered clothes. Two of them are limping and another is missing an eye. They raise their hands in a pleading gesture." - ] + ], + "id": "06e" }, "The four {@creature bandit||bandits} in disguise tell the story about the kidnappers and how they managed to escape; one of them was not bound properly and untied the others. They claim that at least a dozen other people are captive and scheduled to be killed if their ransom is not paid soon. The camp is half a mile from the road, next to a large forested area. If the characters agree to help the poor souls, they lead the adventurers to the ambush site. Three clues betray the criminals' tale:", { @@ -4725,7 +4833,8 @@ "If any characters suspect a ruse, they can guess that the escaped prisoners are lying with a successful {@dc 17} Wisdom ({@skill Insight}) check. However, the brigands won't confess or spill the truth willingly, even if confronted. This may lead to an argument, but bandits avoid fighting at all costs and tell the heroes to leave them to their fate if the characters insist on knowing more before approaching the camp." ] } - ] + ], + "id": "06d" }, { "type": "entries", @@ -4753,9 +4862,11 @@ "page": 33, "entries": [ "There are three 5-foot-square, 3-foot-deep mud pits in the camp. The bandits threw grass clippings over the mud to disguise it, but a character with a passive Wisdom ({@skill Perception}) score of 16 or higher notices the wet ground beneath the grass clippings. A creature that walks on the trap must make a successful {@dc 14} Dexterity saving throw or become {@condition restrained} in the mud. A {@condition restrained} creature can repeat the save at the start of each of their turns, pulling itself out of the mud and ending the condition but remaining covered in mud on a success. A creature covered in this mud moves at half speed unless it spends an action removing the thick mixture." - ] + ], + "id": "071" } - ] + ], + "id": "070" }, { "type": "entries", @@ -4763,7 +4874,8 @@ "page": 33, "entries": [ "The brigands have a last resort to deal with the characters: there are twelve prisoners ({@creature commoner||commoners} and {@creature noble||nobles}) in the camp, bound and gagged. If half the criminals fall, the remaining brigands attack the prisoners. They warn the characters that they'll murder the hostages unless the adventurers surrender their valuables and leave. Otherwise, the brigands keep attacking the prisoners until only two of the criminals remain, who then flee." - ] + ], + "id": "072" }, { "type": "entries", @@ -4771,11 +4883,14 @@ "page": 33, "entries": [ "Among the captured individuals are several merchants and the son of a nobleman. They promise a hefty reward of 500 gp total upon their safe return to the nearest city, which is a three-day-ride from the bandits' camp. The stolen goods in the camp are worth a total of 200 gp, though many of those trinkets belong to the surviving prisoners." - ] + ], + "id": "073" } - ] + ], + "id": "06f" } - ] + ], + "id": "06b" }, { "type": "section", @@ -4796,7 +4911,8 @@ "style": "text-center", "entries": [ "A tall, slim human with thick spectacles and graying hair sits on a foldable wooden chair by the road. Brush in hand, the man paints a beautiful map. The cartographer stops for a moment to mix oil paints." - ] + ], + "id": "076" }, "{@creature Saoki|Ar4}, a traveling cartographer and painter, likes to chat with travelers to share stories and rumors. The characters' arrival is a welcome sight for his tired eyes. {@creature Saoki|Ar4} has seen rough individuals pass by and heard fearsome roars in the distance and welcomes the opportunity to tag along with a larger group of people. The cartographer offers his wares and services to the characters and asks politely if he can travel with them for a while, until they reach their next stop.", { @@ -4812,7 +4928,8 @@ "page": 33, "entries": [ "\"When I hear of a new place, I must see it with my own eyes.\"" - ] + ], + "id": "078" }, { "type": "entries", @@ -4820,7 +4937,8 @@ "page": 33, "entries": [ "\"My art speaks on my behalf, so it must be perfect.\"" - ] + ], + "id": "079" }, { "type": "entries", @@ -4828,7 +4946,8 @@ "page": 33, "entries": [ "\"My family waits for me back in the city. I must return soon.\"" - ] + ], + "id": "07a" }, { "type": "entries", @@ -4836,9 +4955,11 @@ "page": 33, "entries": [ "\"I can't form bonds with most people because I'm afraid of losing those I care about.\"" - ] + ], + "id": "07b" } - ] + ], + "id": "077" }, { "type": "image", @@ -4876,7 +4997,8 @@ "In a nearby town, the constable's daughter ran away with her lover, a lowly criminal. The constable is offering a considerable reward for capturing the criminal and retrieving his daughter." ] } - ] + ], + "id": "075" }, { "type": "entries", @@ -4886,9 +5008,11 @@ "{@creature Saoki|Ar4} is an observant and insightful person, and he's on a mission. He sizes up the characters during his journey to see if they're the kind of people he can trust with his life.", "The next time the group stops in a settlement, the cartographer reveals that he needs a team of strong warriors for a special assignment. If the characters were kind to {@creature Saoki|Ar4} and other people they met on the way, he shows them an old map to a dead dragon's lair that is supposedly untouched. He can read the ancient runes on the map, and offers to lead the characters to the lair if they protect him from any remaining threats. He proposes they split any treasure they find evenly among the individuals in the group.", "However, if the characters were disrespectful to {@creature Saoki|Ar4} or other innocents during the journey, he bids them farewell in town and gives them a \"treasure map\" to an old ruin in a nearby forest. The map leads to an owlbear lair. It is mating season and the monstrosities react violently to anyone who approaches the site. There is no treasure within." - ] + ], + "id": "07c" } - ] + ], + "id": "074" }, { "type": "section", @@ -4922,11 +5046,14 @@ "Two pounds of lard" ] } - ] + ], + "id": "07e" } - ] + ], + "id": "07d" } - ] + ], + "id": "034" }, { "type": "section", @@ -4999,9 +5126,11 @@ "Website {@link https://www.patreon.com/elventower}" ] } - ] + ], + "id": "080" } - ] + ], + "id": "07f" }, { "type": "section", @@ -5022,7 +5151,8 @@ "{@link https://files.mcdmproductions.com/Arcadia202105/ChainedLibrary-v1-Level3-grid.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202105/ChainedLibrary-v1-Level3-plain.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202105/ChainedLibrary-v1-Level3.jpg}" - ] + ], + "id": "082" }, { "type": "entries", @@ -5032,9 +5162,11 @@ "{@link https://files.mcdmproductions.com/Arcadia202105/KoboldsToll-Grid.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202105/KoboldsToll-NoGrid.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202105/KoboldsToll-Roll20-30x30.jpg}" - ] + ], + "id": "083" } - ] + ], + "id": "081" }, { "type": "section", @@ -5077,15 +5209,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 4. Copyright 2021, MCDM Productions, LLC. Authors: Willy Abeel, Cat Evans, Derek Ruiz, Matt Colville, and James Introcaso" - ] + ], + "id": "087" } - ] + ], + "id": "086" } - ] + ], + "id": "085" } ] } - ] + ], + "id": "084" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index ecbe63c05..8c3bb88f4 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -3457,7 +3457,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link discord.gg/mcdm|http://discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -3468,7 +3469,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Long- Term Curses, Goldmonger Subclasses, Alabaster's Almanac, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -3483,7 +3485,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -3510,14 +3513,16 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", "entries": [], "by": "James Introcaso" } - ] + ], + "id": "003" }, { "type": "section", @@ -3540,7 +3545,8 @@ "entries": [ "{@style six magical torments|dnd-font;large}", "by Leon Barillaro" - ] + ], + "id": "006" }, "In Villeneuve's {@i Beauty and the Beast}, a handsome flirty prince insults the wrong person with his womanizing ways. The witch relegates him to a life as a wretched beast, a curse that can only be broken if he can {@link love and be loved in return|https://www.youtube.com/watch?v=ZpF1J9FnD4E}. But before he has the chance to meet the charming Belle, a 5th-level cleric comes along and offers Beast a chance to return to normalcy\u2014for a small fee, of course. Beast goes back to womanizing the very next day. He can afford it.", "In fifth edition, the {@spell remove curse} spell sucks away the delicious narrative potential that stories have been taking advantage of since the invention of stories. While this might be convenient from a mechanical perspective, there are ways to employ powerful curses at the table that a 3rd-level spell can't break.", @@ -3551,7 +3557,8 @@ "page": 2, "entries": [ "Curses are a consequence; they're typically cast as a result of a character's action. It's important to not wield these consequences as punishment for your {@i players}. Check in with them and make sure they're alright with these rules, as several of these curses remove agency from characters and can impact them in a big way." - ] + ], + "id": "007" }, { "type": "section", @@ -3581,7 +3588,8 @@ "width": 887, "height": 1195 } - ] + ], + "id": "008" }, { "type": "section", @@ -3601,7 +3609,8 @@ "name": "Curse of Cassandra", "page": 4 } - ] + ], + "id": "009" }, { "type": "section", @@ -3621,7 +3630,8 @@ "name": "Curse of the Living Dead", "page": 5 } - ] + ], + "id": "00a" }, { "type": "section", @@ -3651,7 +3661,8 @@ "width": 957, "height": 1237 } - ] + ], + "id": "00b" }, { "type": "section", @@ -3692,7 +3703,8 @@ "width": 551, "height": 416 } - ] + ], + "id": "00c" }, { "type": "section", @@ -3722,9 +3734,11 @@ "width": 887, "height": 1146 } - ] + ], + "id": "00d" } - ] + ], + "id": "005" }, { "type": "section", @@ -3747,7 +3761,8 @@ "entries": [ "{@style three treasure-hoarding subclasses|dnd-font;large}", "by Carlos Cisco" - ] + ], + "id": "00f" }, { "type": "quote", @@ -3774,7 +3789,8 @@ "Avarice commonly manifests in merchants or those that worship gods of trade, but it is hardly bound to commerce. Priests of the dead may insist on steep funeral costs, lest the fallen linger in this realm. A devout sailor may grip the oceans in terror, becoming a dread pirate lord upon discovering the riches gleaned off the backs of others\u2014but their crew, their family, is the most well fed and paid on the high seas. A priest dedicated to a god of knowledge may hoard troves of texts until they pass, leaving a legendary library in their wake. There are even stories throughout the planes of a \"Church of Greed\"\u2014a temple that worships no god in its pursuit of the divine, but rather the very concept of avarice itself.", "Not every cleric of avarice is \"evil,\" or even \"not very nice.\" Voracity can lead to ambition, which, with the right tempering, can become a form of highly directed altruism. Imagine the gnome friar who bestows daily blessings of fortune to the local miners, who in turn bring a small tithe at the end of the profitable day. Or the dwarven forge cleric who offers to consult priests of plenty in fine gem work in a mutually profitable relationship. Even the odd dungeon-crashing adventurer can transform their passion for stray animal adoption into a fully funded shelter for wayward monsters.", "There are many branching routes on the path of avarice, but those who walk it, whether by choice or circumstance, find that it is a difficult one to leave." - ] + ], + "id": "010" }, { "type": "section", @@ -3789,7 +3805,8 @@ "page": 12, "pantheon": "Unknown" } - ] + ], + "id": "011" }, { "type": "section", @@ -3815,7 +3832,8 @@ "width": 1400, "height": 1400 } - ] + ], + "id": "012" }, { "type": "section", @@ -3841,7 +3859,8 @@ "width": 1400, "height": 1400 } - ] + ], + "id": "013" }, { "type": "section", @@ -3867,7 +3886,8 @@ "width": 1203, "height": 1203 } - ] + ], + "id": "014" }, { "type": "section", @@ -3901,7 +3921,8 @@ "page": 19, "style": "inset" } - ] + ], + "id": "015" }, { "type": "section", @@ -3921,9 +3942,11 @@ "page": 20, "style": "inset" } - ] + ], + "id": "016" } - ] + ], + "id": "00e" }, { "type": "section", @@ -3945,7 +3968,8 @@ "style": "text-center", "entries": [ "by Sam Mannell" - ] + ], + "id": "018" }, { "type": "inset", @@ -3964,7 +3988,8 @@ "style": "text-right", "entries": [ "Faithfully," - ] + ], + "id": "01a" } ], "skipMarks": true @@ -3982,7 +4007,8 @@ "width": 288, "height": 157 } - ] + ], + "id": "019" }, { "type": "section", @@ -4029,7 +4055,8 @@ } ] } - ] + ], + "id": "01c" }, { "type": "entries", @@ -4051,7 +4078,8 @@ } ] } - ] + ], + "id": "01d" }, { "type": "entries", @@ -4098,7 +4126,8 @@ } ] } - ] + ], + "id": "01e" }, { "type": "entries", @@ -4145,7 +4174,8 @@ } ] } - ] + ], + "id": "01f" }, { "type": "entries", @@ -4202,11 +4232,13 @@ } ] } - ] + ], + "id": "020" } ] } - ] + ], + "id": "01b" }, { "type": "section", @@ -4222,7 +4254,8 @@ "page": 24, "style": "inset" } - ] + ], + "id": "021" }, { "type": "section", @@ -4239,7 +4272,8 @@ "style": "inset" }, "{@footnote {@note Footnote 1}|If you're using the {@subclass Avarice|Cleric|PHB|Ar5|Avarice Domain} or {@subclass Acquisitions|Paladin|PHB|Ar5|Oath of Acquisitions} from \"Goldmonger Subclasses\" in this issue, this spell makes a great addition to their spell lists as well.}" - ] + ], + "id": "022" }, { "type": "section", @@ -4256,7 +4290,8 @@ "page": 25, "style": "inset" } - ] + ], + "id": "023" }, { "type": "section", @@ -4273,7 +4308,8 @@ "page": 25, "style": "inset" } - ] + ], + "id": "024" }, { "type": "section", @@ -4289,7 +4325,8 @@ "page": 26, "style": "inset" } - ] + ], + "id": "025" }, { "type": "section", @@ -4308,7 +4345,8 @@ "page": 26, "style": "inset" } - ] + ], + "id": "026" }, { "type": "section", @@ -4335,7 +4373,8 @@ "width": 884, "height": 1200 } - ] + ], + "id": "027" }, { "type": "section", @@ -4351,7 +4390,8 @@ "page": 28, "style": "inset" } - ] + ], + "id": "028" }, { "type": "section", @@ -4378,9 +4418,11 @@ "width": 1211, "height": 573 } - ] + ], + "id": "029" } - ] + ], + "id": "017" }, { "type": "section", @@ -4451,9 +4493,11 @@ "You can find more of Sam's work in MCDM's {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com|https://crypticparlour.com/} or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." ] } - ] + ], + "id": "02b" } - ] + ], + "id": "02a" }, { "type": "section", @@ -4496,15 +4540,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 5. Copyright 2021, MCDM Productions, LLC. Authors: Leon Barillaro, Carlos Cisco, Sam Mannell, Matt Colville, and James Introcaso" - ] + ], + "id": "02f" } - ] + ], + "id": "02e" } - ] + ], + "id": "02d" } ] } - ] + ], + "id": "02c" } ] } diff --git a/book/MCDM Productions; Arcadia Issue 6.json b/book/MCDM Productions; Arcadia Issue 6.json index 4c8c16d99..752860913 100644 --- a/book/MCDM Productions; Arcadia Issue 6.json +++ b/book/MCDM Productions; Arcadia Issue 6.json @@ -2663,7 +2663,8 @@ "height": 718 }, "This short adventure for five 6th-level characters serves as the characters' introduction to the {@item Armor of Zevellon|Ar6}. {@creature Gavadon the Gallant|Ar6}, a priest of the forge god Vukaryion, owns one piece of the {@item Armor of Zevellon|Ar6} of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil {@creature Keevial|Ar6}. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to {@creature Keevial|Ar6} as a trade for the devil's piece of armor." - ] + ], + "id": "000" }, { "type": "section", @@ -2676,7 +2677,8 @@ "page": 19, "entries": [ "A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\"" - ] + ], + "id": "002" }, { "type": "entries", @@ -2686,7 +2688,8 @@ "Gavadon, known to locals as {@creature Gavadon the Gallant|Ar6}, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem\u2014which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to {@creature Keevial|Ar6}.", "The priest claims that {@creature Keevial|Ar6}, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, {@creature Keevial|Ar6} constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop {@creature Keevial|Ar6} and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.", "Gavadon tracked {@creature Keevial|Ar6} to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the {@item Armor of Zevellon|Ar6}, the sensor points in the direction of the closest piece not currently worn by the creature holding it." - ] + ], + "id": "003" }, { "type": "entries", @@ -2703,7 +2706,8 @@ "page": 19, "style": "inset" } - ] + ], + "id": "004" }, { "type": "entries", @@ -2719,11 +2723,14 @@ "You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.", "Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful {@dc 18} Intelligence ({@skill Religion}) check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.", "Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a {@dc 22} Intelligence ({@skill History} or {@skill Religion}) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion." - ] + ], + "id": "006" } - ] + ], + "id": "005" } - ] + ], + "id": "001" }, { "type": "section", @@ -2738,7 +2745,8 @@ "entries": [ "When a skeleton hits a character with an attack, the character must make a {@dc 18} Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with {@spell dispel magic} causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.", "A character who succeeds on a {@dc 20} Intelligence ({@skill Religion}) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." - ] + ], + "id": "008" }, { "type": "entries", @@ -2752,11 +2760,14 @@ "entries": [ "If the characters refuse to trust {@creature Gavadon the Gallant|Ar6|Gavadon}, the priest lashes out and attacks. He carries a {@item Elemental Gem, Yellow Diamond||yellow diamond elemental gem} that he breaks to conjure an {@creature earth elemental}. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.", "When {@creature Gavadon the Gallant|Ar6|Gavadon} dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have {@creature Keevial|Ar6} awake and attack the characters, shouting they are not worthy of Zevellon's prize." - ] + ], + "id": "00a" } - ] + ], + "id": "009" } - ] + ], + "id": "007" }, { "type": "section", @@ -2772,7 +2783,8 @@ "At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.", "Four barbed iron chains hang from the ceiling and coil on the floor of the cave.", "Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\"" - ] + ], + "id": "00c" }, "The sphere around {@creature Keevial|Ar6}, a {@creature chain devil}, has the same properties as one created by the {@spell Otiluke's Resilient Sphere|PHB|resilient sphere} spell. The ceiling in this chamber is 20 feet high.", { @@ -2787,7 +2799,8 @@ "page": 21, "entries": [ "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, {@creature Keevial|Ar6} speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" - ] + ], + "id": "00e" }, "A new piece of the {@item Armor of Zevellon|Ar6} (chosen or rolled on the {@table Armor Pieces|Ar6} table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.", { @@ -2795,7 +2808,8 @@ "page": 21, "entries": [ "As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\"" - ] + ], + "id": "00f" }, { "type": "entries", @@ -2807,7 +2821,8 @@ "entries": [ "Keevial dispels the sphere as two {@creature bearded devil||bearded devils} appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.{@footnote {@sup 3}|Might we suggest {@item Zevellon's Gaze|Ar6}? The helmet looks so good on Keevial and the Gaze of Annihilation feature is oh so fun!} This is the true piece of the armor. Gavadon has a fake.", "The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The {@creature bearded devil||bearded devils} stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the {@item Armor of Zevellon|Ar6} as often as he can. The devils fight the characters until destroyed." - ] + ], + "id": "011" }, { "type": "statblock", @@ -2822,9 +2837,11 @@ "page": 22, "entries": [ "When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed." - ] + ], + "id": "012" } - ] + ], + "id": "010" }, { "type": "inset", @@ -2832,11 +2849,14 @@ "page": 22, "entries": [ "If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a {@creature bone devil} with his hit points restored\u2014and the battle begins anew." - ] + ], + "id": "013" } - ] + ], + "id": "00d" } - ] + ], + "id": "00b" }, { "type": "section", @@ -2844,7 +2864,8 @@ "page": 22, "entries": [ "It is up to the characters to decide what to do with the piece of the {@item Armor of Zevellon|Ar6}. They might wield it themselves, research the demigod, look for more pieces, or\u2014if Gavadon survived\u2014try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon." - ] + ], + "id": "014" } ] }, @@ -2873,17 +2894,20 @@ "entries": [ "{@style An adventure for 4th-level characters|dnd-font;large}", "by H.H. Carlan" - ] + ], + "id": "001" }, { "type": "inset", "page": 23, "entries": [ "In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals\u2014some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot." - ] + ], + "id": "002" }, "{@i Spelunking!} is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies." - ] + ], + "id": "000" }, { "type": "section", @@ -2899,7 +2923,8 @@ "The characters face {@creature Fawning Summerset|Ar6}, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." ] } - ] + ], + "id": "003" }, { "type": "section", @@ -2913,7 +2938,8 @@ "page": 24, "entries": [ "\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\"" - ] + ], + "id": "005" }, "{@creature Waylon Bonesforth|Ar6} always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful {@dc 14} Wisdom ({@skill Insight}) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", { @@ -2986,11 +3012,14 @@ "page": 24, "entries": [ "If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. {@creature Waylon Bonesforth|Ar6} realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get {@creature Calliope Daydream|Ar6} to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." - ] + ], + "id": "007" } - ] + ], + "id": "006" } - ] + ], + "id": "004" }, { "type": "section", @@ -3018,12 +3047,15 @@ "page": 25, "entries": [ "\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\"" - ] + ], + "id": "00a" }, "The NPC ends the tale with a laugh, clearly thinking it's rubbish. While people sometimes report seeing a ghost in the caverns, no one has ever had any trouble inside. Well, no one until recently..." - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "section", @@ -3037,7 +3069,8 @@ "page": 25, "entries": [ "\"You see, the kids, they're just at the beginning of their lives. We encourage them to explore and have fun, but we've always taught them to be respectful of their environments and the creatures in the caves. But now those caves are a hostile place. Would you consider looking for them? They know how to survive. We're sure they're still alive in there. We could offer 100 gold apiece! It may not be much to folks like you, but it's everything we've managed to save to give our kids a better life.\"" - ] + ], + "id": "00c" }, "If the characters refuse the mission for such a low rate, the parents privately discuss options and approach again with deeds to their homes in exchange for finding their children.", "If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert\u2014{@creature Calliope Daydream|Ar6}, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", @@ -3055,9 +3088,11 @@ "entries": [ "If a character wants to know what changed the caves so suddenly, they can make a {@dc 15} Intelligence ({@skill Arcana} or {@skill Nature}) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.", "If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about {@creature Fawning Summerset|Ar6}, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -3070,7 +3105,8 @@ "page": 26, "entries": [ "\"This shaft wasn't always here. Up until those kids went missing, it was just a cave mouth you could walk into. Now it's a straight drop. Something weird is happening... you ready for this?\"" - ] + ], + "id": "010" }, "Characters who climb down the shaft must succeed on a {@dc 12} Strength ({@skill Athletics}) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use {@item Hempen Rope (50 feet)|PHB|rope} or other climbing equipment have advantage on this check.", { @@ -3081,11 +3117,14 @@ "The caverns are a twisting network of tunnels that Calliope guides the characters through. There are branching paths, shafts, and pits. Most lead to dead ends, but Calliope always picks the right path to get the characters closer to the grove.", "Calliope worries about the missing teens and is grateful for the characters' willingness to rescue them. She is serious and apprehensive, but she moves carefully and gracefully through the tunnels. Ever the teacher, Calliope sometimes lectures the characters about safety while traveling through the caves and offers wilderness survival tips and platitudes like \"Always take a buddy\" and \"Sometimes you find the ooze. Sometimes the ooze finds you.\"", "If Calliope dies, the characters can still find their way through the caves to the Crystal Grove, but they are more likely to get lost (see \"Between Encounters\")." - ] + ], + "id": "011" } - ] + ], + "id": "00f" } - ] + ], + "id": "00b" }, { "type": "section", @@ -3101,7 +3140,8 @@ "page": 26, "style": "inset" } - ] + ], + "id": "012" }, { "type": "section", @@ -3132,7 +3172,8 @@ ] }, "Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves." - ] + ], + "id": "013" }, { "type": "section", @@ -3153,9 +3194,11 @@ "page": 28, "entries": [ "If you're short on time, you can skip any of the following challenges in this section. If you do, the characters will have more of their hit points, spells, and resources for the final confrontation with the cryad, but that's not necessarily a bad thing!" - ] + ], + "id": "016" } - ] + ], + "id": "015" }, { "type": "entries", @@ -3212,7 +3255,8 @@ "page": 28, "entries": [ "A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination." - ] + ], + "id": "018" }, "The gorge before the characters is 80 feet across and 40 feet deep.", { @@ -3224,9 +3268,11 @@ "page": 28, "entries": [ "If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a {@dc 14} Dexterity ({@skill Acrobatics}) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength ({@skill Athletics}) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor." - ] + ], + "id": "01a" } - ] + ], + "id": "019" }, "A {@creature young roper|Ar6} with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the {@creature young roper|Ar6|roper} attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the {@creature young roper|Ar6|roper} moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom ({@skill Perception}) score of 15 or higher notices the {@creature young roper|Ar6|roper} moving across the ceiling. The {@creature young roper|Ar6|roper} fights until reduced to 30 hit points, then flees along the ceiling.", "{@b {@i Treasure.}} If a character succeeds on a {@dc 13} Wisdom ({@skill Perception}) check, they notice gear at the bottom of the gorge. Roll a {@dice d6} and use the Gorge Treasure table to determine what the characters find.", @@ -3238,7 +3284,8 @@ "page": 29, "style": "inset" } - ] + ], + "id": "017" }, { "type": "entries", @@ -3293,7 +3340,8 @@ "page": 29, "entries": [ "Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern." - ] + ], + "id": "01c" }, "The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two {@creature swarm of cave fish|Ar6|swarms of quippers} that live in the pool. The fish attack any creature that disturbs the waters, save the {@creature mimic}, which they consider a predator. These {@creature quipper||quippers} are {@creature cave fish|Ar6}\u2014they have {@sense blindsight} out to a radius of 60 feet and are {@condition blinded||blind} beyond that radius.", { @@ -3305,7 +3353,8 @@ "page": 29, "entries": [ "The southernmost stone in the water is a disguised {@creature mimic}. Being partially submerged in the water for so long has given the {@creature mimic} chills. A character with a passive Wisdom ({@skill Perception}) score of 15 or higher notices the {@creature mimic} shiver occasionally in very short bursts. Creatures who notice the {@creature mimic} can choose to avoid it while crossing the stones. The {@creature mimic} waits for a character to touch it or fall in the water, then attacks, fighting to the death." - ] + ], + "id": "01e" }, { "type": "entries", @@ -3313,11 +3362,14 @@ "page": 29, "entries": [ "The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a {@dc 14} Dexterity ({@skill Acrobatics}) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised {@creature mimic} lands on top of it." - ] + ], + "id": "01f" } - ] + ], + "id": "01d" } - ] + ], + "id": "01b" }, { "type": "entries", @@ -3610,7 +3662,8 @@ "page": 31, "entries": [ "Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead." - ] + ], + "id": "021" }, "The ceiling in this chamber is 15 feet high.", { @@ -3623,7 +3676,8 @@ "entries": [ "The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.", "A {@spell detect magic} spell reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a {@dc 12} Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear." - ] + ], + "id": "023" }, { "type": "entries", @@ -3632,7 +3686,8 @@ "entries": [ "Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A {@creature climbing gelatinous cube|Ar6|gelatinous cube} with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.", "A character who makes a successful {@dc 12} Intelligence ({@skill Investigation}) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it." - ] + ], + "id": "024" }, { "type": "entries", @@ -3640,13 +3695,17 @@ "page": 31, "entries": [ "The entrance to the Crystal Grove is only about a five-minute walk from the pit." - ] + ], + "id": "025" } - ] + ], + "id": "022" } - ] + ], + "id": "020" } - ] + ], + "id": "014" }, { "type": "section", @@ -3659,7 +3718,8 @@ "page": 32, "entries": [ "Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall." - ] + ], + "id": "027" }, "You can use the Crystal Grove map {@note (5ft grid)} to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area.", { @@ -3704,7 +3764,8 @@ } ] } - ] + ], + "id": "026" }, { "type": "section", @@ -3719,11 +3780,13 @@ "page": 33, "entries": [ "\"The children you know are gone\u2014trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\"" - ] + ], + "id": "029" }, "The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.", "A character who knows about cryads knows that destroying the cryad, a successful {@dc 14} Wisdom check with {@item Jeweler's Tools|PHB|jeweler's} or {@item mason's tools|PHB} made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawning. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher." - ] + ], + "id": "028" }, { "type": "section", @@ -3748,7 +3811,8 @@ "entries": [ "Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.", "Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance." - ] + ], + "id": "02b" }, { "type": "entries", @@ -3763,9 +3827,11 @@ "page": 34, "entries": [ "Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can." - ] + ], + "id": "02d" } - ] + ], + "id": "02c" }, { "type": "image", @@ -3777,7 +3843,8 @@ "width": 901, "height": 1233 } - ] + ], + "id": "02a" }, { "type": "section", @@ -3786,7 +3853,8 @@ "entries": [ "If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.", "If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through." - ] + ], + "id": "02e" }, { "type": "section", @@ -3794,7 +3862,8 @@ "page": 34, "entries": [ "The large crystal that held Fawning's form for so long has a {@item staff of swarming insects}, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff." - ] + ], + "id": "02f" }, { "type": "section", @@ -3807,7 +3876,8 @@ "page": 34, "entries": [ "\"Quick! There's another way out!\"" - ] + ], + "id": "031" }, "Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.", "If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!", @@ -3818,13 +3888,15 @@ "page": 34, "entries": [ "\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\"" - ] + ], + "id": "032" }, "{@creature Everly Westmore|Ar6} offers the characters free rooms for life! {@creature Fern Woodsmith|Ar6} promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed {@creature Fawning Summerset|Ar6|Fawning}, {@creature Waylon Bonesforth|Ar6|Waylon} gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"", "If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes.", "If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.", "If the characters die facing {@creature Fawning Summerset|Ar6|Fawning}, their bodies serve as fertilizer for more crystals." - ] + ], + "id": "030" }, { "type": "section", @@ -3832,7 +3904,8 @@ "page": 34, "entries": [ "If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5." - ] + ], + "id": "033" } ] } @@ -4179,7 +4252,8 @@ "entries": [ "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", "{@link discord.gg/mcdm|http://discord.gg/mcdm}" - ] + ], + "id": "001" }, { "type": "hr" @@ -4190,7 +4264,8 @@ "style": "text-center", "entries": [ "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Grim Accord, Armor of Zevellon, Spelunking, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." - ] + ], + "id": "002" }, { "type": "hr" @@ -4206,7 +4281,8 @@ "width": 1706, "height": 2207 } - ] + ], + "id": "000" }, { "type": "section", @@ -4235,7 +4311,8 @@ "style": "text-right", "entries": [ "{@i Ex animo,}" - ] + ], + "id": "004" }, { "type": "quote", @@ -4243,7 +4320,8 @@ "by": "James Introcaso", "from": "Managing Editor" } - ] + ], + "id": "003" }, { "type": "section", @@ -4266,7 +4344,8 @@ "entries": [ "{@style Four evil adventurers skulking in the shadows of your heroes|dnd-font;large}", "by Michael E. Shea" - ] + ], + "id": "006" }, { "type": "inset", @@ -4280,7 +4359,8 @@ "by": "Jaque Ironknife, 12th Mercenary Commander", "from": "Grim Accord Performance Report" } - ] + ], + "id": "007" }, { "type": "section", @@ -4297,9 +4377,11 @@ "page": 2, "entries": [ "The infamous deeds of the Grim Accord have garnered them all manner of nicknames, including the Charnel Council, Vengeance of the Wilds, Feeders of Crows, the Scorched Earth, and Fire, Shadow, Blood, and Bone. The characters may hear one of these monikers the first time they learn about the group instead of their real name. The Accord is careful to share its official name only with those who need their services." - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "section", @@ -4323,7 +4405,8 @@ ], "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -4334,7 +4417,8 @@ "page": 3, "entries": [ "Irae Ashbringer, the Scourge of Willowset, Spellstorm" - ] + ], + "id": "00e" }, "Upon forming the Grim Accord, Irae rose quickly as the group's spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It's never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all.", "It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae's halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset's remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae's power lies within the village's charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck.", @@ -4345,7 +4429,8 @@ "page": 3, "entries": [ "\"Power exists for those able to grasp it and hold on.\"" - ] + ], + "id": "00f" }, { "type": "entries", @@ -4353,7 +4438,8 @@ "page": 3, "entries": [ "\"My companions take me where I want to go and are easily steered by my words.\"" - ] + ], + "id": "010" }, { "type": "entries", @@ -4361,9 +4447,11 @@ "page": 3, "entries": [ "\"Sometimes I just need to see things burn.\"" - ] + ], + "id": "011" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -4371,7 +4459,8 @@ "page": 3, "entries": [ "Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae's persona visibly changes as she lets her fiery blood move through her veins. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn." - ] + ], + "id": "012" }, { "type": "image", @@ -4391,7 +4480,8 @@ "page": 4, "style": "inset" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -4409,7 +4499,8 @@ ], "by": "Phrase found in the tattered journals of the druid Kylak Ironroot" } - ] + ], + "id": "014" }, { "type": "entries", @@ -4420,7 +4511,8 @@ "page": 5, "entries": [ "The Beast of the Dark Wood, Blood of the Underworld, Old Redfang" - ] + ], + "id": "016" }, "Kryx was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land.", "Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord.", @@ -4430,7 +4522,8 @@ "page": 5, "entries": [ "\"From the depths of the earth we rise and to depths of the earth we return.\"" - ] + ], + "id": "017" }, { "type": "entries", @@ -4438,7 +4531,8 @@ "page": 5, "entries": [ "\"I smile at the darkness held in the hearts of my friends.\"" - ] + ], + "id": "018" }, { "type": "entries", @@ -4446,9 +4540,11 @@ "page": 5, "entries": [ "\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"" - ] + ], + "id": "019" } - ] + ], + "id": "015" }, { "type": "entries", @@ -4456,7 +4552,8 @@ "page": 5, "entries": [ "In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes." - ] + ], + "id": "01a" }, { "type": "image", @@ -4476,7 +4573,8 @@ "page": 6, "style": "inset" } - ] + ], + "id": "013" }, { "type": "entries", @@ -4494,7 +4592,8 @@ ], "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -4505,7 +4604,8 @@ "page": 7, "entries": [ "The Knight of the New Moon, the Shadow's Touch, the Sorrow" - ] + ], + "id": "01e" }, "Athlonia lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis' wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold.", "With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return.", @@ -4515,7 +4615,8 @@ "page": 7, "entries": [ "\"A quick death from the shadow's heart is the best you can hope for in this world.\"" - ] + ], + "id": "01f" }, { "type": "entries", @@ -4523,7 +4624,8 @@ "page": 7, "entries": [ "\"I travel with the most unexpected companions who share my nihilistic view of the world.\"" - ] + ], + "id": "020" }, { "type": "entries", @@ -4531,9 +4633,11 @@ "page": 7, "entries": [ "\"A spark of love and loss still resides in my cold heart.\"" - ] + ], + "id": "021" } - ] + ], + "id": "01d" }, { "type": "entries", @@ -4541,7 +4645,8 @@ "page": 7, "entries": [ "Althonia is the front line of the Accord, standing silently at the Irae's side, her grim visage a contrast to Irae's blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey." - ] + ], + "id": "022" }, { "type": "image", @@ -4561,7 +4666,8 @@ "page": 8, "style": "inset" } - ] + ], + "id": "01b" }, { "type": "entries", @@ -4579,7 +4685,8 @@ ], "by": "A statement overheard among soldiers at Uldun's second failed execution" } - ] + ], + "id": "024" }, { "type": "entries", @@ -4590,7 +4697,8 @@ "page": 9, "entries": [ "The Crownhunter, the Silent Death, Vengeance of the Mountain" - ] + ], + "id": "026" }, "Uldun hunts the hunters. For three decades, Uldun watched Clormond Titanson's legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world\u2014a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it.", "Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun's arrows than all who fell under their cruelty and violence put together.", @@ -4601,7 +4709,8 @@ "page": 9, "entries": [ "\"I hunt those who have grown fat on the lives of others.\"" - ] + ], + "id": "027" }, { "type": "entries", @@ -4609,7 +4718,8 @@ "page": 9, "entries": [ "\"Saved from an executioner's axe, I have found a bond with the Accord.\"" - ] + ], + "id": "028" }, { "type": "entries", @@ -4617,9 +4727,11 @@ "page": 9, "entries": [ "\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"" - ] + ], + "id": "029" } - ] + ], + "id": "025" }, { "type": "entries", @@ -4627,7 +4739,8 @@ "page": 9, "entries": [ "Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered." - ] + ], + "id": "02a" }, { "type": "image", @@ -4647,9 +4760,11 @@ "page": 10, "style": "inset" } - ] + ], + "id": "023" } - ] + ], + "id": "00a" }, { "type": "section", @@ -4659,7 +4774,8 @@ "The Grim Accord have spent years working together. Although their motives are far from altruistic, they fight together like wolves born to the same litter. It's extremely hard to catch the Grim Accord unaware. Uldun is as masterful a defensive huntsman as he is an assassin. When he detects someone hunting the Accord, he informs his allies and tracks the trackers. When enemies catch up to the Grim Accord, they often see only two of the four members of the Accord, who are not as unaware as they appear.", "If given the chance, Irae casts {@spell greater invisibility} before the battle begins and hammers slower-moving targets with {@optfeature Quickened Spell||quickened} {@spell fireball||fireballs} and {@spell fire bolt||fire bolts}. She uses {@spell misty step} to change positions if she gets pinned down. Kryx uses his hyena form for defensive mobility, moving to advantageous positions then reverting to his humanoid form to cast spells like {@spell heat metal} on heavily armored opponents, {@spell blight} on lightly armored foes, or {@spell call lightning} on groups. Athlonia uses her Defensive Shadowstep to defend allies pinned down by enemies. Using this reaction, she can often defend two allies separated across the battlefield. Uldun stays out of sight, using his Cunning Action to hide and hitting defensive spellcasters with longbow attacks.", "When on the offensive, the Grim Accord doesn't play fair. Rather than attack the characters directly, the Accord attacks a location their enemies love, often setting it on fire regardless of innocents. They use the same innocents to draw their enemies into Uldun's deadly aim and Kryx's devastating spells." - ] + ], + "id": "02b" }, { "type": "section", @@ -4671,7 +4787,8 @@ "The Accord is probably most interesting as rival adventurers. The characters may learn of the Accord through rumors and whispers, each member identified with one of their sinister nicknames. The characters might meet Irae in a royal court, a ball, dinner party, or a gala. Met in nonhostile environments, the characters have a chance to size her up and learn about the other members.", "You can tie members of the Grim Accord to the backgrounds of the characters. Perhaps Uldun assassinated one character's family members. Another could have an ancient family connection that goes back to Athlonia before she turned to the way of shadow.", "For the greatest effect, introduce the Grim Accord into your campaign before any combat or confrontation. The characters should know of the Accord, their history, and their exploits before they face each other in a climactic battle." - ] + ], + "id": "02c" }, { "type": "section", @@ -4686,7 +4803,8 @@ "entries": [ "The door to the Doomshade vault was lost for thousands of years until a group of sages from the Whitetorch Academy rediscovered it. Only two maps to the door remain after the bloodshed that followed, one that falls into the hands of the characters and one that falls in the Grim Accord's. Opening the vault door requires three keys, and a total of five such keys lie hidden in ancient crypts, forgotten towers, and dead cities guarded by undead horrors. Both the characters and the Accord seek to be the first to acquire three keys and either open the vault or ensure it remains forever closed.", "As the characters hunt for one key, the Grim Accord may hunt for another. Soon their paths cross until only one group can hold the final key." - ] + ], + "id": "02e" }, { "type": "entries", @@ -4695,7 +4813,8 @@ "entries": [ "Farnek Hobknobber, the halfling adventurer, has a price on his head. His business partner, Yoven Treetromper, stole an amulet belonging to Lord Jovendel Ironstag and his family for ten generations and left Farnek in the crosshairs. Rumors say the amulet is the only object able to open the doors of the lost city of Garion and reveal the ancient and powerful artifacts built by the city's founders.", "Blaming Farnek for the theft, Lord Jovendel hired the Grim Accord to hunt down the halfling and find the amulet by any means necessary. Farnek hires the characters to protect him from the Accord and find Yoven and the amulet. The elusive Yoven leads them all on a chase across the land to the ruins of Garion. Throughout the adventure, the characters choose the best path to find Yoven and avoid the Grim Accord until they can hope to face them and win at the sealed doors of Garion the Sapphire City." - ] + ], + "id": "02f" }, { "type": "entries", @@ -4703,9 +4822,11 @@ "page": 12, "entries": [ "War has raged between the Faigon empire and the Voth city-states for five years. The half-orc general Ikonn Ironmaw hires the characters for a series of missions to destabilize the Voth. Little do the characters know that Avende the Blue Star, elven general of the Voth, hired the Grim Accord to do likewise to Faigon. As the characters engage in missions of sabotage, defense, assassination, rescue, espionage, negotiation, and diplomacy, they find signs of the Grim Accord, until the two groups finally come faceto- face on the battlefield. The confrontation may end in bloodshed, but perhaps the characters can convince the Accord to turn against the Voth and end the war." - ] + ], + "id": "030" } - ] + ], + "id": "02d" }, { "type": "section", @@ -4716,7 +4837,8 @@ "Stormborn Tower sits at the edge of civilization and the wilds\u2014exactly where the Accord likes it. Once the lair of Zhakius Stormborn, a wizard who took power from the perpetual storms surrounding the tower, the Grim Accord seized it as a legitimate salvage for defeating the mage and the storm-infused warriors that served him. A ceaseless storm cloud surrounds the rocky hilltop where the tower sits, and rumors persist of a powerful arcane machine in the lair's uppermost reaches that draws energy from the storm above. If the Grim Accord has made use of this strange machine, none know of it.", "The Grim Accord repurposed many of the tower's chambers, each member building out their portion to suit their desires.", "The tower sits atop a deep catacomb beneath its rocky hill, the origins of which predate the building's construction. Multiple layers of primeval tombs, vaults, and ossuaries lead into the earth. Even the Accord hasn't fully explored the depths. Perhaps they fear the horrors lurking in the unhallowed halls and guarding the secret paths leading into the tower's lower levels." - ] + ], + "id": "031" }, { "type": "section", @@ -4771,9 +4893,11 @@ "1 ({@dice d4} Power die, 5 domain turns during intrigue)" ] } - ] + ], + "id": "034" } - ] + ], + "id": "033" }, { "type": "entries", @@ -4791,11 +4915,14 @@ "entries": [ "When a creature within 15 feet of Irae is hit with an attack or targeted by a magic missile spell, she can use her reaction to cast the {@spell shield} spell using a spell slot of 1st-level or higher. The {@spell shield} spell affects the creature instead of Irae.", "Additionally, during a short or long rest, Irae can bolster herself or another creature's defenses with magic. The target gains 10 temporary hit points." - ] + ], + "id": "037" } - ] + ], + "id": "036" } - ] + ], + "id": "035" }, { "type": "entries", @@ -4812,7 +4939,8 @@ "page": 13, "entries": [ "When a creature within 5 feet of a Grim Accord officer is targeted with an attack, the officer can use a reaction to take a power die from their pool and become the target of the attack instead. The officer adds the number on the power die to their AC against the attack." - ] + ], + "id": "03a" }, { "type": "entries", @@ -4820,11 +4948,14 @@ "page": 13, "entries": [ "Before a Grim Accord officer makes a weapon or spell attack, they can use a bonus action to target one of their opponent's vulnerable spots, making for a more challenging attack but dealing more damage. The officer takes a power die from their domain's pool and subtracts the number on the die from their attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." - ] + ], + "id": "03b" } - ] + ], + "id": "039" } - ] + ], + "id": "038" }, { "type": "entries", @@ -4840,7 +4971,8 @@ "page": 13, "entries": [ "As a domain bonus action, a Grim Accord officer can make an Operations test against an opposed domain's Resolve. On a success, the target domain's Resolve level decreases by 1, and the Grim Accord's Resolve level increases by 1." - ] + ], + "id": "03e" }, { "type": "entries", @@ -4857,7 +4989,8 @@ ] }, "The Grim Accord can use this feature multiple times during an intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." - ] + ], + "id": "03f" }, { "type": "entries", @@ -4865,7 +4998,8 @@ "page": 13, "entries": [ "A Grim Accord officer can make a {@dc 14} Operations test as a domain action. On a success, the Grim Accord musters Vengeance, a special unit of merciless warriors." - ] + ], + "id": "040" }, { "type": "entries", @@ -4873,11 +5007,14 @@ "page": 13, "entries": [ "If the Grim Accord's Resolve level is 2 or higher at the start of a battle, each unit they control has advantage on Power tests to resist battle magic during that battle." - ] + ], + "id": "041" } - ] + ], + "id": "03d" } - ] + ], + "id": "03c" }, { "type": "entries", @@ -4894,7 +5031,8 @@ "page": 13, "entries": [ "As a reaction to this unit failing an Attack or Power test, it can suffer 1 casualty and succeed on that test instead." - ] + ], + "id": "044" }, { "type": "entries", @@ -4902,9 +5040,11 @@ "page": 13, "entries": [ "When this unit is deployed, choose either Adaptable, Eternal, Relentless, Stalwart, or Warbred. This unit gains that trait until the end of battle." - ] + ], + "id": "045" } - ] + ], + "id": "043" }, { "type": "image", @@ -4916,11 +5056,14 @@ "width": 688, "height": 492 } - ] + ], + "id": "042" } - ] + ], + "id": "032" } - ] + ], + "id": "005" }, { "type": "section", @@ -4943,7 +5086,8 @@ "entries": [ "{@style a new magic item set and encounter|dnd-font;large}", "by Gabe Hicks" - ] + ], + "id": "047" }, { "type": "inset", @@ -4956,7 +5100,8 @@ ], "by": "Zevellon, the Crimson Scorn" } - ] + ], + "id": "048" }, "The {@item Armor of Zevellon|Ar6} is a set of four magic items that make up a suit of deep red armor. The demigod Zevellon placed his essence into the pieces of armor to cheat death, similar to the way a lich conceals its soul in an object. When the pieces are worn together, Zevellon possesses the wearer, turning them into his avatar.", "But Zevellon's story began long ago, when the young elf was adopted and raised by humans. Years passed, and Zevellon's family and friends died while he was still in his early life. A few passed suddenly in accidents or battles, most were claimed by old age as time inevitably marched on. The unstoppable force withered all mortals, even long-lived elves like Zevellon. He concluded that death rendered life meaningless. All existence was chaos...unless one could cheat death. There was the answer\u2014immortality was all he needed to bring an end to his fears and give his existence true purpose.", @@ -5019,9 +5164,11 @@ "page": 16, "entries": [ "If you introduce the {@item Armor of Zevellon|Ar6} into your game, there is a good chance that one character winds up wearing every item in the set. If this character finds several of the pieces quickly, their power will be unmatched by any other in the party. For some groups, this is fine, but many players may feel that their own characters are underpowered and overshadowed by their friend in the sweet new armor. If you put a few levels of adventuring between each piece of armor and ensure that plenty of other cool magic items go to the other characters, you'll avoid the issue of one character suddenly becoming the star of the show. You'll also better equip the heroes for when their friend becomes possessed by Zevellon and inevitably turns on them." - ] + ], + "id": "04a" } - ] + ], + "id": "049" }, { "type": "entries", @@ -5038,7 +5185,8 @@ "I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won't be using it anyway." ] } - ] + ], + "id": "04c" }, "When you are attuned to and wearing all the pieces of the armor, Zevellon's spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power:", { @@ -5070,7 +5218,8 @@ }, "If Zevellon possesses your body, he gains access to the same benefits.", "In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see \"Destroying the Armor,\" below), Zevellon dies and his soul can't be returned to life." - ] + ], + "id": "04b" }, { "type": "entries", @@ -5085,7 +5234,8 @@ "entries": [ "If a character winds up suddenly possessed by Zevellon, that player may feel betrayed and cheated. While those are appropriate emotions for a character in the situation to have, it's not fun for a player to feel that way. When the characters first find pieces of the armor, you may want to bring a player aside and ask them how they feel about their character becoming a villain. If the player likes the idea, you can have them play the part of Zevellon when the moment is right and turn against their friends. If the player hates the idea, the characters can find books or an NPC that can tell them more about the items. Now the quest isn't to find more pieces of the armor, but to find a way to unattune to the armor, or even attune someone else to the magic armor so it can be destroyed.", "Likewise, you can hint to a character that the armor is evil before they assemble all its pieces by having it send telepathic messages to them. If you use this approach, the armor plays the part of a pious magic item most of the time, but it does occasionally try to push the character toward more nefarious action, which is a good sign that it's not what it seems." - ] + ], + "id": "04e" }, { "type": "image", @@ -5097,7 +5247,8 @@ "width": 870, "height": 1101 } - ] + ], + "id": "04d" }, { "type": "section", @@ -5105,9 +5256,11 @@ "page": 19, "entries": [ "{@note See the adventure {@adventure Keevial's Rage|Ar6-KR}.}" - ] + ], + "id": "04f" } - ] + ], + "id": "046" }, { "type": "section", @@ -5130,10 +5283,12 @@ "entries": [ "{@style An adventure for 4th-level characters|dnd-font;large}", "by H.H. Carlan" - ] + ], + "id": "051" }, "{@note See the adventure {@adventure Spelunking!|Ar6-S}.}" - ] + ], + "id": "050" }, { "type": "section", @@ -5153,9 +5308,11 @@ "{@link https://files.mcdmproductions.com/Arcadia202107/GorgeSideview-140ppi-nogrid.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202107/IllusionOfDaylight-140ppi-grid.jpg}", "{@link https://files.mcdmproductions.com/Arcadia202107/IllusionOfDaylight-140ppi-nogrid.jpg}" - ] + ], + "id": "053" } - ] + ], + "id": "052" }, { "type": "section", @@ -5225,9 +5382,11 @@ "{@b H.H. Carlan} is a TTRPG designer, consultant, and novelist. She is a co-author on the Dungeons & Dragons hardcover adventure {@i Icewind Dale: Rime of the Frostmaiden}. H.H. is a lore consultant for the Forgotten Realms setting for Wizards of the Coast, and she continues to work on other independent TRPG projects. Her fiction can be found in publications including Jazz House and the Macabre Ladies. A frequent traveller, H.H. has lived across the United States, and she currently resides in Atlanta with her husband and tiny humans." ] } - ] + ], + "id": "055" } - ] + ], + "id": "054" }, { "type": "section", @@ -5270,15 +5429,19 @@ "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "ARCADIA Issue 6. Copyright 2021, MCDM Productions, LLC. Authors: Mike Shea, Gabe Hicks, H.H. Carlan, Matt Colville, and James Introcaso" - ] + ], + "id": "059" } - ] + ], + "id": "058" } - ] + ], + "id": "057" } ] } - ] + ], + "id": "056" } ] } diff --git a/book/Will Doyle; Waterdeep City Encounters.json b/book/Will Doyle; Waterdeep City Encounters.json index e0766761b..f7bca3582 100644 --- a/book/Will Doyle; Waterdeep City Encounters.json +++ b/book/Will Doyle; Waterdeep City Encounters.json @@ -6474,7 +6474,8 @@ } ], "width": 1493, - "height": 1835 + "height": 1835, + "id": "082" }, { "type": "list", diff --git a/class/AgenderArcee; The Martial Ranger.json b/class/AgenderArcee; The Martial Ranger.json index aa6b8e88c..40961859f 100644 --- a/class/AgenderArcee; The Martial Ranger.json +++ b/class/AgenderArcee; The Martial Ranger.json @@ -8126,9 +8126,11 @@ "{@link Lucas Graciano|https://www.deviantart.com/lucasgraciano}" ] } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, "And many thanks to {@link MobiusFlip|https://www.reddit.com/user/MobiusFlip} and the folks at {@link r/UnearthedArcana|https://www.reddit.com/r/UnearthedArcana/} for brainstorming help!", { @@ -8142,7 +8144,8 @@ "width": 1353, "height": 1779 } - ] + ], + "id": "000" }, { "type": "section", @@ -8174,7 +8177,8 @@ "width": 504, "height": 1080 } - ] + ], + "id": "003" }, { "type": "section", @@ -8192,7 +8196,8 @@ "entries": [ "Rangers may live on the fringes of civilization, but the wilderness is their true home. Rangers have a deep connection to the land they make their home, and all its flora and fauna. Living off the land is second nature to them: they are well-versed in tracking, hunting and gathering, reading the subtle messages hidden in the terrain. The ranger lives in this world, yet stands apart from it; their knowledge, ingenuity and craftsmanship set them apart from wild beasts. Instead, the ranger lives in balance between nature and civilization, one foot in each world, protecting each from the other's encroachment, and threats from beyond.", "As master warriors of the wilderness, rangers are rarely satisfied with mundane quarry, and learn specialized techniques to hunt the monsters that threaten their beloved balance: humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Once they have the scent, a ranger will follow their prey to the ends of the earth, and finish them with deadly skill." - ] + ], + "id": "005" }, { "type": "entries", @@ -8201,7 +8206,8 @@ "entries": [ "Many rangers make their living as hunters, guides or trackers in their home territory, but others hear the call of new lands to explore, greater prey to conquer, and helpless people in need of protection and guidance. Taking little with them but what they can carry and perhaps a beast companion, these rangers pursue the calling of the adventurer.", "Accustomed to life far from the comforts of a dry bed and a hot bath, rangers are well-suited to the adventuring lifestyle, though their fierce independence may put them at odds with fellow travelers. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways." - ] + ], + "id": "006" }, { "type": "entries", @@ -8217,7 +8223,8 @@ "page": 4, "entries": [ "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on {@skill athletics} and heavy weapons make Strength higher than Dexterity.) Second, choose the {@background outlander} background." - ] + ], + "id": "008" }, { "type": "image", @@ -8236,7 +8243,8 @@ "name": "Martial Ranger", "page": 3 } - ] + ], + "id": "007" }, { "type": "gallery", @@ -8293,7 +8301,8 @@ } ] } - ] + ], + "id": "004" }, { "type": "section", @@ -8324,7 +8333,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -8350,7 +8360,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -8376,7 +8387,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -8402,7 +8414,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -8428,7 +8441,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00e" }, { "type": "entries", @@ -8454,7 +8468,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "00f" }, { "type": "entries", @@ -8480,7 +8495,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "010" }, { "type": "entries", @@ -8516,7 +8532,8 @@ "width": 1920, "height": 1344 } - ] + ], + "id": "011" }, { "type": "entries", @@ -8542,7 +8559,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "012" }, { "type": "entries", @@ -8568,7 +8586,8 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "013" }, { "type": "entries", @@ -8594,9 +8613,11 @@ "className": "Martial Ranger", "classSource": "TMR" } - ] + ], + "id": "014" } - ] + ], + "id": "009" }, { "type": "section", @@ -8615,7 +8636,8 @@ "page": 22, "entries": [ "Your companion is a Tiny, Small or Medium beast (your choice). If you are an {@class Martial Ranger|TMR|Outrider|Outrider|TMR}, it may also be Large." - ] + ], + "id": "017" }, { "type": "entries", @@ -8631,7 +8653,8 @@ "page": 22 }, "Its Armor Class = 10 + your proficiency bonus (PB) + its Dexterity modifier, and it has a number of Hit Dice equal to your ranger level. If it is Bulky, its hit points equal 6 + six times your ranger level, and its Hit Dice are {@dice d10|d10s}. If it is Middling, its hit points equal 5 + five times your ranger level, and its Hit Dice are {@dice d8|d8s}. If it is Light, its hit points equal 4 + four times your ranger level, and its Hit Dice are {@dice d6|d6s}." - ] + ], + "id": "018" }, { "type": "entries", @@ -8679,7 +8702,8 @@ } ] } - ] + ], + "id": "019" }, { "type": "entries", @@ -8734,7 +8758,8 @@ } ] } - ] + ], + "id": "01a" }, { "type": "entries", @@ -8817,7 +8842,8 @@ } ] } - ] + ], + "id": "01b" }, { "type": "entries", @@ -8882,7 +8908,8 @@ } ] } - ] + ], + "id": "01c" }, { "type": "entries", @@ -8946,7 +8973,8 @@ } ] } - ] + ], + "id": "01d" }, { "type": "entries", @@ -8982,7 +9010,8 @@ } ] } - ] + ], + "id": "01e" }, { "type": "inset", @@ -8991,9 +9020,11 @@ "entries": [ "Actions labeled {@i Recharge X-Y} follow the same rules as described in the {@book Monster Manual|MM}:", "{@i At the start of each of the beast's turns, roll a {@dice d6}. If the roll is one of the numbers in the recharge notation, the beast regains the use of the special ability. The ability also recharges when the beast finishes a {@quickref resting|PHB|2|0|short or long rest}.}" - ] + ], + "id": "01f" } - ] + ], + "id": "016" }, { "type": "section", @@ -9024,7 +9055,8 @@ "{@creature Young Elk|TMR}" ] } - ] + ], + "id": "020" }, { "type": "section", @@ -9042,9 +9074,11 @@ "{@creature Young Elephant|TMR}" ] } - ] + ], + "id": "021" } - ] + ], + "id": "015" }, { "type": "section", @@ -9062,7 +9096,8 @@ "source": "TMR", "page": 33 } - ] + ], + "id": "022" }, { "type": "section", @@ -9080,7 +9115,8 @@ "{@creature Adult Drake Companion|TMR}" ] } - ] + ], + "id": "023" }, { "type": "section", @@ -9108,7 +9144,8 @@ "source": "TMR", "page": 36 } - ] + ], + "id": "024" }, { "type": "section", @@ -9137,7 +9174,8 @@ "source": "TMR", "page": 36 } - ] + ], + "id": "025" } ] } diff --git a/class/Blubber Nibble; Noidrin's Record of Many Things.json b/class/Blubber Nibble; Noidrin's Record of Many Things.json index 5cd275d82..a71b4f663 100644 --- a/class/Blubber Nibble; Noidrin's Record of Many Things.json +++ b/class/Blubber Nibble; Noidrin's Record of Many Things.json @@ -92,13 +92,13 @@ ] }, "startingEquipment": { + "additionalFromBackground": true, "default": [ "(a) {@item scale mail|phb} or (b) {@item leather armor|phb}", "(a) a {@item rapier|phb} or (b) {@item longsword|PHB}", "(a) 2 {@item dagger|PHB|daggers} or (b) {@filter any simple or martial weapon|items|source=|type=!futuristic;martial weapon;!modern;!renaissance;simple weapon;!treasure|rarity=none}", "(a) an {@item explorer's pack|phb} or (b) {@item dungeoneer's pack|phb}" ], - "additionalFromBackground": true, "defaultData": [ { "a": [ diff --git a/class/Taron Pounds; Merchant.json b/class/Taron Pounds; Merchant.json index 757c3cfaa..0caf1ff6f 100644 --- a/class/Taron Pounds; Merchant.json +++ b/class/Taron Pounds; Merchant.json @@ -188,12 +188,14 @@ ] }, "startingEquipment": { + "additionalFromBackground": true, "default": [ "(a) a {@item light crossbow|PHB} and {@item Crossbow Bolts (20)|PHB|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", "a {@item staff|PHB} and an {@item abacus|PHB}", "a {@table Adventuring Gear; Container Capacity|PHB|container} for use with your {@classFeature Portable Storefront|Merchant|TPM|1} feature", "(a) a {@item diplomat's pack|PHB} or (b) an {@item explorer's pack|PHB}" ], + "goldAlternative": "a {@table Adventuring Gear; Container Capacity|PHB|container} for use with your {@classFeature Portable Storefront|Merchant|TPM|1} feature and {@dice 5d4 × 10|5d4 × 10|Starting Gold}", "defaultData": [ { "a": [ @@ -227,9 +229,7 @@ "explorer's pack|PHB" ] } - ], - "additionalFromBackground": true, - "goldAlternative": "a {@table Adventuring Gear; Container Capacity|PHB|container} for use with your {@classFeature Portable Storefront|Merchant|TPM|1} feature and {@dice 5d4 × 10|5d4 × 10|Starting Gold}" + ] }, "multiclassing": { "requirements": { @@ -6574,7 +6574,8 @@ } ] } - ] + ], + "id": "002" }, { "type": "entries", @@ -6610,7 +6611,8 @@ } ] } - ] + ], + "id": "003" } ] }, @@ -6672,7 +6674,8 @@ } ] } - ] + ], + "id": "004" }, { "type": "entries", @@ -6738,7 +6741,8 @@ } ] } - ] + ], + "id": "005" } ] }, @@ -6787,7 +6791,8 @@ "{@note This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.}", "{@note ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.}", "{@note All other original material in this work is copyright 2021 by Taron Pounds and published under the Community Content Agreement for Dungeon Masters Guild.}" - ] + ], + "id": "000" }, { "type": "section", @@ -6834,7 +6839,8 @@ "entries": [ "Volo and Elminster alike have waxed philosophical about the ties between magic and expense; the famed lorekeepers giving their own thoughts on the debate between substances being innately magical or whether the preciousness of a thing gives it magical properties, akin to faith giving a deity their power. Merchants gain their magic through the art of the deal and the essence of value itself. This magic may have been influenced by some force such as the divine powers of a god of commerce, greed, luck, or wealth, or the intrinsic nature of trade, chance, and chaos.", "Whatever side of the debate you sit on, there is an undeniable power behind economics and value. What good is {@spell revivify} without that precious diamond? Commerce itself has come to be revered as having some sort of innate, supernatural quality responsible for successful, happy lives. The gods of commerce garnered worship, {@deity Waukeen|Faerûnian|SCAG} being the most widely worshiped of these gods in the Forgotten Realms. In some urban areas, worship of gods presiding in the domain of fertility and nature have been abandoned due to them feeling unnecessary when trade will provide." - ] + ], + "id": "007" }, { "type": "entries", @@ -6858,9 +6864,11 @@ "Dungeoneer and Face, equipped for the perils of adventuring with a large arsenal of on-demand items." ] } - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "entries", @@ -6874,9 +6882,11 @@ "page": 3, "entries": [ "You can make a merchant quickly by following these suggestions. First, Charisma should be your highest ability score. Then prioritize Dexterity. Second, choose the {@background Variant Guild Artisan (Guild Merchant)|PHB|Guild Merchant} background. Third, choose the {@spell light} and {@spell mending} cantrips, along with the 1st-level spells {@spell comprehend languages} and {@spell purify food and drink}." - ] + ], + "id": "00b" } - ] + ], + "id": "00a" }, { "type": "section", @@ -6920,7 +6930,8 @@ } ] } - ] + ], + "id": "00e" }, { "type": "entries", @@ -6969,7 +6980,8 @@ } ] } - ] + ], + "id": "00f" }, { "type": "entries", @@ -6987,7 +6999,8 @@ "(a) a {@item diplomat's pack|PHB} or (b) an {@item explorer's pack|PHB}" ] } - ] + ], + "id": "010" }, { "type": "entries", @@ -6995,7 +7008,8 @@ "page": 3, "entries": [ "Alternatively, you can begin with a starting wealth of ({@dice 5d4 × 10|5d4 × 10|Starting Gold}) gp and purchase the starting equipment of your choice, but you always start with a {@table Adventuring Gear; Container Capacity|PHB|container} for use with your {@classFeature Portable Storefront|Merchant|TPM|1} feature." - ] + ], + "id": "011" }, { "type": "inset", @@ -7009,7 +7023,8 @@ "page": 4, "entries": [ "As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a merchant." - ] + ], + "id": "013" }, { "type": "entries", @@ -7017,7 +7032,8 @@ "page": 4, "entries": [ "If merchant isn't your initial class, you gain proficiency with simple weapons, {@quickref improvised weapons|PHB|1|0}, and a set of artisan's tools by multiclassing into merchant." - ] + ], + "id": "014" }, { "type": "entries", @@ -7025,11 +7041,14 @@ "page": 4, "entries": [ "You add half of your merchant levels when determining your number of spell slots." - ] + ], + "id": "015" } - ] + ], + "id": "012" } - ] + ], + "id": "00d" }, "As a merchant, you gain the following class features.", { @@ -7051,11 +7070,14 @@ "name": "Merchant Spell List", "page": 5 } - ] + ], + "id": "016" } - ] + ], + "id": "00c" } - ] + ], + "id": "006" }, { "type": "section", @@ -7086,7 +7108,8 @@ "classSource": "TPM", "page": 7 } - ] + ], + "id": "018" }, { "type": "entries", @@ -7102,7 +7125,8 @@ "classSource": "TPM", "page": 9 } - ] + ], + "id": "019" }, { "type": "entries", @@ -7127,7 +7151,8 @@ "classSource": "TPM", "page": 10 } - ] + ], + "id": "01a" }, { "type": "entries", @@ -7152,7 +7177,8 @@ "width": 417, "height": 402 } - ] + ], + "id": "01b" }, { "type": "entries", @@ -7177,7 +7203,8 @@ "width": 360, "height": 408 } - ] + ], + "id": "01c" }, { "type": "entries", @@ -7193,7 +7220,8 @@ "classSource": "TPM", "page": 14 } - ] + ], + "id": "01d" }, { "type": "entries", @@ -7227,7 +7255,8 @@ "width": 350, "height": 809 } - ] + ], + "id": "01e" }, { "type": "entries", @@ -7252,7 +7281,8 @@ "classSource": "TPM", "page": 17 } - ] + ], + "id": "01f" }, { "type": "entries", @@ -7277,7 +7307,8 @@ "width": 395, "height": 588 } - ] + ], + "id": "020" }, { "type": "entries", @@ -7293,9 +7324,11 @@ "classSource": "TPM", "page": 19 } - ] + ], + "id": "021" } - ] + ], + "id": "017" }, { "type": "section", @@ -7360,7 +7393,8 @@ } ] } - ] + ], + "id": "023" }, { "type": "section", @@ -7382,7 +7416,8 @@ "name": "Mugger", "page": 25 } - ] + ], + "id": "024" }, { "type": "section", @@ -7400,7 +7435,8 @@ "{@creature Swindler|TPM}" ] } - ] + ], + "id": "025" }, { "type": "hr" @@ -7443,9 +7479,11 @@ "style": "text-center", "entries": [ "Also consider the {@loader Dancer by Taron Pounds|class/Taron Pounds; Dancer.json}." - ] + ], + "id": "026" } - ] + ], + "id": "022" } ] } diff --git a/class/Vincent Girgenti; The Nomad.json b/class/Vincent Girgenti; The Nomad.json index 03ccfaa89..29d86cc56 100644 --- a/class/Vincent Girgenti; The Nomad.json +++ b/class/Vincent Girgenti; The Nomad.json @@ -69,13 +69,13 @@ ] }, "startingEquipment": { + "additionalFromBackground": true, "default": [ "(a) {@item scale mail|phb} or (b) {@item leather armor|phb}", "(a) a {@item rapier|phb} or (b) {@item longsword|PHB}", "(a) 2 {@item dagger|PHB|daggers} or (b) {@filter any simple or martial weapon|items|source=|type=!futuristic;martial weapon;!modern;!renaissance;simple weapon;!treasure|rarity=none}", "(a) an {@item explorer's pack|phb} or (b) {@item dungeoneer's pack|phb}" ], - "additionalFromBackground": true, "defaultData": [ { "a": [ @@ -1411,7 +1411,8 @@ "width": 736, "height": 951 } - ] + ], + "id": "000" }, { "type": "section", @@ -1452,7 +1453,8 @@ "The life of a nomad is one of discovery and adventure, chasing a concept known as The Journey. This is the final goal of most nomads, a goal of experiencing every facet of existence. Nomads travel in pursuit of all of the things that will occur to them along the way, absorbing and enjoying all life's experiences.", "Some choose to organize and take up large parties, traversing the planes together in search of interpersonal experiences. Others enjoy the solitude of a personal Journey, opting to explore the infinite possibilities of the cosmos alone.", "Nomads generally have a hard time settling down in any one place for too long, even when their years have nearly finished. Ending The Journey before they pass on simply never occurs to most, such is the ambition of the nomad." - ] + ], + "id": "002" }, { "type": "entries", @@ -1462,7 +1464,8 @@ "Those who travel the planes find themselves drawn to certain aspects of one plane or another. With time and distance this attraction, or link, grows stronger, drawing the nomad's mind back to it for reasons they may not understand. This link draws on certain aspects deep inside a person's soul and binds it to the plane, a permanent manifestation of the planes and their otherworldly power fixed in the mind of the traveller.", "Those who research the planes have theorized that a force similar to tectonic shifts in the earth occurs between the planes, generating powerful magic. This magic has something similar to a grand sentience, and can \"see\" the creatures it affects. From these theories arose a kind of worship among some nomads, where they view themselves as minor patrons of the eldritch existence that is The Great Wheel itself, though not all believe this story.", "The link a nomad forms may be a tangible choice that they expect or feel immediately, or it may be that a plane one only passed through briefly left a subtle impression upon their mind." - ] + ], + "id": "003" }, { "type": "entries", @@ -1473,7 +1476,8 @@ "What have you done on your Journey? Was there a perilous dash through Pandemonium and the Nine Hells? A calm stroll through Bytopia that made you rethink your motivations? Could there even have been a whirlwind romp through the most renowned taverns of the outer planes?", "How has your planar link affected you? Maybe you found yourself linked to a hideous plane of evil despite your cloistered youth, and it has drawn out dark thoughts that you had once forgotten? Or did you truly connect with your plane and have often fought yourself on whether to remain there, only to leave it behind?", "The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen the extremes of good, evil, law, and chaos prefer to remain neutral." - ] + ], + "id": "004" }, { "type": "entries", @@ -1481,7 +1485,8 @@ "page": 2, "entries": [ "You can make a nomad quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the {@background outlander} background." - ] + ], + "id": "005" }, { "type": "statblock", @@ -1513,7 +1518,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "section", @@ -1535,7 +1541,8 @@ "className": "Nomad", "classSource": "NMD" } - ] + ], + "id": "007" }, { "type": "entries", @@ -1574,7 +1581,8 @@ } ] } - ] + ], + "id": "008" }, { "type": "entries", @@ -1599,9 +1607,11 @@ "width": 5800, "height": 3752 } - ] + ], + "id": "009" } - ] + ], + "id": "006" }, { "type": "section", @@ -1622,7 +1632,8 @@ "source": "NMD", "page": 9 } - ] + ], + "id": "00a" }, { "type": "section", @@ -1653,9 +1664,11 @@ "page": 8, "entries": [ "{@i All uncredited art is from DMsGuild Free Creators Resources and Arcana Games Stock Art Packs.}" - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "section", @@ -1670,16 +1683,19 @@ "The name gave me trouble because while this could just be called \"The Planeswalker\", that name is overused and draws unwanted comparisons to Magic: The Gathering's idea of planeswalkers. This led to the derivative \"Planeseeker\" and \"Planar Wanderer\" names before I thought of the UA Mystic and their portal-based subclass, the Nomad.", "The mechanical identity of this class is meant to be similar in some ways to {@link The Warden|https://drive.google.com/file/d/1_RIYUWCXLYp-tLkT5MjwOd7fN71r7r-h/view} by /u/Layhnet (a very well made class): a primarily martial class with some magical ability, a sort of inverse of the warlock (a magical class with some martial ability).", "The last version that I posted of this finally got a good amount of solid feedback. The class was (rightfully) torn apart for a lot of shortcomings, and I've taken a lot of that constructive criticism to heart. I now proudly present the Nomad 2.0!" - ] + ], + "id": "010" } - ] + ], + "id": "00f" } ], "by": "u/SubjectiveSloth", "skipMarks": true, "skipItalics": true } - ] + ], + "id": "00c" }, { "type": "inset", @@ -1722,7 +1738,8 @@ "{@link The Nomad Class|http://www.dmsguild.com/product/242632/The-Nomad-A-Class-for-Planar-Travelers}" ] } - ] + ], + "id": "011" }, { "type": "inset", @@ -1741,14 +1758,16 @@ "Reformatting to accommodate changes in mechanics and wording" ] } - ] + ], + "id": "012" } ] }, "{@note DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.}", "{@note This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.}", "{@note All other original material in this work is copyright 2018 by Vincent Girgenti and published under the Community Content Agreement for Dungeon Masters Guild.}" - ] + ], + "id": "00b" } ] } diff --git a/class/uI'mFromNASA; Yet Another Ranger Variant.json b/class/uI'mFromNASA; Yet Another Ranger Variant.json index 36cf1a05c..7ed532a0a 100644 --- a/class/uI'mFromNASA; Yet Another Ranger Variant.json +++ b/class/uI'mFromNASA; Yet Another Ranger Variant.json @@ -80,13 +80,13 @@ ] }, "startingEquipment": { + "additionalFromBackground": true, "default": [ "(a) {@item scale mail|PHB} or (b) {@item leather armor|PHB}", "(a) two {@item shortsword|phb|shortswords} or (b) {@filter two simple melee weapons|items|source=|type=simple weapon;melee weapon=sand|rarity=none|category=}", "(a) an {@item dungeoneer's pack|PHB} or (b) {@item explorer's pack|PHB}", "A {@item longbow|PHB}, a {@item hunting trap|PHB} and a {@item quiver|phb} of {@item arrows (20)|phb|20 arrows}" ], - "additionalFromBackground": true, "defaultData": [ { "a": [ @@ -3410,7 +3410,8 @@ "page": 1, "entries": [ "Rangers learn through brutal necessity. They adapt to use terrain to their advantage and learn to fight with whatever styles or weapons they can get their hands on. They master the medicinal properties of plants and the subtle art of befriending wild animals. They learn ranger magic\u2014a practical magic steeped in ritual and born from the divine reverence of nature and the application of arcane techniques and enhancements to whatever tools and materials are available." - ] + ], + "id": "001" }, { "type": "entries", @@ -3420,7 +3421,8 @@ "Some rangers work in close community with druids to protect sacred groves and hidden valleys. Others live in barbarian communities acting as healers, hunters, or shamans. Some have close ties with civilization, acting as daring explorers or forward scouts for military expeditions. Others are nomadic skirmishers or wilderness guides.", "No matter what role a ranger plays, a ranger's life is characterized by constant striving against the elements and filled with long stretches of solitude and careful attention broken by hectic moments of bitter struggle.", "This path is not chosen lightly, but those who do find that a life in the wilderness can be rewarding. Since rangers are often the first to encounter the rampaging beasts and ravenous hordes seeking easy prey in civilized lands, they are also the first to get the chance to defeat them. Rangers find power and purpose on the precipice of disaster." - ] + ], + "id": "002" }, { "type": "entries", @@ -3435,9 +3437,11 @@ "page": 2, "entries": [ "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom and Constitution (though some rangers who focus on two-weapon fighting or {@item shield|PHB|shields} prefer Strength to Dexterity). Second, choose the {@background Outlander|PHB} background." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -3485,9 +3489,11 @@ "width": 1252, "height": 955 } - ] + ], + "id": "005" } - ] + ], + "id": "000" }, { "type": "section", @@ -3509,7 +3515,8 @@ "className": "Ranger", "classSource": "YARV" } - ] + ], + "id": "007" }, { "type": "entries", @@ -3535,7 +3542,8 @@ "width": 888, "height": 1700 } - ] + ], + "id": "008" }, { "type": "entries", @@ -3561,7 +3569,8 @@ "width": 1806, "height": 1119 } - ] + ], + "id": "009" }, { "type": "hr" @@ -3605,13 +3614,17 @@ "Art by Julien Gauthier (Page 7 Night Ranger)" ] } - ] + ], + "id": "00c" } - ] + ], + "id": "00b" } - ] + ], + "id": "00a" } - ] + ], + "id": "006" }, { "type": "section", @@ -3654,7 +3667,8 @@ "width": 732, "height": 360 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -3681,7 +3695,8 @@ "width": 694, "height": 282 } - ] + ], + "id": "00f" }, { "type": "entries", @@ -3708,9 +3723,11 @@ "width": 736, "height": 1399 } - ] + ], + "id": "010" } - ] + ], + "id": "00d" } ] } diff --git a/collection/Aeron Drake; Modern Handbook.json b/collection/Aeron Drake; Modern Handbook.json index ee39823f8..3144ff741 100644 --- a/collection/Aeron Drake; Modern Handbook.json +++ b/collection/Aeron Drake; Modern Handbook.json @@ -11624,7 +11624,8 @@ "style": "text-center", "entries": [ "Create a modern-themed campaign with new rules and options for the world's greatest roleplaying game." - ] + ], + "id": "001" }, { "type": "entries", @@ -11670,7 +11671,8 @@ "Advance by lhs" ] } - ] + ], + "id": "002" }, "{@color {@b CURRENT VERSION: 3.0}|006bb3}", { @@ -11681,7 +11683,8 @@ "This is a supplement designed to provide you with new character options, equipment, rules and non-player characters for playing in a modern-themed campaign using the 5th Edition rules.", "To use all the contents of this book you will need the three official rulebooks ({@book Player's Handbook|PHB}, {@book Monster Manual|MM} and {@book Dungeon Master's Guide|DMG}), the {@book Xanathar's Guide to Everything|XGE} and the {@book Tasha's Cauldron of Everything|TCE}. Feel free to use any other supplement that might help you to improve even more your campaigns, but don't forget to ask your DM first!.", "{@note Disclaimer: Aeron Drake is not responsible if you make a deal with a shady kobold gang for buying a grenade launcher without having proper training or a legal license to carry it. If a Special Response Unit breaks into your house while playing with this supplement is because you probably made something illegal in the city like hacking the governor's email, or maybe is because you used the grenade launcher you bought earlier to stop a car in the middle of the street.}" - ] + ], + "id": "003" }, { "type": "hr" @@ -11696,7 +11699,8 @@ "width": 1088, "height": 1600 } - ] + ], + "id": "000" }, { "type": "section", @@ -11733,7 +11737,8 @@ "name": "Suggested Backgrounds", "page": 4 } - ] + ], + "id": "006" }, { "type": "entries", @@ -11749,7 +11754,8 @@ "name": "Additional Modern Proficiencies", "page": 4 } - ] + ], + "id": "007" }, { "type": "entries", @@ -11865,9 +11871,11 @@ } ] } - ] + ], + "id": "008" } - ] + ], + "id": "005" }, { "type": "section", @@ -11899,7 +11907,8 @@ "width": 1080, "height": 1080 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -11925,7 +11934,8 @@ "width": 1920, "height": 1280 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -11951,7 +11961,8 @@ "width": 584, "height": 810 } - ] + ], + "id": "00c" }, { "type": "entries", @@ -11968,7 +11979,8 @@ "page": 9, "collapsed": true } - ] + ], + "id": "00d" }, { "type": "entries", @@ -11994,7 +12006,8 @@ "width": 707, "height": 1000 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -12011,7 +12024,8 @@ "page": 10, "collapsed": true } - ] + ], + "id": "00f" }, { "type": "entries", @@ -12028,7 +12042,8 @@ "page": 10, "collapsed": true } - ] + ], + "id": "010" }, { "type": "entries", @@ -12054,7 +12069,8 @@ "width": 1200, "height": 733 } - ] + ], + "id": "011" }, { "type": "entries", @@ -12080,7 +12096,8 @@ "width": 1039, "height": 1389 } - ] + ], + "id": "012" }, { "type": "entries", @@ -12097,7 +12114,8 @@ "page": 13, "collapsed": true } - ] + ], + "id": "013" }, { "type": "entries", @@ -12114,7 +12132,8 @@ "page": 13, "collapsed": true } - ] + ], + "id": "014" }, { "type": "entries", @@ -12140,7 +12159,8 @@ "width": 847, "height": 1000 } - ] + ], + "id": "015" }, { "type": "entries", @@ -12166,9 +12186,11 @@ "width": 233, "height": 600 } - ] + ], + "id": "016" } - ] + ], + "id": "009" }, { "type": "section", @@ -12242,9 +12264,11 @@ "width": 1024, "height": 481 } - ] + ], + "id": "017" } - ] + ], + "id": "004" }, { "type": "section", @@ -12266,7 +12290,8 @@ "page": 18, "entries": [ "In a world filled with technology, machines and electronic devices, the characters have plenty of equipment available for their needs. Most of the objects described here can be bought through legitimate dealers, some of them might be harder to find, and a few might be available only in certain areas or they are completely restricted for buying." - ] + ], + "id": "019" }, { "type": "section", @@ -12280,7 +12305,8 @@ "name": "Currency", "page": 18 } - ] + ], + "id": "01a" }, { "type": "section", @@ -12337,7 +12363,8 @@ "name": "Starting Equipment and Restriction", "entries": [ "In order to being able to use the starting equipment, is considered that all characters have the appropriate license for every object they chose during the character creation process." - ] + ], + "id": "01c" }, { "type": "entries", @@ -12352,7 +12379,8 @@ "name": "Purchasing a License", "page": 18 } - ] + ], + "id": "01d" }, { "type": "entries", @@ -12375,9 +12403,11 @@ "name": "The Black Market", "page": 18 } - ] + ], + "id": "01e" } - ] + ], + "id": "01b" }, { "type": "section", @@ -12553,7 +12583,8 @@ } ] } - ] + ], + "id": "020" }, { "type": "image", @@ -12564,7 +12595,8 @@ "width": 1920, "height": 2688 } - ] + ], + "id": "01f" }, { "type": "section", @@ -12644,7 +12676,8 @@ } ] } - ] + ], + "id": "022" }, { "type": "entries", @@ -12701,7 +12734,8 @@ } ] } - ] + ], + "id": "023" }, { "type": "statblock", @@ -12840,7 +12874,8 @@ } ] } - ] + ], + "id": "024" }, { "type": "entries", @@ -12893,9 +12928,11 @@ "width": 1920, "height": 889 } - ] + ], + "id": "025" } - ] + ], + "id": "021" }, { "type": "section", @@ -12949,9 +12986,11 @@ "page": 25, "entries": [ "As an action, a character can throw a flashbang at a point. Each creature within 20 feet of the point must make a Dexterity saving throw or be {@condition blinded} and {@condition deafened} until the end of your next turn." - ] + ], + "id": "029" } - ] + ], + "id": "028" }, { "type": "entries", @@ -12965,7 +13004,8 @@ "page": 25, "entries": [ "As an action, a character can throw a grenade at a point. Each creature within 20 feet of the point must make a Dexterity saving throw, taking {@damage 4d6} piercing damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "02b" }, { "type": "entries", @@ -12973,9 +13013,11 @@ "page": 25, "entries": [ "When it's activated, each creature within 20 feet of the point must make a Dexterity saving throw, taking {@damage 4d6} piercing damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "02c" } - ] + ], + "id": "02a" }, { "type": "entries", @@ -12989,9 +13031,11 @@ "page": 25, "entries": [ "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for 1 minute. The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At the beginning of each of its turns, the target takes {@damage 1d6} fire damage, and it can end this damage by using its action to make a {@dc 10} Dexterity check to extinguish the flames." - ] + ], + "id": "02e" } - ] + ], + "id": "02d" }, { "type": "entries", @@ -13007,9 +13051,11 @@ "Each creature within 5 feet of the explosive must make a Dexterity saving throw, taking {@damage 3d6} force damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.", "You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by {@damage 1d6} (to a maximum of {@damage 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).", "In addition, when you combine two or more units, you can change the burst radius to a cone-shaped explosion (you must choose the direction of the cone when you plant it)." - ] + ], + "id": "030" } - ] + ], + "id": "02f" }, { "type": "entries", @@ -13023,9 +13069,11 @@ "page": 25, "entries": [ "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." - ] + ], + "id": "032" } - ] + ], + "id": "031" }, { "type": "entries", @@ -13040,9 +13088,11 @@ "entries": [ "As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.", "Any creature starting its turn in the gas is considered {@condition blinded} and it must make a Constitution saving throw or be {@condition incapacitated} ({@dc 15}). A creature wearing a {@item gas mask|MH} automatically succeeds the saving throw." - ] + ], + "id": "034" } - ] + ], + "id": "033" }, { "type": "entries", @@ -13056,9 +13106,11 @@ "page": 26, "entries": [ "Each creature that ends its turn in the same space of the thermite must make a Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. It last for 1 minute and it provides bright light for a 5-foot radius and dim light for an additional 5 feet while burning. It deals double damage against objects and structures." - ] + ], + "id": "036" } - ] + ], + "id": "035" }, { "type": "entries", @@ -13072,9 +13124,11 @@ "page": 26, "entries": [ "When it's activated, each creature within 30 feet of the point must make a Dexterity saving throw, taking {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "038" } - ] + ], + "id": "037" }, { "type": "entries", @@ -13088,7 +13142,8 @@ "page": 26, "entries": [ "As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." - ] + ], + "id": "03a" }, { "type": "entries", @@ -13096,11 +13151,14 @@ "page": 26, "entries": [ "Each creature within 15 feet of the explosive must make a Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one. When detonated, it emits a cloud of white phosphorus that creates a {@quickref Vision and Light|PHB|2|0|heavily obscured} area in a 15-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d6} fire damage on a failed save, or half as much on a successful one. The damage is increased by {@damage 1d6} each time a creature within the area fails the save." - ] + ], + "id": "03b" } - ] + ], + "id": "039" } - ] + ], + "id": "027" }, { "type": "entries", @@ -13164,9 +13222,11 @@ } ] } - ] + ], + "id": "03c" } - ] + ], + "id": "026" }, { "type": "section", @@ -13397,7 +13457,8 @@ } ] } - ] + ], + "id": "03e" }, { "type": "inset", @@ -13468,9 +13529,11 @@ } ] } - ] + ], + "id": "03f" } - ] + ], + "id": "03d" }, { "type": "section", @@ -13544,7 +13607,8 @@ "width": 550, "height": 451 } - ] + ], + "id": "040" }, { "type": "section", @@ -13580,7 +13644,8 @@ "entries": [ "Some devices might be able to be disabled manually or by hacking them, and it's up to the DM to determine which action can be used (either or both).", "In other cases, some high security devices might have multiple layers of protection, such as a casino vault, and in those cases it will probably require characters to both manually disable and hack the device in order to fully disable or access to it." - ] + ], + "id": "042" }, { "type": "entries", @@ -13608,9 +13673,11 @@ "name": "Accessing Through Internet", "entries": [ "If you are not able to physically access to a device, you must find the address making an Intelligence ({@skill Investigation}) check first, and then {@action defeat the device security|MH} (if any). The DC for searching the address is determined by the DM (for example, finding the address of a military computer is harder than finding the address of a domestic computer)." - ] + ], + "id": "044" } - ] + ], + "id": "043" }, { "type": "image", @@ -13621,7 +13688,8 @@ "width": 1920, "height": 817 } - ] + ], + "id": "041" }, { "type": "section", @@ -13666,7 +13734,8 @@ }, "For creating malware, the character must be proficient with the hacking tools and use them during the whole process. In addition, it must have access to at least a mid-range computer to program the malware. After it's created, it can be copied into a USB flash drive for transporting it.", "When programming the malware, the character must choose how the malware is triggered or activated, such as through an email attachment, a modified application, a download link, or a website download. After being triggered, the malware stays active until is deleted by making an Intelligence check." - ] + ], + "id": "046" }, { "type": "entries", @@ -13739,7 +13808,8 @@ ] ] } - ] + ], + "id": "047" }, { "type": "entries", @@ -13754,9 +13824,11 @@ "name": "Malware Features", "page": 32 } - ] + ], + "id": "048" } - ] + ], + "id": "045" }, { "type": "section", @@ -13821,7 +13893,8 @@ "While everyone carrying a weapon can shoot from inside a vehicle, military vehicles generally come with weapons ready for using.", "The {@vehicle wheeled APC|MH} comes with a {@item light machinegun|MH} in a ring mount at the top which an occupant can fire (the ring mount count as the {@item bipod|MH} accessory, and it allows the gun to traverse 360 degrees).", "The {@vehicle military helicopter|MH} comes with two {@item light machinegun|MH|light machineguns} mounted on the sides, which are controlled and fired by the copilot." - ] + ], + "id": "04b" }, { "type": "statblock", @@ -13845,7 +13918,8 @@ "width": 1404, "height": 674 } - ] + ], + "id": "04c" }, { "type": "entries", @@ -13862,7 +13936,8 @@ "name": "Vehicle Maneuver DCs", "page": 34 } - ] + ], + "id": "04d" }, { "type": "entries", @@ -13879,7 +13954,8 @@ "The driver or pilot can use its action to increase or decrease the speed up to three times the acceleration speed by making a Dexterity check ({@dc 15}), allowing the driver to achieve the top speed in just 1 turn." ] } - ] + ], + "id": "04e" }, { "type": "entries", @@ -13901,7 +13977,8 @@ "name": "Losing Control (Air)", "page": 34 } - ] + ], + "id": "04f" }, { "type": "entries", @@ -13917,7 +13994,8 @@ "page": 35 }, "As a reaction, the occupants can try to escape the vehicle before it crashes by making a Dexterity ({@skill Acrobatics}) check ({@dc 20}). On a success, they escape taking half damage and they are considered knocked {@condition prone}. In addition, occupants of an air vehicle can try to jump out of the vehicle while wearing a {@item parachute|MH} to avoid taking damage from the crash." - ] + ], + "id": "050" }, { "type": "inset", @@ -13925,9 +14003,11 @@ "page": 35, "entries": [ "A {@item parachute|MH} requires a minimum altitude to be fully deployed. A character takes no fall damage when deploying a {@item parachute|MH} at 300 feet or higher altitude. It takes half falling damage when deploying a {@item parachute|MH} between 300 and 200 feet, and full falling damage if the {@item parachute|MH} is deployed at 200 feet or lower." - ] + ], + "id": "051" } - ] + ], + "id": "04a" }, { "type": "entries", @@ -13961,9 +14041,11 @@ "entries": [ "The driver or pilot can move its vehicle to an adjacent space of the target (usually other vehicle) and ram it with using an action. The character makes a single melee attack, adding its Dexterity modifier and proficiency bonus if it's proficient with the vehicle, dealing bludgeoning damage on a hit. If the character is ramming a vehicle, the target's driver or pilot must make a Dexterity check to maintain control of the vehicle (the DC equals to the total damage dealt).", "The damage dealt equals to two damage dice based on the vehicle's damage threshold plus the character Dexterity modifier. For example, a {@item Sedan|MH} ramming another car will deal {@damage 2d8} plus the driver's Dexterity modifier. When ramming a static target, use the {@table crash damage|MH|crash damage table} to determine the damage instead. It's up to the DM to decide if the vehicle also takes damage when ramming, if the speed is reduced after the ram, or if the driver or pilot must make a Dexterity check for maintaining control of the vehicle." - ] + ], + "id": "053" } - ] + ], + "id": "052" }, { "type": "entries", @@ -13973,7 +14055,8 @@ "While buying a vehicle might be expensive, there are vehicle agencies that rents vehicles (mostly automobiles) for short periods of time to the public. These are generally located near airports or busy city areas. The vehicle availability is generally limited to the most common vehicles ({@item sedan|MH}, {@item SUV|MH}, and {@item pickup|MH} vehicles), but the DM can decide if a vehicle rental agency have some expensive or uncommon vehicles available (which can also includes modded vehicles).", "A character can pay 10% of the vehicle's total cost for renting a vehicle for 7 days. In addition, if the vehicle is not returned before the time expires, the character must pay 1% of the total cost of the vehicle for each day it was used.", "Any damage dealt to the car must be repaired before returning it to the vehicle agency." - ] + ], + "id": "054" }, { "type": "entries", @@ -14071,9 +14154,11 @@ "width": 881, "height": 1054 } - ] + ], + "id": "055" } - ] + ], + "id": "049" }, { "type": "section", @@ -14188,11 +14273,14 @@ "name": "Modern Expenses", "page": 37 } - ] + ], + "id": "057" } - ] + ], + "id": "056" } - ] + ], + "id": "018" }, { "type": "section", @@ -14287,7 +14375,8 @@ "width": 1600, "height": 1124 } - ] + ], + "id": "058" }, { "type": "section", @@ -14320,7 +14409,8 @@ "{@creature Security Guard|MH}" ] } - ] + ], + "id": "059" } ] } diff --git a/collection/EN Publishing; Level Up-Advanced 5th Edition Adventurer's Guide.json b/collection/EN Publishing; Level Up-Advanced 5th Edition Adventurer's Guide.json index 66731aa9d..f218bab58 100644 --- a/collection/EN Publishing; Level Up-Advanced 5th Edition Adventurer's Guide.json +++ b/collection/EN Publishing; Level Up-Advanced 5th Edition Adventurer's Guide.json @@ -4225,9 +4225,11 @@ "page": 1, "entries": [ "See the {@i Level Up} {@link System Reference Document|https://a5esrd.com/} for a full list of Open Gaming Content." - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "image", @@ -4250,11 +4252,14 @@ "page": 1, "entries": [ "PO Box 1858 | Southampton | SO18 6RX | United Kingdom" - ] + ], + "id": "005" } - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "hr" @@ -4270,7 +4275,8 @@ "width": 1280, "height": 1655 } - ] + ], + "id": "000" }, { "type": "section", @@ -4292,7 +4298,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "006" }, { "type": "section", @@ -4305,7 +4312,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "007" }, { "type": "section", @@ -4318,7 +4326,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "008" }, { "type": "section", @@ -4331,7 +4340,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "009" }, { "type": "section", @@ -4344,7 +4354,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "00a" }, { "type": "section", @@ -4357,7 +4368,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "00b" }, { "type": "section", @@ -4370,7 +4382,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "00c" }, { "type": "section", @@ -4383,7 +4396,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "00d" }, { "type": "section", @@ -4396,7 +4410,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "00e" }, { "type": "section", @@ -4435,7 +4450,8 @@ "entries": [ "Combat traditions are the basic disciplines of fighting that a warrior relies upon: Adamant Mountain, Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Tempered Iron, Tooth and Claw, and Unending Wheel. Each also represents an ethos to combat\u2014the traditions a warrior knows are as defining as a mage's preferred schools of magic. Although regions and cultures may have different names for combat traditions or value some more than others, the tenets at the core of each are the same and practitioners of similar styles often forge alliances through fundamental beliefs that can bridge enormous divides.", "These disciplines are much more than mere styles of fighting\u2014they embody the focuses of your training and greatest strengths as a warrior. Two warriors utilizing the same combat traditions might fight in entirely different ways with different weaponry. What they share in common are similar psychological states, approaching battle from the same mindset and concentrating on the same general objectives with their techniques." - ] + ], + "id": "010" }, { "type": "section", @@ -4461,7 +4477,8 @@ "page": 457, "entries": [ "In order to learn a combat maneuver, you must know its combat tradition and meet its prerequisites. New combat maneuvers learned through a feat or by taking levels in an additional class may be up to the highest degree of combat maneuvers you are able to learn." - ] + ], + "id": "012" }, { "type": "entries", @@ -4469,9 +4486,11 @@ "page": 457, "entries": [ "The complexities of each combat stance require the right state of mind, making the reordering of one's tactical view a necessary act of focus. Activating a combat stance requires a bonus action. Once activated, a combat stance remains active until you are knocked unconscious, stunned, activate a different combat stance, begin a long rest, or choose to end it on your turn." - ] + ], + "id": "013" } - ] + ], + "id": "011" }, { "type": "section", @@ -4481,7 +4500,8 @@ "A warrior requires willpower, whether born from discipline, survival instinct, or bloodlust, to control the ebb and flow of combat around them. Every call to act beyond a typical block or strike depletes this cool disposition.", "To use a combat maneuver, you must expend exertion points. You have a maximum number of exertion points equal to double your proficiency bonus. You regain any spent exertion points at the end of a short or long rest.", "Alternatively, you can meditate, refocus, and stretch to refill your exertion pool more quickly. You expend Hit Dice to do so, recovering {@dice 1d4} exertion points for each Hit Die expended. The process takes 1 minute per expended Hit Die." - ] + ], + "id": "014" }, { "type": "section", @@ -4504,11 +4524,14 @@ "When you successfully use a basic maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier. Basic melee damage is bludgeoning damage, but at the Narrator's discretion may be piercing or slashing damage.", "You cannot use a basic maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise.", "Any creature with a Challenge Rating of 0 cannot deal basic melee damage." - ] + ], + "id": "018" } - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "image", @@ -4570,7 +4593,8 @@ "name": "Shove", "page": 459 } - ] + ], + "id": "015" }, { "type": "section", @@ -4590,7 +4614,8 @@ "name": "Movement and Combat Maneuvers", "entries": [ "Any movement granted by a combat maneuver only affects how far you can move on your turn if it refers to your Speed." - ] + ], + "id": "01a" }, { "type": "entries", @@ -4713,7 +4738,8 @@ "name": "World Shaking Strike", "page": 467 } - ] + ], + "id": "01b" }, { "type": "entries", @@ -4827,7 +4853,8 @@ "name": "Horizon Shot", "page": 469 } - ] + ], + "id": "01c" }, { "type": "entries", @@ -4950,7 +4977,8 @@ "name": "Reflect Attack", "page": 471 } - ] + ], + "id": "01d" }, { "type": "entries", @@ -5064,7 +5092,8 @@ "name": "Pilfer Object", "page": 473 } - ] + ], + "id": "01e" }, { "type": "entries", @@ -5187,7 +5216,8 @@ "name": "Tsunami Dash", "page": 475 } - ] + ], + "id": "01f" }, { "type": "entries", @@ -5310,7 +5340,8 @@ "name": "Heightened Concentration", "page": 478 } - ] + ], + "id": "020" }, { "type": "entries", @@ -5417,7 +5448,8 @@ "name": "United We Stand", "page": 480 } - ] + ], + "id": "021" }, { "type": "entries", @@ -5540,7 +5572,8 @@ "name": "Wheeling Charge", "page": 482 } - ] + ], + "id": "022" }, { "type": "entries", @@ -5654,7 +5687,8 @@ "name": "Burning Embers of Faith", "page": 485 } - ] + ], + "id": "023" }, { "type": "entries", @@ -5777,7 +5811,8 @@ "width": 725, "height": 820 } - ] + ], + "id": "024" }, { "type": "entries", @@ -5891,11 +5926,14 @@ "name": "Perfect Assault", "page": 489 } - ] + ], + "id": "025" } - ] + ], + "id": "019" } - ] + ], + "id": "00f" }, { "type": "section", @@ -5908,7 +5946,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "026" }, { "type": "section", @@ -5921,7 +5960,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "027" }, { "type": "section", @@ -5934,7 +5974,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "028" }, { "type": "section", @@ -5947,7 +5988,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "029" }, { "type": "section", @@ -5960,7 +6002,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "02a" }, { "type": "section", @@ -5973,7 +6016,8 @@ "{@style {@note Only \"{@book Chapter 9: Combat Maneuvers|LUA5E:AG|10}\" is converted at this time.}|large}" ] } - ] + ], + "id": "02b" }, { "type": "section", @@ -6024,15 +6068,19 @@ "Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.", "Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.", "Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR." - ] + ], + "id": "02f" } - ] + ], + "id": "02e" } - ] + ], + "id": "02d" } ] } - ] + ], + "id": "02c" }, { "type": "section", @@ -6099,7 +6147,8 @@ } ] } - ] + ], + "id": "031" }, { "type": "hr" @@ -6115,7 +6164,8 @@ "width": 1280, "height": 1655 } - ] + ], + "id": "030" } ] } diff --git a/collection/Ed Greenwood; Thay Land of the Red Wizards.json b/collection/Ed Greenwood; Thay Land of the Red Wizards.json index d1e8987be..6db02859e 100644 --- a/collection/Ed Greenwood; Thay Land of the Red Wizards.json +++ b/collection/Ed Greenwood; Thay Land of the Red Wizards.json @@ -3565,7 +3565,8 @@ "page": 84, "entries": [ "This adventure is written for four 1st-level characters. Should the characters survive the {@creature giant hyena|MM} attack during their meeting with Gafna Bilton, they will advance to 2nd level. Finally, should the characters successfully complete Gafna's three tasks, they will ascend to 3rd level and be ready for the final section of the adventure." - ] + ], + "id": "002" }, { "type": "entries", @@ -3577,9 +3578,11 @@ "The Stone Wizard is a widely known and accepted neutral ground and welcomes all visitors who obey the rules. Those rules are simple and only twofold\u20141) no fighting; and 2) mind your own business.", "The rambling building itself is a warren of private dining rooms, secluded booths, and discreet tables.", "The Stone Wizard is currently owned by {@creature Jago Xander|TLotRW}, a reserved, slender, and swarthy Thayan (use stats for {@creature conjurer|VGM} from {@book Volo's Guide to Monsters|VGM}) who oversees the entire operation." - ] + ], + "id": "003" } - ] + ], + "id": "001" }, { "type": "section", @@ -3623,7 +3626,8 @@ "A pale complexioned and paunchy man of middle years, Prim Handor always attempts to dress to impress. His intention is to communicate through his garb that he is a man of refinement, importance, and wealth. In reality, he is none of these things.", "{@creature Prim Handor|TLotRW|Prim} (use stats for {@creature commoner|MM} from the {@book Monster Manual|MM}) is one of a number of undersecretaries to one of the Eltabbar's seneschals, Nurush Xamaroth, who in turn serves the Tharchion of Eltabbar, Aumaund Halarkoun. While he has never even met Tharchion Halarkoun, Prim is endlessly puffed up with pride at his distant relationship to the man.", "Prim has all of the grasping ambition of a true Thayan bureaucrat, but none of the actual abilities of a successful one. As such, he makes for a perfect stooge. While inflated with notions of his own self-importance, in this tale he is a mere pawn for powers far beyond his reckoning." - ] + ], + "id": "005" }, "In effect, Nurush Xamaroth, is sending a message to Gafna Bilton, a kingpin of sorts in the criminal underground of Eltabbar. Nurush already knows Gafna well as she is a longstanding associate of his. Lavas Gurza is a red herring intended to keep Prim from suspecting that Nurush and Gafna are confidants. This simple ruse is intended to keep Prim from suspecting a possible relationship between Nurush and Gafna Bilton.", "After delivering his instructions to the characters and after admonishing them a final time about opening the packet, Prim passes the packet to the characters. It is a paper packet that is roughly 8 × 11 inches and 2 inches thick. It is comprised of some sort of waxy brown paper and bears the seal of Eltabbar.", @@ -3653,7 +3657,8 @@ }, "If the characters are obviously outlanders, the Inquisitor will comment, but being an outlander in Thay is not necessarily a crime in and of itself. The Inquisitors are not looking for the characters. Any reasonable answers will get the characters past the check point. In the stead of plausible answers, a successful {@dc 10} Charisma ({@skill Persuasion}) convinces the Inquisitors to let them pass.", "The point of this encounter is not to be a hurdle or a major challenge for the characters. It is to impart the extent to which Thay is a police state and the need for discretion while operating within its borders." - ] + ], + "id": "006" }, { "type": "entries", @@ -3666,7 +3671,8 @@ "name": "Eltabbar, the Capitol City", "entries": [ "The city of Eltabbar is the current capitol of Thay. As such, it features the most conspicuous displays of wealth and power anywhere in Thay. The city's recent history is one marked with ambitious expansion and building projects noted for their competing opulence. \"Tabar,\" as the city is called by most citizens, contains homes for most of Thay's nobility regardless of their tharch of origin. Anyone of significant power or influence in Thay, or desires to attain a measure of the same, keeps quarters in Eltabbar." - ] + ], + "id": "008" }, "The journey to the capitol city of Eltabbar is short (approximately 20 miles) along the well-maintained High Road. As the characters approach the city proper the farmsteads and ranches give way to gated estates and elaborate country villas.", "After passing through the gates into the city proper, the sprawling city lies before the characters. It is a riot of winding streets, walled compounds, and opulent manor homes. Express signs and signals of wealth are everywhere in the form of elaborate fountains, fanciful statuary, and carefully terraced gardens.", @@ -3702,9 +3708,11 @@ "Basic inequality in almost every possible respect is a fundamental reality of life in Thay. This disparity between rich and poor/powerful and weak is quite apparent in Thayan cities. Because Eltabbar is the current capital, the dissimilitude between classes is all the more obvious and spectacular.", "So, while a visitor cannot help but first notice the grandiose and express displays of wealth so prevalent in the city, the vast majority of the residents of Eltabbar live in very different circumstances that nowhere approximates this conspicuous luxury.", "It likely then should become quickly clear to a newcomer that there is the Eltabbar of the startlingly affluent and a second, \"real\" Eltabbar comprised of everyone else, from the desperately poor to the successful merchant class as well as the criminal to the middling bureaucrat." - ] + ], + "id": "009" } - ] + ], + "id": "007" }, { "type": "entries", @@ -3741,7 +3749,8 @@ "The monster combatants for the pits are collected/captured typically from the Tharch of Gauros." ] } - ] + ], + "id": "00a" }, { "type": "entries", @@ -3753,9 +3762,11 @@ "Should the characters quickly deal with the escaped {@creature giant hyena|MM|hyena}, Gafna is impressed. She is now further willing to provide the characters room upstairs (Pheldanther's has a section of rooms set aside for high rollers) for as long as they are staying in Eltabbar and helping her with her tasks.", "The powdered compounds are sulphur, charcoal, and potassium nitrate (saltpeter). These ingredients combined create a simple explosive. Gafna plans to use this explosive in her attempt to assassinate the Tharchion.", "Should the characters find a way to inspect the powders, a successful {@dc 14} Intelligence ({@skill History}) identifies the sulphur and the charcoal. The remaining substance seems to be salt. Unless any of the characters has an alchemy or chemistry background, they will not be able to identify the potassium nitrate for anything other than some form of salt." - ] + ], + "id": "00b" } - ] + ], + "id": "004" }, { "type": "section", @@ -3773,7 +3784,8 @@ "Of dusky complexion with dark hair, {@creature Gafna Bilton|TLotRW|Gafna} is an athletic looking woman who in terms of age appears to be somewhere in the young adult to early middle-aged range. She wears well-made but dark and nondescript clothing.", "{@creature Gafna Bilton|TLotRW|Gafna} (use stats for {@creature master thief|VGM} from {@book Volo's Guide to Monsters|VGM}) is one of the stakeholders/owners of Pheldanther's and is involved in varying capacities in a number of other businesses in and around Eltabbar.", "{@creature Gafna Bilton|TLotRW|Gafna} is smart, capable, and to the point. While involved in a number of illicit ventures, she is nonetheless a very principled and honorable person. She loves her city but chafes under Tharchion rule longing for a more representative form of government for Eltabbar." - ] + ], + "id": "00d" }, { "type": "image", @@ -3835,7 +3847,8 @@ "{@creature Ryla Yamos|TLotRW}: Plant by Gafna Bilton pretending to be a server going by the name \"Desala.\" Use stats for {@creature spy|MM}." ] } - ] + ], + "id": "00f" }, "Stationed at the estate and around the event itself are 30 {@creature Pyarados guard|TLotRW|Pyarados guards} (use stats for {@creature knight}). Their presence is an explicit show of force and security.", "This should be a fluid encounter fully dependent on the actions of the characters to drive events and ultimately the outcome.", @@ -3884,12 +3897,14 @@ ] ] } - ] + ], + "id": "010" }, "To gain this information, at least one of the characters will have to form some sort of rapport with either Ethra or her consort Beld, while staying out of the watchful eye of either Jora Ultan, the Thayan Knight, or that of Cazna Ozno, the High Inquisitor.", "At some point, the host of the party, Aragos Toslav (older middle-aged man, graying, with bright, bordering on garish clothes) and his bride-to-be (Deliah Preen, much younger, small and dark of coloring) proceed through the party, greeting guests and accepting congratulations for their impending nuptuals.", "Should the characters engage in good roleplay and succeed in at least two social skill tests of some sort, they learn from either Ethra or Beld that, yes, Tharchion Aumaund Halarkoun will be attending Aragos Toslav's wedding two days from now." - ] + ], + "id": "00e" }, { "type": "entries", @@ -3941,7 +3956,8 @@ } ] } - ] + ], + "id": "012" }, { "type": "image", @@ -3952,7 +3968,8 @@ "width": 1831, "height": 1211 } - ] + ], + "id": "011" }, { "type": "entries", @@ -4007,7 +4024,8 @@ "entries": [ "All of the doors on the first floor besides the front are physically barred from the inside and can be forced open with a successful {@dc 25} Strength ({@skill Athletics}) check. Additionally, the windows are magically sealed with the {@spell arcane lock} spell. However, Gafna has learned that the southernmost window off the former common room, now general meeting room ({@area area PC3|PC3|x}), is unlocked. A successful {@dc 13} Wisdom ({@skill Perception}) check reveals if the room is occupied before any attempt to open the window is undertaken.", "A successful {@dc 13} group Dexterity ({@skill Stealth}) gets the characters through areas {@area PC3|PC3|x} and the currently-empty offices in {@area area PC2|PC2|x}, and to the top of the stairs leading to the cellar." - ] + ], + "id": "015" }, { "type": "entries", @@ -4016,9 +4034,11 @@ "entries": [ "The Probity Corp operates in every Tharch and has innumerable inquisitors and agents spread across Thay. Gafna has two sets of Probity Corps credentials taken from slain inquisitors from Delhumide. The names on the credentials are Gextas Rolasi and Cora Yamo. The documents bear no images of their former owners but a {@spell detect magic} spell reveals the faint radiation of abjuration magic from the Probity Corp insignia on the wax paper documents. Gafna explains that the rest of the characters can act as the inquisitors' guards; inquisitors rarely travel without an armed escort.", "The only unlocked doors to the building are the main double doors on the south side of the building. The single door on the south side of the building accesses the former panty area is locked and barred on the inside ({@dc 25} Strength check to force). Finally, the double doors on the east side of the building are similarly locked and barred from the inside ({@dc 25} Strength check to force)." - ] + ], + "id": "016" } - ] + ], + "id": "014" }, { "type": "image", @@ -4029,7 +4049,8 @@ "width": 1276, "height": 889 } - ] + ], + "id": "013" }, { "type": "entries", @@ -5783,7 +5804,8 @@ "The location descriptions are for general daylight hours.", "After sunset, two additional {@creature Probity Corps Trooper|TLotRW|Troopers} are on patrol on the outside of the building. The two usually sit and pass the time near the front door. Neither the receptionist, Ikar Nalek, nor the head Inquisitor, {@creature Serena Halig|TLotRW}, are present after dark. However, additional Inquisitors inside may be working on the prisoner after dark.", "Finally, the front door is barred from the inside after sunset. A successful {@dc 25} Strength ({@skill Athletics}) check can force the door open." - ] + ], + "id": "018" }, "If the characters state that they are here to take custody of the prisoner, Jigor Raxia, they must also fill out a \"Prisoner Release Form\" which is even worse. This document requires a successful {@dc 15} Intelligence check to correctly execute. The same modifiers as above apply to this check.", "If the characters successfully negotiate the first form and say that they wish to visit the prisoner, the receptionist calls one of the two guards over and asks him/her to escort these Inquisitors to see the prisoner. Jigor is either in his cell ({@area area PC6|PC6|x}) or is actively being put to the question ({@area area PC4|PC4|x}).", @@ -5835,7 +5857,8 @@ "He further explains to the characters that he had not betrayed Gafna's trust or revealed anything about her or her organization.", "Finally, he states that he is not sure if his interrogators believed his story or not. But in either event, he is quite sure that the real questioning (torture) was going to be starting soon so is ineffably grateful for the rescue.", "If the characters further gain his trust, he will share that Gafna heads an underground resistance that is plotting to overthrow the Tharchion with the aim of restoring freedom to the people of Eltabbar. The hope is that their rebellion will be a spark that ignites a broader rebellion across Thay." - ] + ], + "id": "019" }, { "type": "image", @@ -5906,9 +5929,11 @@ "Inside is a {@item wand of magic missiles} and a purse containing 25 pp and four {@item Agate|TLotRW|50 gp agates}." ] } - ] + ], + "id": "017" } - ] + ], + "id": "00c" }, { "type": "section", @@ -5928,7 +5953,8 @@ "entries": [ "Should open violence break out or the watch called for any reason, the alarm is most typically answered by a patrol of Thayan Knights. Typically, once the watch is called, the patrol arrives five rounds later. If the events leading to a call for the watch occur in the Daerath Market, the response time can be as much as twice as long.", "A typical patrol consists of six {@creature Thayan Knight|TLotRW|Thayan Knights} (use {@creature knight} stats)." - ] + ], + "id": "01b" }, "Gafna relates that she and her people have been working on assembling an explosive device. She details that those bins of powdered materials that the characters saw underneath Pheldanther's are the prime ingredients. If things go according to plan, the device will explode with enough force to kill not only Aumaund Halarkoun, but also anyone within approximately 50 feet of the blast. Killing so many of the wealthy and powerful of Thay in such a public and sensational fashion is exactly the gesture their movement needs, or so at least Gafna believes.", "The plan is to either set the device near the entrance of The Dark House of Tyranny, the site of the wedding itself, or on the approach to Aragos Toslav estate, the same location as the dinner party\u2014the site of the wedding celebration/reception.", @@ -8058,7 +8084,8 @@ "page": 100, "entries": [ "If the characters refuse to participate, Gafna coldly demands that they leave the city immediately \"if they value their lives.\" She makes it quite clear that any attempts to interfere with her plans will be met with swift and deadly retribution." - ] + ], + "id": "01d" }, { "type": "entries", @@ -8068,7 +8095,8 @@ "After departing Gafna's company per above, the characters may decide that they want to try to foil Gafna's plans rather than simply leave town as she urged.", "In that event, Gafna most likely would not have shared either the exact location of the assassination attempt or the precise means to the characters up to this point. The characters should only learn of the details of the explosive device if they go along with Gafna's plan, or successfully deceive her into believing that they are willing to participate (as above-described group or opposed {@skill Deception} checks).", "Going to the authorities is one option. However, who exactly to contact and where to report this conspiracy are of course questions they have to sort out. The Tharchion's palace is an option, but it is unlikely in the extreme that the characters would be admitted for any reason." - ] + ], + "id": "01e" }, { "type": "entries", @@ -8082,7 +8110,8 @@ "Jigor can provide intelligence/details so that the characters can identify the disguised wizard and six guards (all will be disguised to look like normal Eltabbaran citizens watching the rich and famous parade to the temple for this important event). Should the characters seek to intervene, the guards move to protect the wizard at all costs. All of the insurgents fight to the death.", "Open combat immediately attracts the attentions of the Watch with a typical patrol (see \"The City Watch\" sidebar) rushing in after the second round of combat. Additional patrols appear every two rounds thereafter. How the Watch responds to the open fighting as the Tharchion approaches should be influenced by the characters' actions such as revealing the mutineers to the {@creature Thayan Knight|TLotRW|Thayan Knights} (characters' {@skill Persuasion} checks opposed by the insurgents' {@skill Deception} checks) and revealing the presence of the bomb itself.", "If the explosive is lit, the fuse affords 60 seconds of time to get out of the blast radius. The fuse can be put out by physically doing so or with a ranged attack with a target AC of 18." - ] + ], + "id": "01f" }, { "type": "inset", @@ -8092,7 +8121,8 @@ "The palace occupies an entire block on the north and west sides of the west end of the Way of the Zulkirs. The Way of the Zulkirs is a wide, impressive, statue-flanked street (statues of dead zulkirs, on high pedestals) that runs east-west. Traversing it heading west, it runs to the gates of the Tharchion's Palace and ends there, in a huge circular cul-de-sac so coaches with many horses, oxen, or slaves to pull them can either be turned around readily or \"parked\" to await entry.", "The Palace fills the westernmost block of the Way. The first north-south cross street, heading east out of the Palace, is the Street of Six Lions.", "While under false pretenses, the characters may already be known among some of the Probity Corps. How the Probity Corps would react to such a report from the characters strongly depends on the nature of their previous interaction at the Probity Corps' black site." - ] + ], + "id": "020" }, { "type": "image", @@ -8110,7 +8140,8 @@ "entries": [ "If the characters seek to stop the attack without inside help, they must first figure out the location of the planned attack. A successful {@dc 15} Intelligence ({@skill History}) check informs that the most logical location will be on The Way of Arduskan in front of the Temple of {@deity Bane|Faerûnian|SCAG}.", "If the characters can figure out the location and can get there in time, successful {@dc 13} Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) checks pick out the seven total insurgents who plan to light the fuse of the explosive as the Tharchion approaches. The same guidance in \"If the characters rescued Jigor Raxia\" then applies." - ] + ], + "id": "021" }, { "type": "entries", @@ -8119,7 +8150,8 @@ "entries": [ "If the characters are able to put aside whatever misgivings they have about Gafna's plans and decide to participate in her plan, they must first help to decide the location of the attack itself. The default location is on The Way of Arduskan in front of the Temple of {@deity Bane|Faerûnian|SCAG}. Should the characters prefer to stage the attack on the approach to Aragos Toslav estate, Gafna is amenable to that change.", "The characters then replace the insurgents described above in the \"If the characters rescued Jigor Raxia...\" section. They must escape the notice of the {@creature Thayan Knight|TLotRW|Thayan Knights} by making a successful {@dc 14} Dexterity ({@skill Stealth}) or Charisma ({@skill Deception}) check, which has advantage if it's accompanied by a reasonable attempt at disguise. Then they must light the fuse without attracting any attention by making a successful {@dc 14} Dexterity ({@skill Sleight of Hand}) or Charisma ({@skill Deception}) check. Should either a {@creature Thayan Knight|TLotRW} or any other Thayan citizen realize what the characters are up to, they likely will raise the alarm, attempt to put out the fuse, and to restrain the characters." - ] + ], + "id": "022" }, { "type": "inset", @@ -8134,7 +8166,8 @@ "page": 102, "entries": [ "Upon detonation, every creature in a 50-foot-radius of the locus of the blast must attempt a Constitution saving throw ({@dc 20}). A target falls {@condition unconscious} and is reduced to 0 hp on a failed save. A target that succeeds on this save take {@damage 10d6} force damage + {@damage 4d4} fire damage. Further, all creatures within 120 feet are {@condition deafened} for {@dice 1d10} rounds. Any creature within 250 feet of the blast feels the shock wave from the explosion but take no damage. At a distance of 1,000 feet creatures can barely hear the detonation." - ] + ], + "id": "024" }, { "type": "entries", @@ -8142,7 +8175,8 @@ "page": 102, "entries": [ "Every creature in a 50-foot-radius of the locus of the blast must attempt a Dexterity saving throw ({@dc 18}). A target takes {@damage 10d4} piercing damage for the flying bits of scrap iron on a failed save, half as damage on a successful one." - ] + ], + "id": "025" }, { "type": "entries", @@ -8151,13 +8185,17 @@ "entries": [ "It is hard to express in game mechanics terms what the effects of a detonation like this would be in a crowded urban location. Many people would be down and unmoving. Smoke and haze would suffuse the entire area. People would be running in terror, some covered in blood, while others would be stunned from shock.", "Following this immediate aftermath, {@creature Thayan Knight|TLotRW|Thayan Knights}\u2014either members of the city watch or those specifically detailed to police this procession\u2014swarm the scene. Survivors in the immediate vicinity should expect to be taken into custody quickly. The entire area is subject to a brutally efficient lockdown." - ] + ], + "id": "026" } - ] + ], + "id": "023" } - ] + ], + "id": "01c" } - ] + ], + "id": "01a" }, { "type": "section", @@ -8177,9 +8215,11 @@ "width": 1277, "height": 1178 } - ] + ], + "id": "027" } - ] + ], + "id": "000" }, { "type": "section", @@ -9970,7 +10010,8 @@ } ] } - ] + ], + "id": "028" }, { "type": "section", @@ -10003,9 +10044,11 @@ "{@i at the} {@style Bright Heart Estate|dnd-font}", "{@i on} {@style 16th day|dnd-font} {@i of} {@style Eleint|dnd-font} {@i at} {@style Eventide|dnd-font}", "Refreshments and entertainment brilliantly provided." - ] + ], + "id": "02a" } - ] + ], + "id": "029" }, { "type": "section", @@ -11727,7 +11770,8 @@ ] } } - ] + ], + "id": "02b" } ] } @@ -12080,9 +12124,11 @@ } ] } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "hr" @@ -12108,16 +12154,19 @@ "In the cover illustration by Britt Martin, we see a tense trade negotiation in the street foyer of an Eltabbar merchant. Red Wizards Bezunthyn Phrul, Lazurmrella Hlaree, and Harazulkh Orblaun are engaged in a tense negotiation with Thayan merchants Shelmazra Hornwyntur, Albrynd Mrethem, and Alamrund Draug.", "Watching the negotiations is the floating, purple skull of the Red Wizard lich Hauzrym, often sent to watch and listen for Szass Tam himself. If the ruler of Thay is taking a personal interest in Ang Harrad dealings, the Ang Harrad cabal may soon find itself used in some dark plan.", "On the far right, Orblaun has had enough of the contrary nature and curt refusals of important senior Ang Harrad merchant Alamrund Draug, and is now forcefully mingling not-so-veiled threats with trading details into Draug's ear." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "hr" }, "{@note {@style Dungeons & Dragons|dnd-font}, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Ed Greenwood, Alex Kammer, and Alan Patrick, and published under the Community Content Agreement for Dungeon Masters Guild.}", "{@note The designers would like to assure and reassure every reader of these pages that every magical precaution has been taken to shield them from the attention of any Red Wizard, malicious or otherwise. We assume no responsibility for any use made of the information contained herein; you mess with Thay at your peril. Don't mess with\u2014oh, that's taken, never mind.}" - ] + ], + "id": "000" }, { "type": "section", @@ -12160,7 +12209,8 @@ "width": 766, "height": 1200 } - ] + ], + "id": "005" }, { "type": "section", @@ -12183,9 +12233,11 @@ "units": "miles" }, "width": 1094, - "height": 1469 + "height": 1469, + "id": "007" } - ] + ], + "id": "006" }, { "type": "section", @@ -12201,7 +12253,8 @@ "width": 1280, "height": 1655 } - ] + ], + "id": "008" }, { "type": "section", @@ -12249,7 +12302,8 @@ "Thayans hate and fear others of magical might, especially when those people come from the neighboring nations of Rashemen or Aglarond. Far-off locations such Halruaa and Calimshan are also viewed as opposition at least and vile enemies of Thay at worst. Thayans have been taught to view these people as foes to be thwarted and denigrated whenever possible, and ignored and not spoken of the rest of the time.", "Mulani Thayans make up most of the bureaucracy and upper class within Thay, and look down on Rashemi commoners. Zulkirs, tharchions and tharchionesses, and senior bureaucrats (sometimes referred to as Thaen) tend to be drawn from the ranks of the Mulani, first from the most financially successful, long-powerful, and haughty families like the houses of Cathyl, Iryleian, Thrond, and Valakkar, and secondly from individuals of outstanding personal drive and merit. As a result, there are very few lazy, corrupt, or incompetent administrators in Thay; those in power are efficient, insightful, and quick to act with precision.", "The bulk of Thay's citizens, the shopkeepers and skilled laborers and overseers of most slave workteams in the realm, are of Rashemi stock: short, burly, muscular, hairy-bodied people with thick black hair, dark eyes, and light to dark brown skin. Unlike Rashemi in Rashemen and elsewhere, Thayan Rashemi shave their heads to emulate Mulani Thayans. Thayan Rashemi see themselves as the true heart and core of Thay's greatness, carrying the realm upon their backs and doing the work that is truly necessary\u2014for the Mulani lack the skills to properly feed themselves, build or make anything, or really function; all they know is how to decide and lead and boss others around, and so they are nothing without us to do the real work for them. This engenders not so much resentment of Mulani as a deep pride that we the workers are pulling Thay forward and ever upward, to brighter greatness." - ] + ], + "id": "00b" }, { "type": "entries", @@ -12271,7 +12325,8 @@ "name": "Slavery in Thay", "entries": [ "Although slavery is known and accepted by the aristocracy of Thay, it is not accepted elsewhere in the Forgotten Realms and beyond. If your games broach this topic in more than a passing manner, it should be made expressly clear that this is an evil act and one that should be rectified. Alongside that, no matter how \"good\" a Thayan may pretend to be, those that allow the continued practice of slavery are inherently evil." - ] + ], + "id": "00d" }, { "type": "image", @@ -12289,7 +12344,8 @@ "entries": [ "All Thayans seek more power in society, and more personal wealth. They also work towards personal fulfillment by attaining the skills and mastering the hobbies and pastimes that bring them the greatest personal pleasure. Painting, sculpting, and the making of fine jewelry are prestige crafting even among Thayan nobles and are considered personal expression as well as a source of enrichment. Paintings, statuettes, and jewelry are important Thayan exports.", "Caring for others, and compassion\u2014beyond the duty of rearing one's own offspring and guiding them to their best chances for advancement, and loyalty to trusted trade allies and conspirators\u2014is for weaker, lesser humans. Rather, be strong of will and clear of purpose, and seize what can be yours." - ] + ], + "id": "00e" }, { "type": "entries", @@ -12329,9 +12385,11 @@ } ] } - ] + ], + "id": "00f" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -12350,7 +12408,8 @@ "entries": [ "To keep dishes from drying out from the hearth-heat (the ulvurr boiling off), many Thayan dishes are cooked in metal pans over a fire, that have a series of conical, spout-topped earthenware lids over them, to aid in condensation and so, keep the moisture in to intensity flavor. In our real world, these are usually called tajines or tagines, but they are always singular (tapering smoothly to a single chimney or spout). Thayan versions are called \"phalou\" (singular and plural are the same word), and consist of lipped bases (so a phalou placed over a metal dish will rest on its rim and also overlap it on the outside) of standard sizes, and straight edges so several can be placed touching each other down the length of a long metal cooking-dish (resulting in complete coverage, and a row of two or up to four parallel chimneys).", "Spices and marinade can be poured down a chimney to try to \"enliven\" a dish, but that's the mark of a poor cook, as it cracks a heated phalou sooner or later (usually sooner). Tongs and padded gloves and a roll of a leather kitchen apron are all employed to remove phalou and move dishes about." - ] + ], + "id": "011" }, { "type": "entries", @@ -12359,7 +12418,8 @@ "entries": [ "A diner unused to Thayan cuisine is going to find a lot of heat in their mouth and throat, and even Thayans like to have iced water, or minted or lemon-laced water, on the table before they begin eating\u2014and eateries (restaurants) expect to sell a lot of cold ale, wine, or liqueurs (ruby brandy is always popular in Thay) to cool diners' throats throughout a meal.", "Thayan farmers make pear wine (taress) and peach wine (tarai), but Thayan vintners make such wines as the minty, semi-sweet emerald-green nethaele, the very dry dark red ommanth, and the amber-hued shulda, a semi-dry fruity. All of them are blends of grapes and are made all over Thay, with the means of making them widely known among the populace, so there's little rivalry among vintners and almost no \"wine snobbery.\" In Thay, wine is wine. Kindly refill my goblet or tallglass." - ] + ], + "id": "012" }, { "type": "entries", @@ -12368,7 +12428,8 @@ "entries": [ "Snacks and \"way food\" (trail hand-meals) in Thay include cinnamon-dusted fried locusts and talang beetles (think ladybugs big enough to fill an adult human palm), deep-fried \"long onions\" (think \"onion rings,\" but using a straight spring onion as a base, and filling it with red wine before frying), and dang (mixes of spiced nuts, doused in honey which is then baked into a glaze).", "A growing \"food fashion\" in Thay, spreading fast from its origins in Nethjet, is to make and sell \"adorned\" honey: honey with powdered dill or garlic or onion or cinnamon simmered into it before jarring. The typical Thayan honey-pot is teardrop-shaped, with a flat round bottom but a pointed, curved top that becomes, when its thin brass stopper is removed, a pour-spout." - ] + ], + "id": "013" }, { "type": "entries", @@ -12376,7 +12437,8 @@ "page": 12, "entries": [ "Signature dishes at upscale restaurants include such delights as Fireturtle (a fiery stew of cut-into-strips turtles and watersnake over diced onions, leeks, and sweet peppers), Gulhaunt (the necks of herons and swans, cooked to falling-off-the-bones softness in the cook's complex and usually secret blend of spices; the aim here is to make the dish taste nice and even \"nutty\" but not fiery), and Anathur's Feast (a mix of roast lamb, goat, and fowl, in lemon-dominated spices; a sure way to start a friendly dispute among Thayans is to ask who Anathur was, as everyone has their own wildly different story)." - ] + ], + "id": "014" }, { "type": "entries", @@ -12415,9 +12477,11 @@ "name": "Taeth", "page": 15 } - ] + ], + "id": "015" } - ] + ], + "id": "010" }, { "type": "entries", @@ -12438,9 +12502,11 @@ "After the rock is sundered, magically or otherwise, upspars are erected. A skilled team accomplishes this by setting up a prepared portable upright beam with many legs that can be leveled or secured at different elevations. To keep it stable, the beam is then weighed down with rubble-filled boxes. Each upspar has jointed arms ending in rock-scoop buckets, that descend from pivots in a collar-sleeve atop the upright spar, this bucket-arm is guided by workers on the ground around using pull-chains. The bucket is ridden by one person, who with cords guides its scooping motion, and opens and closes the bucket.", "The buckets move the broken rock rubble to a side-area where it is broken down into smaller fragments by teams wielding mauls or mallets. This process gleans the desirable ore from the tailings. The tailings are taken away to a dumping area, and the ore hauled away for smelting.", "This is distinct from quarrying stone for building, paving, and roofing uses. Stone grit and gravel is often gathered and carted to riverbanks for roof- and drainage-tile making." - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "entries", @@ -12449,9 +12515,11 @@ "entries": [ "While it is generally well-known that Szass Tam is the individual in control of Thay, most people aren't aware that he leads a Council of Zulkirs that rules the nation, generally by delivering his decisions and acting upon his demands. Each Zulkir that Szass has recruited represents one of the eight schools of magic. Below them are the tharchions or tharchionesses, the rulers of each of the tharches (effectively, states) of Thay. These tharches and their rulers are detailed elsewhere in this supplement.", "It's important to remember that the zulkirs are powerful and ambitious, and while they all seek to protect and promote Thay they all have very strong ideas about how best to accomplish these tasks. They work together for the most part, but it is not uncommon for them to harbor their own goals and to sometimes plot against their fellow zulkirs. While they are allies, they are certainly not friends." - ] + ], + "id": "018" } - ] + ], + "id": "00a" }, { "type": "section", @@ -12480,9 +12548,11 @@ "width": 1896, "height": 1322 } - ] + ], + "id": "01a" } - ] + ], + "id": "019" }, { "type": "section", @@ -12493,7 +12563,8 @@ "Once this personal aptitude is revealed, Red Wizards are formally entered into their education. They are taught with exhaustive, repetitive practice under supervision. They are given and expected to master not just a basic roster of relevant-to-them useful spells, but also to cast these magics in precisely the same way each and every time.", "Red Wizards at lower levels are actively discouraged when it comes to experimentation with existing spells and are not permitted to create new magics or variants; they're told that this is dangerous to them and to everyone around them. Simply put, those that pursue such foolish notions are irresponsible and reckless at a minimum, or are fools and if pursued anyway are traitors to be hunted down and destroyed.", "When experimentation is allowed, it is under the direct and constant supervision of a senior Red Wizard who has authority over the experimenters. The intent is to keep Red Wizards loyal above all, with a conformity of obedience so they will make not just the right decisions in a combat situation, but react in the \"right\"\u2014that is, as expected by superiors\u2014way. This is one important instance of how Red Wizards differ from the Zhentarim, with their open intriguing for advancement, and the War Wizards of Cormyr, where conformity has long been seen as a weakness any enemy can exploit." - ] + ], + "id": "01b" }, { "type": "section", @@ -12516,11 +12587,14 @@ "from": "Warehouse owner and trader, Shadows Lane, Southbank Luskan", "skipMarks": true } - ] + ], + "id": "01d" } - ] + ], + "id": "01c" } - ] + ], + "id": "009" }, { "type": "section", @@ -12547,7 +12621,8 @@ "To say that rebellion is brewing is an understatement. Hidden enclaves of citizens of Thay exist through the tharches, especially around the larger cities, that are beginning to suspect that Szass Tam's inability to gain a decisive victory against Rashemen, the Wychlaran, or even the Zhentarim mercenaries, is a clear sign that the current leadership council is more focused on preserving their own local power than promoting the interests of the nation at large. It has not gone unnoticed that many of the zulkirs have remained entirely within the nation's borders for many years, unlike in the past where a Zulkir would visit Waterdeep or Baldur's Gate at times, or even lead attacks in the greater world.", "Alongside the emerging groups of concerned citizens are a small but influential group of Thayan expatriates. These individuals have enmeshed themselves in the ongoing political schemes of the world at-large, with many of them referring to themselves as zulkirs. These people may or may not have legitimate claim to these titles. Perhaps they're merely separatists, desperate to depose the ancient lich and take control of the plateau. Perhaps they're legitimate zulkirs, unable or unwilling to return to Thay until some mission is completed. Only time\u2014and Szass Tam\u2014will tell.", "The lich and his inner circle of zulkirs that remain within the borders of Thay are thoroughly embroiled in their own power struggles and efforts. Periodically rumors of a Zulkir being supplanted may reach the ears of the outside world, but Szass Tam maintains a tight grip on such communications. As far as the world knows, the zulkirs presented elsewhere in this chapter represent the current list of people in charge of Thay." - ] + ], + "id": "01f" }, { "type": "section", @@ -12568,9 +12643,11 @@ "entries": [ "Truly, this was {@i the} laraer. Change all over, and in nigh everything. Where will it head? And what will Thay become?", "Ah, that is why this is one of the most interesting times of all to be in Thay. Change, as our real-world saying puts it, is \"busting out all over.\" It's a time for entrepreneurs, a time for adventurers, a time for innovation and new livelihoods and new things. It's {@i the} Laraer." - ] + ], + "id": "021" } - ] + ], + "id": "020" }, { "type": "section", @@ -12590,7 +12667,8 @@ "width": 1869, "height": 1095 } - ] + ], + "id": "022" }, { "type": "section", @@ -12604,7 +12682,8 @@ "page": 22, "entries": [ "As the sole ruler of Thay, Szass Tam often finds himself burdened with the process of ruling his nation rather than doing what he prefers to do: research magic and delve into forgotten lore. A terrifyingly powerful lich, Szass is the only creature known to have bargained with the ancient lich Larloch and retained his independence\u2014as well as gaining gifts and training. Szass seeks to establish a council of zulkirs that is simultaneously loyal to Thay and himself and has come to realize that having undead zulkirs often leads to those beings either losing themselves in schemes and plots of their own creation, or simply becoming echo chambers for his own desires (as is more common). He has, in recent years, sought to expand the criteria for becoming a zulkir largely due his realization that populating these roles with undead, including liches, only results in creating an echo chamber for his own plots and machinations. To promote Thay, Szass Tam must identify and recruit arcanists that are loyal to him, devoted to Thay, and wholly dedicated to the support and defense of the nation\u2014all while being possessing free will and remaining clear of the corruption of the outside world or personal plots." - ] + ], + "id": "024" }, { "type": "entries", @@ -12612,7 +12691,8 @@ "page": 22, "entries": [ "A woman known only as Sirikhan has taken the position of Zulkir of abjuration as her own. She is a human of Shou descent and busies herself with matters east and south of Thay along the Golden Way, the main trade road that connects the western lands with the lands of Kara-Tur far to the east. Szass Tam has so far been impressed with both her ability to accomplish the tasks that he sets before her but also her willingness to speak her mind, even when her opinions do not match those of the ancient lich. Sirikhan was last referenced in {@link DDAL-DRW05 Uncertain Scrutiny|https://www.dmsguild.com/product/330203/DDALDRW05-Uncertain-Scrutiny}." - ] + ], + "id": "025" }, { "type": "entries", @@ -12620,7 +12700,8 @@ "page": 22, "entries": [ "Saj Amog is a Thayan lich and a staunch ally of {@creature Valindra Shadowmantle|ToA}, the Zulkir of necromancy. Prior to his return to Thaymount, Saj was stationed in Neverwinter and worked to quell the rebel uprisings. He was later tasked by Szass Tam to capture a dread ring, a heinously evil creation that Szass desired for his own purposes. While it is true that Saj Amog is a lich, he is not under Szass's complete control as is Samas Kul, the Zulkir of transmutation, and he often wonders what Szass Tam's endgame really is for the nation of Thay." - ] + ], + "id": "026" }, { "type": "entries", @@ -12628,7 +12709,8 @@ "page": 22, "entries": [ "Yaphyll, a ruthless and cruel human Mulan woman, served as the Zulkir of divination for just over a hundred years until she died while performing a complex, powerful ritual at Szass Tam's command. Though he knew that she had previously worked against his position as the one true ruler of Thay, he knew that her command of divination magic marked her as an extremely powerful member of the council of zulkirs, and as such he desired to raise her from the dead. Unfortunately, the ritual that ultimately took her life bound her with a small piece of the blue flame known generally as the Spellplague, and he was unable to raise her. In an unexpected turn of events, though, she clawed her way out of her tomb when {@creature Valindra Shadowmantle|ToA} returned from Chult; the exact reason is uncertain, but it has piqued Szass's interest. She is not undead but she appears to be frozen in age in her early forties. Despite his best efforts and much to her delight, Szass Tam is unable to use telepathy or divination magic to spy upon her." - ] + ], + "id": "027" }, { "type": "entries", @@ -12636,7 +12718,8 @@ "page": 22, "entries": [ "This position was previously held by a Red Wizard named Lauzoril. Lauzoril arranged and conducted a massive insurrection, even going so far as to motivate most of his fellow zulkirs to strike out at Szass Tam and his armies. Although Szass retaliated, Lauzoril seemingly escaped and has not yet been discovered. As multiple previous zulkirs of enchantment have proven themselves to be hostile to Szass Tam, the lich has determined that this seat is cursed and is to remain vacant until such time as he finds, or creates, an appropriate candidate for the role of Zulkir." - ] + ], + "id": "028" }, { "type": "entries", @@ -12644,7 +12727,8 @@ "page": 22, "entries": [ "M'Weru is a human woman from Rashemen. She uses her knowledge of the Wychlaran to her significant advantage in her post as the Zulkir of evocation. She controls her magic to such an extent that her power is at once terrifying and intoxicatingly beautiful to behold, as she can reportedly shape those magics in previously impossible ways. Szass Tam recruited her after she decimated a pair of Red Wizards and disintegrated their guards without breaking from her ongoing conversation with a harbormaster in Alaor\u2014all without damaging the docks or causing additional casualties. M'Weru was last seen in {@link DDAL-DRW05 Uncertain Scrutiny|https://www.dmsguild.com/product/330203/DDALDRW05-Uncertain-Scrutiny}." - ] + ], + "id": "029" }, { "type": "entries", @@ -12652,7 +12736,8 @@ "page": 23, "entries": [ "Hlarkus Baltreyo is a male human lich that rarely, if ever, saw cause to leave Thay. He has been a long-time supporter of {@creature Valindra Shadowmantle|ToA} and threw a massive celebration upon Szass Tam's announcement of her promotion to the role of Zulkir of necromancy. A devilishly skilled illusionist, he delights in crafting images and experiences are so lifelike that they pass for being alive themselves. He was exceptionally fond of creating illusory forms of the friends and family of his foes. Due to circumstances outside of his control, Szass Tam can exert complete control of Hlarkus if he desires to, even going so far as to treat Hlarkus as a familiar should he desire to." - ] + ], + "id": "02a" }, { "type": "entries", @@ -12660,7 +12745,8 @@ "page": 23, "entries": [ "As a reward for her efforts in uncovering the mysteries of the Soulmonger in the jungles of Chult, Szass Tam promoted the reckless moon elf lich {@creature Valindra Shadowmantle|ToA} to the position of Zulkir of necromancy. A resourceful and vicious creature, {@creature Valindra Shadowmantle|ToA|Valindra} both relishes her new role and chafes at the restrictions that it imposes upon her activities. She longs to shed the mantle of leadership and return to the world beyond Thay's borders so that she can strike down those that would stand against her beloved homeland. {@creature Valindra Shadowmantle|ToA} was last seen in {@adventure Tomb of Annihilation|ToA}, which shows the activities that would see her promoted into this role." - ] + ], + "id": "02b" }, { "type": "entries", @@ -12668,7 +12754,8 @@ "page": 23, "entries": [ "Samas Kul served as the Zulkir of transmutation under Szass Tam for nearly a century until his gruesome assassination. However, Szass Tam found him to be a serviceable ally and worked to return the tall, morbidly obese wizard to Thay. Samas is now an undead creature under Szass Tam's control, and while he possesses a small spark of personality he is largely, as with the other undead zulkirs, an extension of Szass Tam's will and ideology." - ] + ], + "id": "02c" }, { "type": "inset", @@ -12685,7 +12772,8 @@ "from": "Monk of the Avowed", "skipMarks": true } - ] + ], + "id": "02d" }, { "type": "image", @@ -12696,7 +12784,8 @@ "width": 931, "height": 1176 } - ] + ], + "id": "023" }, { "type": "section", @@ -12722,7 +12811,8 @@ "entries": [ "Dar'lon Ma is a fired-up Red Wizard and is open about his desire to depose Szass Tam's council of zulkirs. He believes that he can lead Thay to a better future, and while he does not state that he wishes to destroy the vile lich he won't deny that \"sometimes things must break and be reforged\". The people that he is gathering across the Forgotten Realms are powerful and driven, possessed of their own goals and machinations, and altogether evil. No matter how much gloss is applied to a Red Wizard, their motives are inherently evil. No matter what good they're willing to perform upon their road to conquering Thay, the end result is, and always has been, total domination and subjugation of Thay, its people, and its holdings.", "What may come of the separatists winning their cold war? What evilness will they perpetrate to accomplish their goals? They are simply one set of would-be tyrants seeking to depose another, and the cost to the people of Thay is monstrous, as it always has been." - ] + ], + "id": "02f" }, { "type": "entries", @@ -12730,7 +12820,8 @@ "page": 24, "entries": [ "Lantan is an island nation close to Chult but this does not reduce their impact on modern culture. As time goes on, the practices of the artificers that dwell and practice there have pushed into the larger world, and Dar'lon Ma has recruited a Lantanese artificer to be the Zulkir of artifice. This is a significant departure from established Thayan practices in that historically only Thay-born Red Wizards could ascend to this status, and some have correctly surmised that this association was done to more closely bind Dar'lon's vision of Thay to the Isles. No name has been formally given for this person, as Dar'lon only refers to them by title. Some believe that the Lantanese artificer is actually the subject of a {@spell magic jar} spell and that their soul has been replaced by that of a true Thayan Red Wizard." - ] + ], + "id": "030" }, { "type": "entries", @@ -12738,7 +12829,8 @@ "page": 24, "entries": [ "The school of chronomancy is new to the modern world, but also a holdover from the ancient Empire of Netheril. Research into this type of magic is ongoing, and Dar'lon Ma makes no secret of the fact that he is actively seeking to fill this role in the near future. At this time, the magic of chronomancy is barely more than a theory; time-manipulation magics have been largely banned by {@deity Mystra|Faerûnian|SCAG} and the few lingering reminders are limited to spells such as {@spell haste} and {@spell slow}. It is safe to assume that any individual hoping to become the Zulkir of chronomancy will need to demonstrate their mastery of this school of magic in some diabolical fashion in order to earn their rank." - ] + ], + "id": "031" }, { "type": "entries", @@ -12747,7 +12839,8 @@ "entries": [ "The title of Zulkir of divination has been claimed by Damond, an aged human male and native of Thay. Despite his obviously advanced years, he is in excellent health and remains quite spry. His mind is equally nimble, and he equally invokes and projects an aura of dangerous cunning at all times. Every aspect of life is but a game to him\u2014a game where only he can see the pattern, where few aside from him are aware of the rules, and everyone is but a pawn to be manipulated by the scant few people and creatures that are actually in charge.", "Damond and Dar'lon Ma have a strong relationship even though it is an open secret that the old diviner is known to be working closely with Szass Tam. Both Red Wizards seek to promote Thay, and the lich wishes to use every available tool to its utmost potential. When the inevitable conflict occurs, Damond aims to be poised at the summit of greatness one way or another. Damond was last encountered in {@link DDAL-DRW05 Uncertain Scrutiny|https://www.dmsguild.com/product/330203/DDALDRW05-Uncertain-Scrutiny}." - ] + ], + "id": "032" }, { "type": "entries", @@ -12755,7 +12848,8 @@ "page": 25, "entries": [ "After the city of Mulmaster was decimated by crazed cultists, a charismatic human Red Wizard by the name of Dar'lon Ma saw an opportunity. He claimed the title of Zulkir of enchantment and initiated efforts to rebuild the city in exchange for unfettered access to several historical sites that had been discovered in the vicinity of the Moonsea. His plans have since expanded and his influence has been felt as far away as Chult. His words call for alliances and the deposing of Szass Tam, but his all-too-bright smile promises only pain and poison for everyone involved. Dar'lon Ma was first encountered in {@link DDAL00-01 Window to the Past|https://www.dmsguild.com/product/200609/DDAL0001-Window-to-the-Past} and has appeared in numerous adventures in the {@link Dreams of the Red Wizards|https://www.dmsguild.com/product/409422/DDALDRW-Dreams-of-the-Red-Wizards-Complete-Adventure-B-BUNDLE} storyline. He is generally considered the leader of the Red Wizards outside of Thay." - ] + ], + "id": "033" }, { "type": "entries", @@ -12763,7 +12857,8 @@ "page": 25, "entries": [ "While information isn't a school of magic, it is a school of thought. Dar'lon's chosen Zulkir of information has been referred to as Dusk, a charismatic darkling residing in Luskan. As Zulkir of information, Dusk manages propaganda, both positive and negative, for Dar'lon Ma and all Thayans that can't or won't live within the nation's borders. As with the Zulkir of artifice, Dusk is not a native of Thay and represents an evolution of Dar'lon Ma's vision of leadership." - ] + ], + "id": "034" }, { "type": "entries", @@ -12771,7 +12866,8 @@ "page": 25, "entries": [ "No Red Wizard has claimed the title of Zulkir for Abjuration, Conjuration, Evocation, Illusion, Necromancy, or Transmutation. Neither has Dar'lon Ma made reference to anyone in these roles. Perhaps this is because the right candidate has not yet defected from Thay, or perhaps Dar'lon simply hasn't found the right individual to take their place in his growing regime. Only the future knows!" - ] + ], + "id": "035" }, { "type": "image", @@ -12782,7 +12878,8 @@ "width": 1276, "height": 1276 } - ] + ], + "id": "02e" }, { "type": "section", @@ -12811,7 +12908,8 @@ "Any Red Wizard attached to a military unit uses and is addressed by their customary rank. Any non-Red Wizard mage or sorcerer attached to a military unit holds Vardhond-equivalent rank and is called a \"Nauthkir.\"", "Thayan nobility are treated and addressed as their knightly ranks.", "The title of \"Autharch\" is a Lord Mayor equivalent in the governing bureaucracy of Thay (i.e. the head administrator of a city), but is also bestowed as a military title for the Lord Commanders of standing garrisons (i.e. the commander of a fortress, or the troops guarding a city)." - ] + ], + "id": "037" }, { "type": "statblock", @@ -12864,11 +12962,14 @@ "page": 27, "entries": [ "The Thayan Knights wear a kit featuring black armor bearing a circle device of eight red flames to represent the eight schools of magic/zulkirates." - ] + ], + "id": "03a" } - ] + ], + "id": "039" } - ] + ], + "id": "038" }, { "type": "entries", @@ -12898,11 +12999,14 @@ "page": 29, "entries": [ "The device for the Water Fist is a black equilateral triangle surrounded by a circle of eight crimson tongues of flame, on a light blue field." - ] + ], + "id": "03d" } - ] + ], + "id": "03c" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -12917,7 +13021,8 @@ "name": "Probity Corps Titles", "entries": [ "The Probity Corps does not have \"ranks\" as such. However, the base title of any member of the Probity Corps is \"Inquisitor.\" Further, the Probity Corp has a commanding Inquisitor in each tharch called the \"Inquisitor Superior.\" Each Superior is personally selected by Szass Tam. Finally, the soldiers employed by the Probity Corps are referred to generically as \"Troopers.\"" - ] + ], + "id": "03f" }, "Their enigmatic nature is the source of their greatest power\u2014the ubiquitous fear that literally anyone can be an informant for the inquisition or be an agent themselves. It would be a search indeed to find a Thayan who does not know or at least heard of someone \"disappeared\" by the Probity Corps. Enforcing absolute loyalty and obedience to Szass Tam, the Probity Corps are feared and hated by all Thayans. The rich and powerful of Thay particularly resent this omnipresence, because as secure as they may be in their strata from virtually every other segment of Thayan society, agents of the Probity Corps can suddenly rip them down from their perch without the least bit of warning.", "Szass Tam himself delights in the terror inspired by his secret police. He has worked hard to see agents of the Probity Corps entrenched in every important layer of government and Thayan society. They are his most trusted servants.", @@ -12931,11 +13036,14 @@ "page": 30, "entries": [ "While rarely openly displayed, the sigil of the Corps is a stylized scale with the golden key of fidelity on one side and the red heart of loyalty on the other." - ] + ], + "id": "041" } - ] + ], + "id": "040" } - ] + ], + "id": "03e" }, { "type": "gallery", @@ -12972,9 +13080,11 @@ } ] } - ] + ], + "id": "036" } - ] + ], + "id": "01e" }, { "type": "section", @@ -13004,7 +13114,8 @@ "These beams may further be reinforced with angled braces placed between the inside surface of the gates and stone pockets sunk into the wagon-path (in locations intended to avoid wagon-wheels during normal daily passage of wagons in and out). There may even be additional top-down braces dropped from the \"cross-header\" of the arch down directly behind the gates, into stone pockets sunk into the wagon-path below.", "wagon-path below. All such beams are moved, with the aid of projecting-metal-spike \"handles,\" by zombies stored in interior rooms within the gatehouse. Such rooms are commonly connected to each other through the crossheader of the arch, and in the floor of this above-thegates cross-passage are hatches so zombies can be released to plummet down on the heads of intruders, both outside the closed gates and inside them, to form an undead wall of defenders.", "If a compound is ever surprise-assaulted while the gates are open, zombies will be released to \"fill the gap\" of the open gateway and defend the compound until the gates can be closed\u2014hopefully trapping some intruders inside the compound, where they can be overwhelmed with superior numbers (or having no place to hide from or avoid the spells of any Red Wizards in the compound) and easily despatched (usually with the exception of one or two survivors who can be tortured to reveal who's behind the assault, and its exact goals)." - ] + ], + "id": "043" }, { "type": "entries", @@ -13014,7 +13125,8 @@ "To drive off unpleasant smells in a household\u2014and to many Thayans, the \"high, clear\" smell of crushed mint is desirable, but cooking smells other beings of Faerûn might find mouth-watering, like roasting meat, are considered too pungent or \"rich\" (earthy, bloody) to be pleasant\u2014incense is often burned in what the wider Realms might call a thurible, but to any Thayan is a \"taermra.\"", "A taermra always takes the form of a pierced-sided, hinged-to-open two-part metal container with hanging-rings and chains, but it is never swung as a censer, always hung from a ceiling-look or projecting spires of furniture or arches (both open doorways and the ornamental arches found in many Thayan dwellings, that consist of stub walls projecting out into a room about the width of a person, to visually divide the chamber into two or more rooms, without actually doing so; sometimes, overlapping cloth hangings fill these archways to provide more of a visual barrier). The incense is always made in Thay, from local barks, roots, flower petals, and seeds, sometimes soaked in perfumes and spices from Murghôm and Semphar, so that it has the \"high, clear\" (menthol- or mint-like) scents preferred by Thayans.", "Less-well-off free Thayans, who can afford incense only for special occasions (such as birthdays, which are annual celebrations known as someone's \"gods-smile,\" marking when the gods first smiled upon them, at which the celebrant eats something favorite and special, drinks something expensive and special, and receives a tiny handmade gift from one family member, if any survive and dwell near), try to bring nice smells to their dwellings by burning scented candles, which tend to have blander, coarser scents than incense." - ] + ], + "id": "044" }, { "type": "entries", @@ -13026,7 +13138,8 @@ "There will also be oval or star-shaped small tables usually used as sidetables for highbacked chairs fashioned for one person to sit on. Thayans usually dine facing each other in a cluster of such chairs, each with their own separate sidetables, and slaves circulating to bring and remove small domed platters and bowls (plates are rarities). Some grand Thayans (such as nobles with large chambers in which there's lots of room behind the chairs) consider it rude for slaves to pass or stand between them, \"in the center\" of a dining group, but most Thayans do not.", "Ceilings are of stucco painted with designs or scenes of past family achievements or Thayan life. Protruding down from them are treadle-powered ceiling fans (a foot-treadle's force is communicated by slender rods, cogs, and linkages to a broad-bladed fan, the blades always resembling the fins of large fish in shape), to cool occupants during the more frequent times when the air is too still and too warm.", "Floors are tiled, or in poor homes smooth-compacted earth painted or covered with pebble mosaics." - ] + ], + "id": "045" }, { "type": "entries", @@ -13045,7 +13158,8 @@ "width": 589, "height": 1453 } - ] + ], + "id": "046" }, { "type": "section", @@ -13110,7 +13224,8 @@ } ] } - ] + ], + "id": "048" }, "Renewed in recent years as the seat of Thay's navy, Alaor consists of two islands in the Alamber Sea. The larger of the two is Alaoran, and the smaller one is Raeldreth. The islands are often referred to in the collective sense as \"the Alaor.\"", "Alaoran is a shipyard and naval base and has been built over and honeycombed with tunnels and chambers many times over the years. The city above these secret places is where the sailors and their families dwell, and sailmakers and the like work daily.", @@ -13135,9 +13250,11 @@ "page": 34, "entries": [ "The badge of the tharch is the {@i Daej}, or \"Proud Rule of the Waves,\" and represents the navy (a gold sail on the ocean, with Thay behind it)." - ] + ], + "id": "04b" } - ] + ], + "id": "04a" }, { "type": "inset", @@ -13179,9 +13296,11 @@ } ] } - ] + ], + "id": "04c" } - ] + ], + "id": "049" }, { "type": "image", @@ -13192,7 +13311,8 @@ "width": 1593, "height": 1238 } - ] + ], + "id": "047" }, { "type": "section", @@ -13257,7 +13377,8 @@ } ] } - ] + ], + "id": "04e" }, "Once the most populous tharch of Thay, this district was largely reduced to sparsely populated open grazing land after the city of Delhumide was destroyed in Thay's war for independence from Mulhorand. The city was never rebuilt, and the ruins remain shunned to this day. The crumbling region is roamed by living spells, brigands, \"wizard-ghosts,\" and all manner of foul monsters. Curiously, these powerful denizens don't roam far, staying contained in the vicinity of the tattered towers of that place. Beyond, Delhumide today is the safest and most regimented of tharches, being \"under the eye\" of Thay's ruler Szass Tam. Some whisper that the lich vents his frustrations on those denizens, and even uses the ruins as cover for more nefarious projects and experiments.", "Then as now, the tharch consists of that part of the plateau of Thay between Lake Thaylambar and the Gorge of Gauros, bounded by the River Thay and the River Gauros. Ranchland is increasingly giving way to farms, and the roadways are constantly improved by crews of skeletons and zombies that toil away after sunset. The population is rising rapidly in recent decades yet is still far less than in olden times.", @@ -13279,9 +13400,11 @@ "page": 35, "entries": [ "The badge of the tharch is the {@i Thaumaund}, or \"Might of Making,\" and represents the busy crafters of the tharch." - ] + ], + "id": "051" } - ] + ], + "id": "050" }, { "type": "inset", @@ -13323,11 +13446,14 @@ } ] } - ] + ], + "id": "052" } - ] + ], + "id": "04f" } - ] + ], + "id": "04d" }, { "type": "section", @@ -13392,7 +13518,8 @@ } ] } - ] + ], + "id": "054" }, "The wealthiest tharch of Thay, the tharch known as Eltabbar is home to its current capitol, the city of Eltabbar. This city has been rebuilt and expanded in recent decades and portrays a sense of ever-greater magnificence with each passing year. \"Tabar,\" as the city is called by most citizens, contains homes for most of Thay's nobility regardless of their tharch of origin. Anyone of significant power or influence in Thay, or desires to attain a measure of the same, keeps quarters in Eltabbar.", "Eltabbar is sprawling and populous. Its streets and buildings teem with citizens and residents of all ranks, but few outlanders are found here. It is a place of domes and tall spires, walled compounds of the rich and powerful, and balconied structures crowded together for everyone else. Eltabbar is rife with fountains, whose mechanical pumps are increasingly undead or oxen powered, but those that operate the beautiful fountains take great care to hide their workings under the streets or by keeping them wrapped in illusion magic.", @@ -13425,9 +13552,11 @@ "page": 37, "entries": [ "The badge of the tharch is the {@i Triumph}, and represents the wealth, glory, and might of the city of Eltabbar." - ] + ], + "id": "057" } - ] + ], + "id": "056" }, { "type": "inset", @@ -13469,11 +13598,14 @@ } ] } - ] + ], + "id": "058" } - ] + ], + "id": "055" } - ] + ], + "id": "053" }, { "type": "section", @@ -13538,7 +13670,8 @@ } ] } - ] + ], + "id": "05a" }, "Always one of the wildest, poorest, and most thinly populated tharches of Thay, Gauros is a border region. The rest of Thay tends to think of it as barren hills, roaming monsters, and a few dirty, backwoods woodcutters and miners eking out hard livings and dying poor and young. The truth is that while Gauros is the wildest region of Thay, it is also verdant and almost completely unspoiled.", "Its main exports are rough-smelted ingots\u2014primarily of iron or copper\u2014and logs of various hardwoods. Nearly all of its citizens are free, and they enjoy plentiful game and bountiful harvest thanks to the region's abundant natural resources. Still, most are poor but have little need of coin as they pride themselves on being nearly completely self-sustaining. Gauros is one of the most well-watered areas in Thay, with many springs rising and running to sinkholes, and tiny bogs and swamps beyond number. What it lacks most is flat areas; everywhere the eye looks are hills and more hills, with mountains beyond to the east.", @@ -13563,9 +13696,11 @@ "page": 38, "entries": [ "The badge of the tharch is the {@i Konthaunt}, or \"Tireless Burrower,\" and represents the mining achievements of the tharch." - ] + ], + "id": "05d" } - ] + ], + "id": "05c" }, { "type": "inset", @@ -13607,7 +13742,8 @@ } ] } - ] + ], + "id": "05e" }, { "type": "image", @@ -13618,9 +13754,11 @@ "width": 531, "height": 1058 } - ] + ], + "id": "05b" } - ] + ], + "id": "059" }, { "type": "section", @@ -13685,7 +13823,8 @@ } ] } - ] + ], + "id": "060" }, "Laprendar has always been a popular destination for visiting outlanders. Its cities of Nethentir and Nethjet have always been centers of covert hostility to the Red Wizards and any authoritative rule from elsewhere in Thay. Szass Tam and the zulkirs know this, but have decided to rely on the Probity Corps' spies, covert assassins, and other agents of quiet warfare rather than to clamp down with military patrols or direct actions by the Red Wizards. Nonetheless, all senior Red Wizards know that \"the Neth\" (the folk of Nethentir and Nethjet) are a source of trouble with the ever-present promise of a brewing rebellion.", "Tam's policies on this region come from his recognition that Thay needs relief valves for wealth and ideas and strivings and influences from outside, both for morale reasons as well as to provide the Red Wizards with a method by which they can acquire exploitable goods and resources. Although any Thayan border port can and does serve this function, the relative isolation of Lapendrar from the wider Realms (as opposed to the southern port cities of Thay) means that outlanders and goods must travel longer distances under Thayan surveillance to reach the Neth cities, and so can be more easily noticed and\u2014if need be\u2014responded to.", @@ -13717,9 +13856,11 @@ "page": 40, "entries": [ "The badge of the tharch is the {@i Parommul}, or \"Great Bounty,\" and represents the abundant crops of the tharch's farming." - ] + ], + "id": "063" } - ] + ], + "id": "062" }, { "type": "inset", @@ -13761,11 +13902,14 @@ } ] } - ] + ], + "id": "064" } - ] + ], + "id": "061" } - ] + ], + "id": "05f" }, { "type": "section", @@ -13830,7 +13974,8 @@ } ] } - ] + ], + "id": "066" }, "Priador is the most-recently founded tharch and is just over a century old. Originally consisting of just the city of Bezantur, the region was eventually expanded to encompass the surrounding coastal area as well. The tharch is now largely comprised of low-lying, cool-climate grassland rolling plains, verdant and green. Vegetation of all types flourishes here and has given rise to the Thayan saying \"Things grow with the blessings of all the gods in the Priador.\" This combined with three thriving port cities collectively called by some sailors of other lands \"the Jewels of Thay,\" has made Priador perennially one of the most prosperous parts of Thay.", "Much of this tharch is wilderland little touched by human alterations. Scores of Red Wizards claim parts of it, and many of these holdings consist of markers, fences, small private compounds, and lots of open land roamed by monsters captured and collected by these mages for use in arcane magical experiments. The monster presence restricts Priadoran citizens to the tharch's sole town of Anhaurz and its three cities, which are now all walled against marauding monster raids: Bezantur, Murbant, and Thasselen. As a result, some Priadorans feel spurned by, or at least cut off from, the rest of Thay. This has resulted in them resenting the authority of the Red Wizards but they've learned to do so silently.", @@ -13861,9 +14006,11 @@ "page": 42, "entries": [ "The badge of the tharch is the {@i Taerlvhond}, or \"Three Jewels,\" and represents the three port cities (\"Jewels\") of the tharch." - ] + ], + "id": "069" } - ] + ], + "id": "068" }, { "type": "inset", @@ -13905,11 +14052,14 @@ } ] } - ] + ], + "id": "06a" } - ] + ], + "id": "067" } - ] + ], + "id": "065" }, { "type": "section", @@ -13974,7 +14124,8 @@ } ] } - ] + ], + "id": "06c" }, "This tharch is full of rolling hills that are patrolled lightly from the city at its heart for which the entire region is named. Pyarados the city is what it has been from the start: two distinct cities, one a slowly-growing ring around the other. As it has been for centuries, the city remains sharply divided. The seat of power and local governance is the interior city, with tall, reinforced walls; it is clean, ordered, and luxurious, with wide avenues bordered by manicured parks that sprawl everywhere. The grounds of noble homes and Red Wizards' mansions maintain aggressively respectful separation so that no great house is close to another. Every such home has its stables, and lanes, and orchard-lined gardens and bowers, usually with fountain-fed pools. They give way to a narrow ring of balconied tallhouses around the inner wall. The wealthy and well-to-do merchants live in this crowded splendor as houses are scarce, fiercely sought-after, with most being purchased or otherwise appropriated by the nobles and Red Wizards immediately. In all, some four thousand souls dwell in \"the Bright Heart.\"", "Six gates pierce the walls, spoking major streets into the outer city. This outer ring of Pyarados is much larger than the Bright Heart and is ever-expanding, spilling outside the outer city walls to the east as opportunity and resources allow. The autarch of the city, a veteran soldier named Ularth Haeraundor, uses his soldiers to forcibly prevent any attempts to build to the west, southwest, and northwest, as this is fertile land needed to feed the city.", @@ -14012,9 +14163,11 @@ "page": 44, "entries": [ "The badge of the tharch is the {@i Saarkatath}, or \"Red Fist,\" and represents the city of Pyarados itself." - ] + ], + "id": "06f" } - ] + ], + "id": "06e" }, { "type": "inset", @@ -14056,11 +14209,14 @@ } ] } - ] + ], + "id": "070" } - ] + ], + "id": "06d" } - ] + ], + "id": "06b" }, { "type": "section", @@ -14125,7 +14281,8 @@ } ] } - ] + ], + "id": "072" }, "This tharch, a strip of poor-soil hill country between the northern edge of the Plateau and Lake Mulsantir, has always been Thay's military \"wall of ready spells and swords\" against its longtime foe, Rashemen. A \"heavily-patrolled waste\" was how one visiting merchant accurately described this region, and although this description is more than a few decades old, not much has changed. The frequent patrols find their base in the remains the fortified city of Surthay itself, a walled settlement that grew around the original castle of Surthay.", "This muddy city was a home for fisherfolk supplying the kitchens of the castle with fresh lake food. Surthay has always been squalid and reeking of decay; a sand-bar jutting east to enclose and shelter an arm of the lake forms an excellent natural harbor for small craft but no currents or other water movements scour out this backwater except during the most violent storms, so it stinks of all the dying plants and fish that rot in it. Aside from these fishing boats, no Thayan vessels ply Lake Mulsantir so Surthay has never had any sort of real port facilities. There are many mud flats where fishing boats can be careened and moored against rising tides, rising to bare rock outcrops where nets are spread to dry and for repair; a visitor may look in vain for wharves and warehouses. Still, the creatures in the mud flats and the lake, from large crabs to eels to curiously shiny small fish, are all quite delicious and require only minimum seasoning or treatment prior to consumption.", @@ -14155,9 +14312,11 @@ "page": 46, "entries": [ "The badge of the tharch is the {@i Taerlvrath}, or \"Three Strivings,\" and represents three major activities in the tharch: fishing, agriculture, and defense of Thay." - ] + ], + "id": "075" } - ] + ], + "id": "074" }, { "type": "inset", @@ -14199,7 +14358,8 @@ } ] } - ] + ], + "id": "076" }, { "type": "image", @@ -14210,9 +14370,11 @@ "width": 950, "height": 1876 } - ] + ], + "id": "073" } - ] + ], + "id": "071" }, { "type": "section", @@ -14277,7 +14439,8 @@ } ] } - ] + ], + "id": "078" }, "The highest-elevation tharch in the realm, Thaymount consists of the Ruthammar Plateau and a range of volcanic mountains that rise up from it; collectively, they are referred to as \"the Thaymount\" or \"High Thay\" when speaking of the entire, larger region.", "In the past, much of this area served as the homes and training-grounds of Thayan legions; reinforcements were drawn from them whenever needed for Thay's many wars. Other than that, the tharch was largely wilderland, save for a few army-guarded gold mines along the southern edge of the plateau. However, this region was rapidly transformed after Szass Tam chose to dwell and rule from here. Szass Tam's presence meant that the zulkirs of the realm soon maintained residences in Thaymount and spent most of their time there. So too did the most ambitious and powerful Red Wizards beneath the zulkirs, for fear of being sidelined, demoted, or simply ignored. This in turn attracted lesser Red Wizards, noble families, and even the wealthiest priests of Thay, all of whom established estates in High Thay, transforming the barren foothills of the mountains into terraced gardens around palatial mansions.", @@ -14319,9 +14482,11 @@ "page": 49, "entries": [ "The badge of the tharch is the {@i Vor}, or \"Heart (of the Realm),\" and represents the mountain at the heart of Thay (i.e. the tharch)." - ] + ], + "id": "07b" } - ] + ], + "id": "07a" }, { "type": "inset", @@ -14363,11 +14528,14 @@ } ] } - ] + ], + "id": "07c" } - ] + ], + "id": "079" } - ] + ], + "id": "077" }, { "type": "section", @@ -14432,7 +14600,8 @@ } ] } - ] + ], + "id": "07e" }, "The southernmost tharch of Thay, Thazalhar is essentially a border defense region. It is hilly countryside, patrolled by mounted soldiers as commanded by Yaelend Hulthroun, the tharchion. It has no cities and no named settlements on maps, and its population consists of a handful of roving shepherds and their flocks, a larger handful of innkeepers and horse- and oxen-traders located in individual steadings along the trade roads. There are secret forts in abundance (earthen rings with dugout barracks and stables, and adjacent lookout hills topped by signal beacons), scattered throughout the region.", "The land is verdant and with almost no local population to regularly forage it teems with game. The land is filled with berries of all types, and nearly all the flora is safely edible. Birds are plentiful and the children in the inns and hill-forts are sent out daily with baskets of stones to fling and bring down enough fowl for stewpots. Traplines around most inn properties, and fishing in local streams (of which there are many; the land is very well watered) can readily feed inhabitants, and even wayfarers can feed themselves easily.", @@ -14456,9 +14625,11 @@ "page": 50, "entries": [ "The badge of the tharch is the {@i Novroth}, or \"Watchful Guardian,\" and represents the war-ready border guardianship of Thay." - ] + ], + "id": "081" } - ] + ], + "id": "080" }, { "type": "inset", @@ -14500,11 +14671,14 @@ } ] } - ] + ], + "id": "082" } - ] + ], + "id": "07f" } - ] + ], + "id": "07d" }, { "type": "section", @@ -14569,7 +14743,8 @@ } ] } - ] + ], + "id": "084" }, "To all Thayans who aren't zulkirs, nobles, or powerful Red Wizards, this tharch is the heart, backbone, and \"big belly\" of Thay. Tyraturos annually produces many vegetable crops and copious amounts of fruit in its southern reaches, and is especially known for grain crops that are made into bread, ale, and stronger fiery drinks like bazaedur. Bazaedur is a sweet, jet-black syrupy vintage, beloved by many Thayans but is an acquired taste for most drinkers from other lands.", "Wagons creak and groan through this tharch day and night, and its toll booths\u2014as its tax stations are known\u2014are populated day and night. An empty wagon may pass for free, but a laden one must pay one silver piece, which they sometimes do with a practiced throw of that coin. Thanks to these regular tolls and the bountiful crops, Tyraturos is quite prosperous, and its current tharchioness makes sure that wealth reaches even the lowliest of residents.", @@ -14601,7 +14776,8 @@ "entries": [ "The Hall of Masks is a mansion transformed into a club; the interior is a dark labyrinth of interconnected grand rooms. A few unfortunate stabbings took place here, and now those who enter are searched for weapons and relieved of them, and hands are loosestrapped to waists to prevent stranglings. Clients may pay one gold piece per visit to don one of the enchanted masks that have been collected by the owner \"from tombs all over Toril\" and wander the rooms. All who put on a mask are guaranteed to have visions that \"may entertain, guide, or enlighten as to where the heart's true desire may be found.\" Some of the visions are vividly unpleasant, many are puzzling, and one or two have even driven mask-wearers murderous or mad, but most leave pleased, and some depart inspired, to embark on expeditions or adventures in light of what they've just seen.", "The owner goes only by the name \"The Seer,\" and says the masks \"bear old magics, from realms so long fallen that they're forgotten\" that the gods use \"to whisper to us.\" She always obscures her face beneath one of her many gold-inlaid porcelain masks, and speaks with a stilted, almost musical Shou accent." - ] + ], + "id": "086" }, { "type": "entries", @@ -14610,7 +14786,8 @@ "entries": [ "The Loom of Many is a large weavery\u2014a maker of patterned cloth\u2014that can produce dozens of nigh-identical garments in short order thanks to its many mechanical advancements; it sells almost faster than it can produce, as shops everywhere in Thay\u2014and increasingly, all over the Sea of Fallen Stars ports\u2014 hunger to get their hands on \"multiple garments alike\" to sell.", "The five women who jointly own the Loom have swiftly become very rich, and are using their wealth to become landlords, buying up seedy local properties and building taller, better housing new on the same sites. They're certain many of their weavers depart to start weaveries elsewhere along the same lines, but they don't care; they're too busy and too wealthy to begrudge such doings." - ] + ], + "id": "087" }, { "type": "entries", @@ -14638,9 +14815,11 @@ "Ten-and-six poisons shall fail, but one more shall transform but not slay." ] } - ] + ], + "id": "088" } - ] + ], + "id": "085" }, { "type": "entries", @@ -14658,9 +14837,11 @@ "page": 53, "entries": [ "The badge of the tharch is the {@i Huraunmmul}, or \"Peerless Bounty,\" and represents the food and wine produced by this tharch." - ] + ], + "id": "08b" } - ] + ], + "id": "08a" }, { "type": "inset", @@ -14702,11 +14883,14 @@ } ] } - ] + ], + "id": "08c" } - ] + ], + "id": "089" } - ] + ], + "id": "083" }, { "type": "section", @@ -14732,7 +14916,8 @@ "entries": [ "Not my favorite trading-stop in Thay, what with the choppy waters always encountered when trying to reach it and the everpresent fishstink down by the docks. Be aware that every outlander\u2014and every Thayan mingling with outlanders\u2014at Havandrar's Haven on Raeldreth is spied on not just then, but thereafter for at least a tenday, wherever they go (and of course longer, if anything suspicious is observed). So prudent merchants who haven't heaped loyal governing hands high enough with coin to buy a lack of attention to their dealings confine themselves to trading with local Thayans in need of, well, everything, as Alaoran provides its inhabitants with little more than rain, wind, rocks, and fish.", "So I stay at the only decent inn, the Amaharthond on Wuldragon Way\u2014it's the highest-elevation major street, winding along the very crest of the slope the city climbs\u2014and meet with local shopkeepers and traders at its rental meeting-rooms or in the upper rooms of the eateries east along the Way, which grow progressively more wretched but also more affordable as one nears the edge of the city. My rule: if the reek of fish from the kitchens greets you at the entrance, turn on your heel and go elsewhere. The best of these dining-houses is Maeryel's\u2014it has a royal blue door, tall triangle in shape, the only such\u2014and also acceptable are Sarruth's Table and Balaor's Blue Goat. Avoid the taverns; sailors are brawlers and loud, coarse drinkers. Pray in your rented room; there are shrines in the tawdry fringes of the city, but no decent temples to be found." - ] + ], + "id": "08e" }, { "type": "entries", @@ -14745,7 +14930,8 @@ "If you want to mix with the nobility, governing officials of real power, or the wealthy and ambitious when you pray, seek The House of {@deity Bane|Faerûnian|SCAG} Triumphant on Harrath Street, the other main cross street, to the east of Uolauphant's Ride. All black stone, looks like a castle built to impress with its menace.", "The eateries: Alkauth's Flagon if you want to be seen by folk who locally matter; Ordruu's Welcome for a raucous good time (getting a client drunk, for instance); and Thantil's Quaff or Bezorlun's Board for quieter, downscale just good food at a good price (Thantil's is the more private, if you want to talk about sensitive matters).", "Amruthar has a good array of wares and plentiful moneylenders, if you take the time to hunt them down. All in all, one of the better minor cities in the land." - ] + ], + "id": "08f" }, { "type": "entries", @@ -14775,9 +14961,11 @@ "from": "in a tavern on Thoalanth Street, Shezind's Tart", "skipMarks": true } - ] + ], + "id": "091" } - ] + ], + "id": "090" }, { "type": "entries", @@ -14795,7 +14983,8 @@ "Again, there are haughty and overly priced establishments like Three Black Plumes on The Street of Seven Statues (where once seven zulkirs were sculpted in stone at twice life size, ere someone devised a spell that turned one of them into deadly shrapnel whenever they wanted to slaughter a hefty number of Eltabbrans , and the few remaining statues were hastily removed) and Ilkryn's Tabard on The Street of Murlanth's Sorrows, but like most working merchants, I don't dine to be seen dining. I eat to avoid passing out, and to talk trade with folk I don't mind eating with. So I prefer The Six Platters on Urtraunt Lane, Tranch's Folly on The Street of the Riven Bell (superb wine cellar, and they serve black cake to bulge for, bristling with more cherries and roast nuts than I've ever seen elsewhere), and for real privacy but far more spartan\u2014and lower-priced\u2014fare, Szult's Corner, on Tablakh Street.", "When it comes to shops, Eltabbar has some magnificent ones, and if you don't mind fawning shop assistants and prices thrice what they should be, you can truly buy anything in the city. Just don't expect bargains; just breathing seems to cost more in Thay's capitol city.", "The local temple to be seen in is The Dark House of Tyranny, on The Way of Arduskan. It's huge and hulking, you can't miss it." - ] + ], + "id": "092" }, { "type": "entries", @@ -14819,7 +15008,8 @@ "width": 1536, "height": 1187 } - ] + ], + "id": "093" }, { "type": "entries", @@ -14832,7 +15022,8 @@ "Now if I was a two-fisted drinker, I'd visit the Staring Eye tavern on Nethembril Lane, with its mock giant beholder's eye overhanging street sign out front and a real, pickled eyestalk in a lit brine-tank behind the bar, and if I was a real shatter-tankard brawler, I'd go to The Mrahout's Fist on Wulyrabur Street, but I'm thankfully neither. Nor am I likely to brave the low prices but hit-and-miss meals served at that enormously popular barn of an eatery The Old Rahanna, on Premble Street\u2014where the poorer working half of Murbant fills their bellies twice daily because it's cheap and fast.", "Any merchant with more than half their wits knows not to visit Murbant too often, as the authorities do keep watch, and assume merchants who fetch up amid the amethyst-hued domes too often are too cozy with smugglers. Which means searches and inspections and ledger checks and inducements to be paid in all directions.", "So I visit seldom, and go only to my favorite few places to trade with the same few relatively respectable local merchants, and make very certain I'm publicly seen calling on {@deity Bane|Faerûnian|SCAG|Bane's} favor at The House of The Hand, on Tarthant's Way." - ] + ], + "id": "094" }, { "type": "entries", @@ -14848,7 +15039,8 @@ "The cleanest and most uppercrust of the four oldest playhouses are Thaphonter's (its adjacent tavern is Pulkoon's Pleasure) and its fierce rival Dlaezur's Doors (flanked by The Dancing Duthdragon tavern, infamous for the tasteless jesters it hires to wait on tables).", "Many visitors to the city do all their dining either in the expensive dining lounges of the high-priced inns they stay at (such as Brenlaur's on Hazul Lane and Yulraph's on Valmalurth Street), or at the taverns that flank the playhouses around The Fanfare, but I prefer less boisterous and haughty and high-priced dining, that is also more private and suited to talking trade (as there's a steady appetite all over Thay for the fine glass lamps and vessels and ornaments the glassblowers of Nethentir produce, not to mention the superb Nethentan chairs, tables, and wood panels for walls and stair-ends; the carvers Undred and Ilmhrad Sturlast, brothers, do especially fine work). So I dine at Ungalast's Fine Cauldron on Dajent Street, or Balandur's Bowl on Evendur Way. At all costs avoid The Three-Headed Ettin dining club at the southern end of Velkroon's Street, where the food is wretched, the drinks blended and much stronger than they should be so wild drunkenness is frequent, and the brawls are often fatal. There's no truth to the rumor that the most beautiful ladies can be swept off their feet at the Ettin; those beauties are all at home busily writing claws-out anonymous pieces for the more biting Nethentan broadsheets, like Toranadur's Torch and The Happy Gallop.", "When you're tired of all the drama, Nethentir's haughtiest, to-be-seen-at temple to {@deity Bane|Faerûnian|SCAG} is The Most Holy House of The Lord of Darkness, on Lorvyn's Lane." - ] + ], + "id": "095" }, { "type": "entries", @@ -14862,7 +15054,8 @@ "I avoid the taverns, where scores have a habit of being suddenly and viciously settled, but can tell you from hearsay that the most beloved are \"family locals\" like Havalar's Talltankard on Tharbanner Street and Lhaerivro's Lantern on Maskadder Lane, as well as Multraer's Hearth right out at the east end of the city on the Wayserpent Ride\u2014and the real dives where bodies pile up under the tables and not just outside the back alley doors include Barsykkur's Boots on Maersakkhan Lane and the Gelded Unicorn on Lenduth Street. In Nethjet, a tavern always serves food, but the quality as well as the breadth of the menu may vary from \"Here's our rat stew\u2014see the rats?\" to \"I'd actually order that again.\"", "The best shopping district for visitors and outlanders is along The Street of Lanterns in the Stride, but Jetrans go below it, to the water's edge in the Umberside district, where in the muddy alleys and maze of hovels real bargains can be had. Including, I hear, poisons and caged, live snakes, scorpions, and small monsters, for those who know who to ask.", "The temple to be seen at in Nethjet is its recently-rebuilt holy place of {@deity Bane|Faerûnian|SCAG}, Talondoors House, on The Street of the Holy Ones." - ] + ], + "id": "096" }, { "type": "entries", @@ -14883,7 +15076,8 @@ "width": 693, "height": 1114 } - ] + ], + "id": "097" }, { "type": "entries", @@ -14893,7 +15087,8 @@ "The Ang Harrad have interests in this crossroads city, so I visit more often than I otherwise might; it's dominated by granaries and wagons, oxen and way-stables, and has little else of interest. The amenities are far rougher than most of the other cities I frequent (though Umratharos isn't much better), so of the four inns\u2014one at each gate\u2014I usually stay at the Belathond nigh the south gate purely because it's slightly quieter (less traffic to and from Belizir than elsewhere) and because their beds are a trifle newer and better. Yet you may find the Torathond to the north, Zelzora's to the west, and Alavrandur's to the east little different. All of them have their own tiresome but adequate dining-lounges, and forgettable taverns stand hard by each of them, but I prefer to dine upstairs at the back of the best eatery in the city: Avalae's Prospect on Thazant Street. Try their Six Surprises Platter; the oysters are fiery, but worth it. There is one good tavern in the city that I know of, and other traders prefer alternatives to it, so you may find some. \"My\" good tavern is Alsrake's Raised Goblet on Tethlizard Lane. They provide fresh sprigs of mint to chew, to clear the breath and mouth ere stumbling \"home\" afire from strong drink.", "If you need a guide in town, seek Lhyzlyn Luzkund at the Goblet; a sly, flirtatious dog, but he'll not lead you wrong. If you need a remount, or fresh draft beasts, deal with Dyzcindra Mahlout of Fresh Hooves Await on Vonthurlen Lane, and if you need a new wagon or coach, or yours repaired, Svandyn Havandhar of Havandar's Wheels Turning on the Way of the Wind is your man.", "And if you'd be seen by the locally high and mighty being devout before {@deity Bane|Faerûnian|SCAG}, seek The Towers of the Tyrant, on Vauntreth Street. Follow your nose; it's next to a slaughterhouse." - ] + ], + "id": "098" }, { "type": "entries", @@ -14906,7 +15101,8 @@ "If you need a guide to anywhere in True Surthay, ask at the other tolerable inn nigh the gate, The Pride of Surthay, for Hlantur Ozurlur, and they'll send for him. Pricey but a delightful companion, considerate, and knows everyone \"of the True.\"", "Should your whim or needs take you to Westsulkh, go well armed and in a large party, and either hire a closed coach from Bazhandur Omlarent (Omlarent Travels on the Foregate), or ask at the bar of the Flagon for Onstur Vorluth, and expect to pay him very well for disguises and guidance that your life may well depend upon, so treat him well and try to befriend.", "And should you want to be noticed by local nobles and civic officials of influence and power, your temple is The Black Lord's Door, on The Way of the Wizard (a street used by Red Wizards, so one of them long ago cast a spell that shields it from driving rain, while the rest of the city gets drenched)." - ] + ], + "id": "099" }, { "type": "entries", @@ -14921,7 +15117,8 @@ "If it's a guide to Szul and Thaymount's mansions you need, see Umur Glaskyn of Glaskyn's Guiding Hand on Qulshrine Street.", "And if you need any wardrobe repairs or augmentations, or scents or face-paints, your man is the mincing, feather-bedecked Ostryn Phandror of Phandror's Triumphs on Immul Street. He can even teach courtly dances, if you feel the need.", "It seems that away from public gaze, the lofty of Thay aren't all that devout, or prefer to use their own private home chapels, for Szul offers no decent temples, but the best temple to be seen at by local civic authorities is {@deity Bane|Faerûnian|SCAG|Bane's} Dark Regard on Helyndrul Street." - ] + ], + "id": "09a" }, { "type": "entries", @@ -14949,7 +15146,8 @@ "width": 693, "height": 1077 } - ] + ], + "id": "09b" }, { "type": "entries", @@ -14968,7 +15166,8 @@ "And should you need to buy a horse or team of draft beasts, or even a mule or a pony, go to Dazant Yard, the rather aromatic stockyards on Hurbrakh Street, and ask for Oblur Dazant.", "If your needs are for wagons or coaches, or repairs to same, seek out Vuldym Chazant of Chazant's Coach Castle, on Dondravur Lane.", "In Tyraturos, the uppercrust \"be seen to pray in\" temple is The Hall of the Black Tyrant on Moondown Street. Its six-adult-humans-tall black double doors are adorned with welded-on pieces of black-painted armor from fallen priests of {@deity Bane|Faerûnian|SCAG}." - ] + ], + "id": "09c" }, { "type": "entries", @@ -14993,11 +15192,14 @@ "width": 1566, "height": 1116 } - ] + ], + "id": "09d" } - ] + ], + "id": "08d" } - ] + ], + "id": "042" }, { "type": "section", @@ -15034,7 +15236,8 @@ "name": "Weavebound Paladins Outside of Thay", "entries": [ "Weavebound paladins are almost exclusively found in Thay and are bound to the zulkirs. But this isn't to say that they can't exist elsewhere in the world\u2014in fact, it's entirely possible (and somewhat likely) that they can be located elsewhere, especially where powerful arcanists might be found. However, it's also possible that those weavebound paladins that grow their powers outside of Thay are doing so using a corrupt version of the ritual that Szass Tam created, and may actually be sleeper agents for that terrible lich..." - ] + ], + "id": "0a0" }, { "type": "image", @@ -15045,7 +15248,8 @@ "width": 1102, "height": 2372 } - ] + ], + "id": "09f" }, { "type": "section", @@ -15086,9 +15290,11 @@ "name": "Thayan Circle Caster", "page": 71 } - ] + ], + "id": "0a2" } - ] + ], + "id": "0a1" }, { "type": "section", @@ -15118,7 +15324,8 @@ "name": "Blank Slate", "page": 72 } - ] + ], + "id": "0a4" }, { "type": "entries", @@ -15142,7 +15349,8 @@ "name": "Expatriate Mage", "page": 73 } - ] + ], + "id": "0a5" }, { "type": "entries", @@ -15166,7 +15374,8 @@ "name": "Thayan Deserter", "page": 74 } - ] + ], + "id": "0a6" }, { "type": "statblock", @@ -15176,7 +15385,8 @@ "page": 75, "style": "inset" } - ] + ], + "id": "0a3" }, { "type": "section", @@ -15190,7 +15400,8 @@ "page": 75, "entries": [ "All Thayan potions are thick like syrup. This is due to the vegetable oils that they use during the brewing process. The thickened nature helps to keep the potions from breaking down in the often extreme and prolonged hot weather." - ] + ], + "id": "0a8" }, { "type": "entries", @@ -15204,7 +15415,8 @@ "name": "Skaerath", "page": 75 } - ] + ], + "id": "0a9" }, { "type": "entries", @@ -15212,7 +15424,8 @@ "page": 75, "entries": [ "The scrolls often take the form of an elongated triable, so that they come to a point at the bottom when unrolled and resemble in shape the banners used in the Vilhon Reach and Lake of Steam regions. These scrolls are treated to resist fire, heat, and long-term desiccation; these treatments make them a deep golden-brown in hue and aren't magical in origin. For easy readability, symbols and words written on them to convey spells are red-hued and bear elegant accent marks. Thayan spell scrolls are often written with inks that include the blood of the scribe mixed with flecks of Thayan-mined copper or silver." - ] + ], + "id": "0aa" }, { "type": "inset", @@ -15228,7 +15441,8 @@ "from": "Harborsar Trading House, Old City", "skipMarks": true } - ] + ], + "id": "0ab" }, { "type": "entries", @@ -15247,7 +15461,8 @@ "Superior Thayan swords, enchanted or not, almost always have grips made of polished stone, most commonly turquoise or jade, and are capped at their ends with brass fittings. They rarely bear wire- or hide-wrapped handles. Common Thayan adornments are stylized snake heads with their jaws open and fangs bared, or ragged leaping flames with the tongues of those flames pointing at the tip of the blade to symbolize the power and favor of Kossuth. It is a common practice among Thayan smiths to cap the pommel of a weapon that is intended to be enchanted with a large gem, but only if they are certain that such a fine work will be retained by a Thayan national.", "Thay's slavekeeping history led to the development of a supposedly non-lethal weapon now used by many Thayan gateguards and houseguards to drive off would-be intruders when they want such undesirables to stagger away bleeding rather than end up as (inconvenient to explain or dispose of) corpses: the {@item goad|TLotRW}.", "Goads are ten-foot-long (or shorter) whips tipped with a pointed-both-ends metal \"finger\" or a tiny grapnel with sharpened points. A {@item goad|TLotRW} does {@damage 1d6} slashing damage and has the finesse and reach properties, but unlike most whips, {@item goad|TLotRW|goads} cannot coil around creatures or objects to entangle or {@action grapple} them, even if tipped with grapnels. The general attitude in Thay these days is that anyone who uses a {@item goad|TLotRW} on a slave is a wasteful fool, and that being attacked with one is an insult to the attacked. Most Thayans only see them used for crowd control." - ] + ], + "id": "0ac" }, { "type": "statblock", @@ -15270,11 +15485,14 @@ "from": "Almarra's Scents and Finery, River Street, Trades Ward", "skipMarks": true } - ] + ], + "id": "0ad" } - ] + ], + "id": "0a7" } - ] + ], + "id": "09e" }, { "type": "section", @@ -15297,7 +15515,8 @@ "page": 77, "entries": [ "The Feywild's presence is rarely felt in Thay. Fey and fey-touched creatures have few reasons to linger in this area, often referring to the region surrounding the Thayan plateau as a blight upon the world. Even so, {@creature darkling|MPMM|darklings} and {@creature redcap|MPMM|redcaps} find themselves drawn here, likely out of spite for the world at large or because of the perceived slights of the Summer Queen in years gone by. Their skills as assassins and thieves make them ideal allies for the Red Wizards." - ] + ], + "id": "0af" }, { "type": "section", @@ -15305,7 +15524,8 @@ "page": 77, "entries": [ "Goblins, hobgoblins, and their ilk aren't commonly found in Thay as they've been routinely hunted and driven out by the Red Wizards for centuries. Those that remain are either there in secret or because they've been forcibly recruited by the mages. In such cases, the creatures have advantage on a single skill\u2014a clan of goblins living in secret in a cliff-side cave might have advantage on Dexterity ({@skill Stealth}) checks, for example, while a pair of family bonded and vicious hobgoblins in service to a zulkir may have advantage on Charisma ({@skill Intimidation}) checks." - ] + ], + "id": "0b0" }, { "type": "section", @@ -15322,7 +15542,8 @@ "The creature is much larger or smaller than normal. This does not change a creature's stats\u2014but imagine seeing a {@creature bulette}-sized {@creature cockatrice}!" ] } - ] + ], + "id": "0b1" }, { "type": "section", @@ -15331,7 +15552,8 @@ "entries": [ "As the years have marched on, the Red Wizards have expanded their efforts into the summoning and attempted control of creatures that defy traditional description. They've amassed a significant well of knowledge concerning aberrations such as aboleths, beholders, and the various hues of slaads, and in so doing have become aware of the presence of the star spawn. These creatures are reportedly the emissaries of powers not native to the Forgotten Realms, and the Thayans are irresponsibly eager to broker deals with those powers. Once brought to the Realms, star spawn creatures take on a variety of shapes and sizes and can be exceptionally hard to eradicate.", "Star spawn encountered within the borders of Thay often take on forms suited for stealth and subterfuge. While star spawn aren't prevalent in the tharches, the tales that survivors tell almost always refer to worm-infused masses of unknowable flesh that undulate in impossible ways while consuming everything around them. Such vile creatures are generally found in pairs, nestled deep within subcellars or ruined battlefields, and seem ruinously drawn to magic items\u2014or those with magical ability, especially clerics and paladins. Once a star spawn has devoured a creature, it can adopt that creature's general form though it will retain much of its star spawn appearance, such as possessing bubbling, oily flesh, joints that hinge at inappropriate angles, extra or vestigial limbs and appendages, and so on." - ] + ], + "id": "0b2" }, { "type": "section", @@ -15339,7 +15561,8 @@ "page": 78, "entries": [ "The ongoing efforts of self-proclaimed Zulkir Dar'lon Ma have led to an increased number of star spawn being spotted in and around the Forgotten Realms, nearly all of which center on the legend of the longdead deity Kyuss. Also known as The Worm that Walks, Kyuss is an otherworldly being, an ancient evil that waits to be permitted back into the world at-large. It works through its agents across Faerun to build loyalty while tearing down those that would prevent its return." - ] + ], + "id": "0b3" }, { "type": "section", @@ -15356,7 +15579,8 @@ "width": 1834, "height": 1308 } - ] + ], + "id": "0b4" }, { "type": "section", @@ -15380,7 +15604,8 @@ "name": "Bogmaw", "page": 79 } - ] + ], + "id": "0b5" }, { "type": "section", @@ -15404,7 +15629,8 @@ "width": 1831, "height": 1752 } - ] + ], + "id": "0b6" }, { "type": "section", @@ -15424,7 +15650,8 @@ "page": 81, "entries": [ "Despite their undead nature, a protodracolich retains many of qualities of their draconic heritage. Even so, they lose some of these qualities due to the horrific nature of their transformation." - ] + ], + "id": "0ba" }, { "type": "entries", @@ -15432,11 +15659,14 @@ "page": 81, "entries": [ "A protodracolich is an abomination, even where undead creatures are concerned. The secrets held by the Cult haven't been fully unraveled by the Red Wizards, so these undead creatures aren't as powerful as their kin." - ] + ], + "id": "0bb" } - ] + ], + "id": "0b9" } - ] + ], + "id": "0b8" }, { "type": "entries", @@ -15453,7 +15683,8 @@ "page": 81, "entries": [ "A protodracolich's breath weapon deals an extra 6 ({@damage 2d6}) points of necrotic damage." - ] + ], + "id": "0be" }, { "type": "entries", @@ -15461,7 +15692,8 @@ "page": 81, "entries": [ "A protodracolich is both a dragon and an undead creature." - ] + ], + "id": "0bf" }, { "type": "entries", @@ -15469,7 +15701,8 @@ "page": 81, "entries": [ "A protodracolich can't speak, but it can still understand any languages that it knew in life." - ] + ], + "id": "0c0" }, { "type": "entries", @@ -15477,7 +15710,8 @@ "page": 81, "entries": [ "A protodracolich's life span is approximately one year. After this time, the magic energy used in the transformation ritual unravels and the protodracolich dissolves into a disgusting puddle of putrid chunks. Only a wyrmling can be subjected to the protodracolich ritual." - ] + ], + "id": "0c1" }, { "type": "entries", @@ -15485,7 +15719,8 @@ "page": 81, "entries": [ "The protodracolich loses all ability to use its eyes. So long as it can hear, it is aware of the location of any creatures\u2014even those that are hidden or {@condition invisible}\u2014within 30 feet of it." - ] + ], + "id": "0c2" }, { "type": "entries", @@ -15493,11 +15728,14 @@ "page": 81, "entries": [ "A protodracolich is vulnerable to healing magic and effects. If a spell or effect would heal it, it instead suffers that amount of healing as if it were unpreventable damage. If a spell or effect would return it to life, it is instead immediately destroyed. The ritual that transforms a wyrmling into a protodracolich destroys its soul." - ] + ], + "id": "0c3" } - ] + ], + "id": "0bd" } - ] + ], + "id": "0bc" }, { "type": "entries", @@ -15512,9 +15750,11 @@ "name": "Black Wyrmling Protodracolich", "page": 81 } - ] + ], + "id": "0c4" } - ] + ], + "id": "0b7" }, { "type": "section", @@ -15538,9 +15778,11 @@ "name": "Poltergoat", "page": 82 } - ] + ], + "id": "0c5" } - ] + ], + "id": "0ae" }, { "type": "section", @@ -15552,9 +15794,11 @@ "style": "text-center", "entries": [ "{@note See the {@adventure Intrigue in Eltabbar|TLotRW-IiE} Adventure.}" - ] + ], + "id": "0c7" } - ] + ], + "id": "0c6" }, { "type": "section", @@ -15597,7 +15841,8 @@ "width": 1401, "height": 1801 } - ] + ], + "id": "0c8" } ] } diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json index 684959ba8..b48e911c4 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -6552,6 +6552,35 @@ "longbow|phb": true } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + "hooded lantern|PHB", + { + "quantity": 3, + "item": "Oil (flask)|PHB" + }, + { + "quantity": 10, + "item": "Rations, Cram|TLotRR" + }, + "waterskin|PHB", + "Silk Rope (50 feet)|PHB", + { + "item": "two-person tent|PHB", + "displayName": "tent" + }, + { + "item": "pouch|PHB", + "containsValue": 200 + } + ] + } + ], "entries": [ { "type": "entries", @@ -6624,36 +6653,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - "hooded lantern|PHB", - { - "quantity": 3, - "item": "Oil (flask)|PHB" - }, - { - "quantity": 10, - "item": "Rations, Cram|TLotRR" - }, - "waterskin|PHB", - "Silk Rope (50 feet)|PHB", - { - "item": "two-person tent|PHB", - "displayName": "tent" - }, - { - "item": "pouch|PHB", - "containsValue": 200 - } - ] - } - ] + "hasFluffImages": true }, { "name": "Bree-Hobbit", @@ -6751,6 +6751,35 @@ "mattock|tlotrr": true } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + "hooded lantern|PHB", + { + "quantity": 3, + "item": "Oil (flask)|PHB" + }, + { + "quantity": 10, + "item": "Rations, Cram|TLotRR" + }, + "waterskin|PHB", + "Silk Rope (50 feet)|PHB", + { + "item": "two-person tent|PHB", + "displayName": "tent" + }, + { + "item": "pouch|PHB", + "containsValue": 200 + } + ] + } + ], "entries": [ { "type": "entries", @@ -6830,36 +6859,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - "hooded lantern|PHB", - { - "quantity": 3, - "item": "Oil (flask)|PHB" - }, - { - "quantity": 10, - "item": "Rations, Cram|TLotRR" - }, - "waterskin|PHB", - "Silk Rope (50 feet)|PHB", - { - "item": "two-person tent|PHB", - "displayName": "tent" - }, - { - "item": "pouch|PHB", - "containsValue": 200 - } - ] - } - ] + "hasFluffImages": true }, { "name": "Elf", @@ -7001,6 +7001,30 @@ "pipe|tlotrr": true } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "torch|PHB" + }, + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + "Hempen Rope (50 feet)|PHB", + { + "item": "pouch|PHB", + "containsValue": 150 + } + ] + } + ], "entries": [ { "type": "entries", @@ -7094,31 +7118,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - { - "quantity": 10, - "item": "torch|PHB" - }, - { - "quantity": 10, - "item": "Rations (1 day)|PHB" - }, - "waterskin|PHB", - "Hempen Rope (50 feet)|PHB", - { - "item": "pouch|PHB", - "containsValue": 150 - } - ] - } - ] + "hasFluffImages": true }, { "name": "Man of Bree", @@ -7169,6 +7169,30 @@ "pipe|tlotrr": true } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "torch|PHB" + }, + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + "Hempen Rope (50 feet)|PHB", + { + "item": "pouch|PHB", + "containsValue": 150 + } + ] + } + ], "entries": [ { "type": "entries", @@ -7241,31 +7265,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - { - "quantity": 10, - "item": "torch|PHB" - }, - { - "quantity": 10, - "item": "Rations (1 day)|PHB" - }, - "waterskin|PHB", - "Hempen Rope (50 feet)|PHB", - { - "item": "pouch|PHB", - "containsValue": 150 - } - ] - } - ] + "hasFluffImages": true }, { "name": "Ranger of the North", @@ -7330,6 +7330,25 @@ "sindarin|TLotRR": true } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + { + "item": "pouch|PHB", + "containsValue": 100 + } + ] + } + ], "entries": [ { "type": "entries", @@ -7388,26 +7407,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - { - "quantity": 10, - "item": "Rations (1 day)|PHB" - }, - "waterskin|PHB", - { - "item": "pouch|PHB", - "containsValue": 100 - } - ] - } - ] + "hasFluffImages": true } ], "subrace": [ @@ -7635,6 +7635,25 @@ } } ], + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + { + "item": "pouch|PHB", + "containsValue": 100 + } + ] + } + ], "entries": [ { "type": "entries", @@ -7667,26 +7686,7 @@ } ], "hasFluff": true, - "hasFluffImages": true, - "startingEquipment": [ - { - "_": [ - "backpack|PHB", - "bedroll|PHB", - "mess kit|PHB", - "tinderbox|PHB", - { - "quantity": 10, - "item": "Rations (1 day)|PHB" - }, - "waterskin|PHB", - { - "item": "pouch|PHB", - "containsValue": 100 - } - ] - } - ] + "hasFluffImages": true }, { "name": "Fallohide", @@ -8712,9 +8712,6 @@ "source": "TLotRR", "page": 68, "category": "B10L", - "entries": [ - "You gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." - ], "featProgression": [ { "name": "Craft", @@ -8725,6 +8722,9 @@ "*": 1 } } + ], + "entries": [ + "You gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." ] }, { @@ -10009,9 +10009,6 @@ "source": "TLotRR", "page": 68, "category": "B10L", - "entries": [ - "You gain a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." - ], "featProgression": [ { "name": "Virtue", @@ -10028,6 +10025,9 @@ "*": 1 } } + ], + "entries": [ + "You gain a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." ] }, { diff --git a/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json b/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json index 14c57a976..3a8d8c952 100644 --- a/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json +++ b/collection/Ghostfire Gaming; Grim Hollow - The Monster Grimoire.json @@ -82819,7 +82819,8 @@ "style": "text-center", "entries": [ "{@style The Monster Grimoire|dnd-font}" - ] + ], + "id": "001" }, { "type": "image", @@ -82947,7 +82948,8 @@ } ] } - ] + ], + "id": "002" }, { "type": "entries", @@ -82992,9 +82994,11 @@ "width": 650, "height": 706 } - ] + ], + "id": "003" } - ] + ], + "id": "000" }, { "type": "section", @@ -83008,7 +83012,8 @@ "entries": [ "{@i Grim Hollow: The Monster Grimoire} is the third installment in the Grim Hollow series of setting books. Two other tomes\u2014{@loader Grim Hollow: The Campaign Guide|book/Ghostfire Gaming; Grim Hollow Campaign Guide.json} and {@loader Grim Hollow: The Players Guide|book/Ghostfire Gaming; Grim Hollow Player's Guide.json}\u2014preceded it. The three books form the complete set of books for gamemasters to run dark fantasy and horror campaigns in the Grim Hollow setting.", "The Grim Hollow setting takes place in a world known as Etharis, a dark and gritty environment where the vicious, terrible, horrifying monsters that hide in the shadowy alleyways and remote wildernesses are only the start of the peril. As much as the monsters of the world threaten the citizenry, the dark figures that entice those who seek power are just as dangerous. Blood magic, undeath, lycanthropy, fey magic, fell sorcery, and other temptations: would-be heroes are always one wrong step away from becoming the villains they claim to fight." - ] + ], + "id": "005" }, { "type": "entries", @@ -83017,7 +83022,8 @@ "entries": [ "{@i The Monster Grimoire} offers more than 400 new creature stat blocks, allowing GMs to challenge, frighten, and delight their players. From new characters cutting their teeth on relatively weak threats, to the most advanced heroes dealing with world-shattering events, the monsters in this book offer something for everyone.", "The monsters in this book are drawn from every corner of horror and dark fantasy: gothic intrigue, existential dread, gruesome fairy tales, slasher horror, undead hoards, body horror, killer dolls, and so much more." - ] + ], + "id": "006" }, { "type": "entries", @@ -83026,7 +83032,8 @@ "entries": [ "With so many horrible monsters and threats at your fingertips, there's a good chance that something presented here will bring into your players' minds something that they're uncomfortable with. Before you use these monsters, or run any sort of horror-based campaign, we urge you to discuss with your players their preferences, desires, and limits. Gore, child endangerment, loss of free will, nightmares: all of these and more infest these pages.", "The previous Grim Hollow books talk about safety tools and methods you can use to ensure that everyone involved in your game is having a good time and avoiding problematic material. We suggest you review those guidelines\u2014or use other safety tool procedures and guidelines\u2014to learn more about running games, especially games steeped in horror and dark fantasy, for any player." - ] + ], + "id": "007" }, { "type": "entries", @@ -83034,7 +83041,8 @@ "page": 5, "entries": [ "Etharis provides a great setting for a grim, gritty campaign. One tool provided in {@i The Monster Grimoire} is salvage rules. These rules encourage a type of play that invites characters to make the most of their knowledge and proficiencies, as well as their downtime, in order to have the best chance of surviving the threats they face. The blood, bones, brains, and bile of the creatures they kill might provide characters with advantages later. Weapons, potions, components, and other magic items might not be readily available, but the characters can make their own from salvaged parts of monsters. And in some cases, monsters might be nigh invulnerable unless the characters use their wits." - ] + ], + "id": "008" }, { "type": "entries", @@ -83043,7 +83051,8 @@ "entries": [ "Like the salvage rules, lore plays an important part in a grim fantasy setting. Characters may be in trouble if they don't take the time to learn more about the monsters they face. Local legends about a beast may be myth or folly, but even within the malarky there could be an iota of truth\u2014and that truth could be the difference between surviving an encounter and suffering an ultimate defeat.", "The ability checks associated with each monster are meant to provide details on what a character might know about a monster\u2014or what a character might find out. Use these checks to dole out important information. Some checks might require characters to do some research, or even face the creature to observe its traits and behavior. Failed checks could result in characters gaining incorrect or partial bits of information, which could lead to dire consequences." - ] + ], + "id": "009" }, { "type": "entries", @@ -83052,7 +83061,8 @@ "entries": [ "Regardless of how you run your games, or what your players want from a game, it's important to remember that the goal of playing this game is to have fun and tell great stories. The monsters in this book are there to challenge characters, but they're also there to enhance stories. No bit of lore or game mechanical number is more important than the fun and the story. Change whatever you must to make sure everyone at the table is enjoying themselves, contributing to the story, and leaving the table satisfied.", "With that said, prepare yourself to encounter some of the most terrifying, challenging, entertaining, and bizarre creatures to ever stalk the lands of your imagination!" - ] + ], + "id": "00a" }, { "type": "image", @@ -83098,7 +83108,8 @@ "page": 6, "entries": [ "In desperate times science and magic can progress by leaps and bounds, but such rapid advancement has its risks. Without proper precautions, experimenters or their subjects might be caught in forces beyond imagining and become twisted into something abominable. No two mishaps are alike, yet each of the misbegotten results is known as an aberrant horror." - ] + ], + "id": "00e" }, { "type": "entries", @@ -83106,9 +83117,11 @@ "page": 6, "entries": [ "Those who survive the uncontrolled transformation into aberrant horrors become living weapons. Some theories say the body sees the transmuting force as a threat and evolves defenses against it. Others believe that the accident triggers dormant bestial adaptations from the distant past. Whatever the reason, aberrant horrors are vicious combatants, armed with hardened claws, venomous spines, and other strange adaptations." - ] + ], + "id": "00f" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -83116,7 +83129,8 @@ "page": 6, "entries": [ "Aberrant horrors have been saturated in eldritch energies. Each horror's body can provide a number of material components for arcane necromancy or transmutation spells equal to half the horror's challenge challenge rating. Each component is consumed when used to cast, but the spell is cast as if the caster used a spell slot one level higher, up to a maximum of a 5th-level slot." - ] + ], + "id": "010" }, { "type": "entries", @@ -83129,7 +83143,8 @@ "page": 7, "entries": [ "Aberrant horrors are the results of failed arcane experiments that twist the body into unnatural forms." - ] + ], + "id": "012" }, { "type": "entries", @@ -83137,9 +83152,11 @@ "page": 7, "entries": [ "Each aberrant horror is different. Some grow extra limbs, others dissolve into oozelike creatures, and others swell to massive proportions. They contain eldritch energy that can fuel necromancy and transmutation." - ] + ], + "id": "013" } - ] + ], + "id": "011" }, { "type": "inset", @@ -83147,7 +83164,8 @@ "name": "GM Advice:", "entries": [ "The arcane origins of aberrant horrors give you a great deal of room to challenge your players with unusual traits. For example, one horror might only take damage when it's under the effects of a {@spell bane} or {@spell bless} spell, but ferreting out this information requires the characters to face it once and succeed on a {@dc 10} Intelligence ({@skill Arcana}) check. The secret to pulling this off is to make the odd traits easy to learn and possible to accomplish without overly taxing the characters." - ] + ], + "id": "014" }, { "type": "statblock", @@ -83179,7 +83197,8 @@ "width": 816, "height": 1051 } - ] + ], + "id": "00c" }, { "type": "entries", @@ -83210,7 +83229,8 @@ "page": 9, "entries": [ "These valorous angels were created to punish the wicked and ensure the sincerity of the penitent. When Maligant called his heavenly hosts in the war of the Four Divines, the angels marshalled out with the other upper echelons under the command of the Arch Seraph Empyreus. When Aurelia sacrificed herself and revealed the madness of the war, the Angels fought on, refusing to admit that they were part of a calamitous tragedy, seeing surrender as tantamount to blasphemy. With the zeal of a censorious bureaucratic tyrant, they now wage a guerilla war with a piecemeal retinue of veteran battle angels, zealots, fanatic paladins, cohorts of penitent levies, and volunteer convert militia auxiliaries as part of an anti-corruption peasant revolt in the hinterland of Altenheim." - ] + ], + "id": "017" }, { "type": "entries", @@ -83218,7 +83238,8 @@ "page": 9, "entries": [ "Each Angel keeps a copper cage under a velveteen cover inside a lead box encased in blessed orichalcum on a thick chain around its neck. In the cage is a pathetic, impish fiend of Malikir, withered like a raisin. The creature has an uncanny knack for teasing out corruption, and compelling wicked behavior in mortals. It only takes moments to get a confession once a weak-willed mortal has revealed their true self in the presence of the fiend." - ] + ], + "id": "018" }, { "type": "entries", @@ -83226,9 +83247,11 @@ "page": 9, "entries": [ "An Angel of Empyreus uses its original orders as a pretext for further violence. It will never surrender. Surrender is a trick of the enemy. It must fulfill its purpose: to root out corruption and sin, and it will do anything to find sin in mortal hearts. The imp claims to put mortals to the test, and the Angel knows what it is doing. It won't kill the imp, as using the imp reveals the innate corruption in mortal souls." - ] + ], + "id": "019" } - ] + ], + "id": "016" }, { "type": "entries", @@ -83236,7 +83259,8 @@ "page": 10, "entries": [ "The Angel of Empyreus wields a {@item holy avenger|DMG}. Upon its death, its intelligence inhabits the sword. To attune to it, a paladin character must agree to carry on the angel's mission to cleanse the land of immorality. A cup of its blood can be made into a {@item potion of supreme healing|DMG} with a {@dc 10} Intelligence ({@skill Religion}) check from someone proficient with {@item alchemist's supplies|PHB}. Six cups of blood can be taken from the Angel of Empyreus. Its bones can be used in place of diamonds for use in {@spell raise dead} and similar magic, up to the equivalent of 10,000 gp worth." - ] + ], + "id": "01a" }, { "type": "entries", @@ -83249,7 +83273,8 @@ "page": 10, "entries": [ "The Arch Seraphs are attended by mighty angels who act as their lieutenants and execute the divine remnants' orders." - ] + ], + "id": "01c" }, { "type": "entries", @@ -83257,7 +83282,8 @@ "page": 10, "entries": [ "Empyreus went into battle surrounded by an honor guard of fearsome celestials honed by aeons of divine war. Many of them remained at Empyreus' side at the end of the Four Divines' War, but not all remained loyal." - ] + ], + "id": "01d" }, { "type": "entries", @@ -83265,9 +83291,11 @@ "page": 10, "entries": [ "Peasant revolts and religious zealotry are on the rise in the Altenheim hinterland. Most say it's the usual grievances, but some whisper that a commander of the celestial hosts leads the revolt, and its ranks swell by the day." - ] + ], + "id": "01e" } - ] + ], + "id": "01b" }, { "type": "statblock", @@ -83276,7 +83304,8 @@ "name": "Angel of Empyreus", "page": 10 } - ] + ], + "id": "015" }, { "type": "entries", @@ -83307,7 +83336,8 @@ "page": 11, "entries": [ "Mental suffering can last far longer than physical damage. Psychic energy from those who die in extreme anguish might open a portal, allowing consciousness from beyond the veil to meld with psychic residue." - ] + ], + "id": "021" }, { "type": "entries", @@ -83315,9 +83345,11 @@ "page": 11, "entries": [ "The touch or aura of an anguisher calls old wounds and tormentors to mind. The creature uses {@condition invisible||invisibility} and {@skill stealth} to lurk around potential victims, slowly draining them of life through this recalled suffering." - ] + ], + "id": "022" } - ] + ], + "id": "020" }, { "type": "entries", @@ -83325,7 +83357,8 @@ "page": 11, "entries": [ "An anguisher discorporates into thick, black goo when slain. Someone who has proficiency with {@item alchemist's supplies|PHB} can refine and dehydrate this goo in a process that takes 1 day of work and a successful {@dc 10} Intelligence or Wisdom check. If it succeeds, the process creates {@item dust of disappearance|DMG}." - ] + ], + "id": "023" }, { "type": "entries", @@ -83338,7 +83371,8 @@ "page": 11, "entries": [ "Anguishers are semisolid horrors from beyond reality." - ] + ], + "id": "025" }, { "type": "entries", @@ -83346,7 +83380,8 @@ "page": 11, "entries": [ "An anguisher shares many traits and immunities with semicorporeal undead, such as {@creature shadow|MM|shadows}. If an anguisher slays a sapient creature, a new anguisher emerges into the world near the corpse 3 days later." - ] + ], + "id": "026" }, { "type": "entries", @@ -83354,9 +83389,11 @@ "page": 11, "entries": [ "Effects that prevent a corpse from becoming undead can also prevent it from bearing a new anguisher." - ] + ], + "id": "027" } - ] + ], + "id": "024" }, { "type": "statblock", @@ -83365,7 +83402,8 @@ "name": "Anguisher", "page": 11 } - ] + ], + "id": "01f" }, { "type": "entries", @@ -83396,7 +83434,8 @@ "page": 12, "entries": [ "Infused with arcane life, animated flame tongues dance through the air leaving trails of embers behind them as they seek foes to slay. Animated flame tongues fight with the skill of a seasoned duelist." - ] + ], + "id": "02a" }, { "type": "entries", @@ -83404,7 +83443,8 @@ "page": 12, "entries": [ "Animated flame tongues can be created in many ways, but the most common way is when a magical sword's attuned wielder is killed with magical fire. The sword becomes mobile and semi-sentient, seeking to defeat those who killed its master, and anyone who uses magic to destroy life. This makes animated flame tongues a particular risk to those who wield magic." - ] + ], + "id": "02b" }, { "type": "entries", @@ -83412,9 +83452,11 @@ "page": 12, "entries": [ "An animated flame tongue doesn't require air, food, drink, or sleep. The magic that animates an animated flame tongue is dispelled when the construct drops to 0 hit points. An animated flame tongue reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone." - ] + ], + "id": "02c" } - ] + ], + "id": "029" }, { "type": "entries", @@ -83422,7 +83464,8 @@ "page": 12, "entries": [ "The animated flame tongue is made from an enchanted metal. Someone who collects four animated flame tongues can craft a {@item +1 longsword|DMG} This requires a proficient weaponsmith to succeed on a {@dc 10} Strength ({@skill Athletics}) check after working for 24 hours and using 250 gp of components. It's rumored that the longswords can be turned into {@item Flame Tongue Longsword|DMG|flame tongues} again with the proper ritual, but no one has confirmed those rumors yet." - ] + ], + "id": "02d" }, { "type": "entries", @@ -83435,7 +83478,8 @@ "page": 12, "entries": [ "The animated flame tongue is resistant to fire damage." - ] + ], + "id": "02f" }, { "type": "entries", @@ -83443,7 +83487,8 @@ "page": 12, "entries": [ "An animated flame tongue's attacks are magical." - ] + ], + "id": "030" }, { "type": "entries", @@ -83451,9 +83496,11 @@ "page": 12, "entries": [ "An animated flame tongue can be rendered {@condition incapacitated} by the {@spell dispel magic} spell." - ] + ], + "id": "031" } - ] + ], + "id": "02e" }, { "type": "statblock", @@ -83462,7 +83509,8 @@ "name": "Animated Flame Tongue", "page": 12 } - ] + ], + "id": "028" }, { "type": "entries", @@ -83493,7 +83541,8 @@ "page": 13, "entries": [ "No one knows who constructed the first apparmarole, but now they are a plague on the world. The apparmarole looks to be a set of clothing that flies into the air and wraps around a humanoid victim, taking control of their actions." - ] + ], + "id": "034" }, { "type": "entries", @@ -83501,7 +83550,8 @@ "page": 13, "entries": [ "Once in control of a host and not threatened, the apparmarole directs it to create more apparmaroles, a process that takes 100 days and requires 500 gp of rare threads and textiles. If the host does not have the funds or materials, the apparmarole attempts to steal them." - ] + ], + "id": "035" }, { "type": "entries", @@ -83509,9 +83559,11 @@ "page": 13, "entries": [ "The apparmarole can constrict any creature it {@action grapple||grapples}; a slow crushing death is the fate of any humanoid that resists the apparmarole's charm." - ] + ], + "id": "036" } - ] + ], + "id": "033" }, { "type": "entries", @@ -83520,7 +83572,8 @@ "entries": [ "The threads of an apparmarole contain trace amounts of magic and are valuable as components for the construction of several magical items. They can be sold for 50 gp if the apparmarole was not consumed by flame.", "Someone who collects the remains of ten apparmaroles can craft a {@item cloak of protection} with a successful {@dc 15} Intelligence ({@skill Arcana}) check by someone proficient with {@item weaver's tools|PHB}. Crafting this item takes 5 days and costs 200 gp." - ] + ], + "id": "037" }, { "type": "entries", @@ -83533,7 +83586,8 @@ "page": 13, "entries": [ "Some foolish arcanist created a set of killer clothes, and now whole towns suffer." - ] + ], + "id": "039" }, { "type": "entries", @@ -83541,7 +83595,8 @@ "page": 13, "entries": [ "Apparmaroles can dominate victims to construct more apparmaroles: a self-replicating plague." - ] + ], + "id": "03a" }, { "type": "entries", @@ -83549,9 +83604,11 @@ "page": 13, "entries": [ "As cloth constructs, apparmaroles are immune to poison and psychic damage but vulnerable to fire." - ] + ], + "id": "03b" } - ] + ], + "id": "038" }, { "type": "statblock", @@ -83560,7 +83617,8 @@ "name": "Apparmarole", "page": 13 } - ] + ], + "id": "032" }, { "type": "entries", @@ -83583,7 +83641,8 @@ "entries": [ "The Arcanist Inquisition contends that all magic is dangerous, not just that wielded by demons and nefarious sorcerers. Their blanket denunciation of all mages might be harsh, but their zealous belief in the perils of magic isn't unfounded. Even a well-meaning mage can invite catastrophe with a slip of the tongue, a misaligned gesture, or momentary lapse in {@status concentration}.", "Arcane anomalies, as some mages euphemistically call them, are one such product of careless magic. Ritual objects used in particularly powerful spells, when not disposed of properly, can gain a malevolent sentience. Many an apprentice has learned the hard way that \"Go wash up!\" is not only a chore, but an essential safety practice. As one might imagine, water is a particular weakness of all arcane anomalies." - ] + ], + "id": "03e" }, { "type": "entries", @@ -83591,7 +83650,8 @@ "page": 14, "entries": [ "Candles for ritual purposes are often made of strange waxes mixed with rare oils and herbs. Once a ritual is complete, unless ground up or melted down, these candles can transform into toad-like lumps of wax that wield tongues of flame and have an unquenchable desire to burn." - ] + ], + "id": "03f" }, { "type": "entries", @@ -83599,7 +83659,8 @@ "page": 14, "entries": [ "Chalk pentagrams and runes must be scrubbed after use, for even faint traces can birth a chalk chatterling, a tiny whirlwind of colored chalk dust that incessantly squeals the sounds its original markings were meant to signify." - ] + ], + "id": "040" }, { "type": "entries", @@ -83607,9 +83668,11 @@ "page": 14, "entries": [ "Woe to any wizard who fails to pay attention to the expiration of their magical inks. If left untreated, old ink coalesces into bizarre two-dimensional creatures that masquerade as graffiti and psychically hurt victims through disturbing glyphs and imagery. These creatures can detach from walls, transforming into clouds of liquid ink to dissolve and drown unwary victims." - ] + ], + "id": "041" } - ] + ], + "id": "03d" }, { "type": "entries", @@ -83620,7 +83683,8 @@ "A tallow toad leaves behind a lump of warming wax. One lump can be rubbed onto a single small or medium creature's skin to provide cold resistance for 1 hour.", "Dust collected from a chalk chatterling can be incorporated into a ritual spell to halve its casting time. The caster uses some of the magic imbued in the chalk.", "The residue an inkfester leaves behind can be turned into a tarry liquid that mimics the effect of a {@spell darkness} spell but requires no {@status concentration}. The brewer of this substance must have proficiency with {@item alchemist's supplies|PHB} and succeed on a {@dc 15} Intelligence check with 1 hour of brewing. Success produces a vial of the tar, which activates upon exposure to air. Failure by 5 or more causes an effect mimicking an inkfester's death burst ability." - ] + ], + "id": "042" }, { "type": "entries", @@ -83633,7 +83697,8 @@ "page": 14, "entries": [ "Arcane anomalies are constructs immune to poison and being {@condition charmed}." - ] + ], + "id": "044" }, { "type": "entries", @@ -83641,7 +83706,8 @@ "page": 14, "entries": [ "The tallow toad can spit hot wax that must be removed, or it continues to blister skin. Coming too close to a chalk chatterling can make spellcasting difficult. An inkfester can psychically assault the mind in one form or, in another, surround and consume victims. All these anomalies explode when destroyed." - ] + ], + "id": "045" }, { "type": "entries", @@ -83649,9 +83715,11 @@ "page": 14, "entries": [ "Immersing any arcane anomaly in water hurts it. Wizards frequently scrub their laboratories clean to prevent these beings from emerging." - ] + ], + "id": "046" } - ] + ], + "id": "043" }, { "type": "statblock", @@ -83701,7 +83769,8 @@ "width": 358, "height": 596 } - ] + ], + "id": "03c" }, { "type": "entries", @@ -83733,7 +83802,8 @@ "entries": [ "The Arcanist Inquisition exists to detain and destroy arcane spellcasters. Inquisitors believe that arcane magic is inherently corrupting and that even the best intentioned spellcaster can succumb to dangerous behavior and moral ruin. At first, the inquisition's masters sought to monitor spellcasters, with detainment reserved for those who abused their magical gifts. Over time, the ideology became more hardline. Now, inquisitors put spellcasters whom they don't imprison indefinitely to the fire.", "Inquisitors train to discover mages, but they don't rely only on their acumen. Folks fearful of being accused are happy to point a finger at a suspicious neighbor if doing so focuses the inquisition's interest elsewhere." - ] + ], + "id": "049" }, { "type": "entries", @@ -83741,7 +83811,8 @@ "page": 16, "entries": [ "The Arcanist Inquisition is known for its ongoing efforts to eradicate arcane magic and its practitioners. However, it also investigates other crimes against the edicts of the Arch Seraphs. Inquisitors carry a book of dogma derived from the words of Empyreus as spoken to Sagrado Valieda, the Inquisition's founder. The book identifies moral crimes that call for punishments, ranging from public humiliation to death. Initiates apply a strict and literal reading to the crimes and consequences detailed within the book. High-ranking inquisitors have more leeway in how they choose to interpret the edicts. Inquisitors claim that if they set an innocent afire, Empyreus would douse the flames. That he has never done so is proof, adherents say, that no one has been wrongfully condemned." - ] + ], + "id": "04a" }, { "type": "entries", @@ -83749,7 +83820,8 @@ "page": 16, "entries": [ "Inquisitor ranks vary from location to location. Sometimes, initiates give themselves grand titles, whereas powerful and stealthy mage-hunters might take no title at all. Certain areas have motley bands of inquisitors, some little more than thugs extorting the population. Other areas have organized detachment of inquisitors, some highly honorable and bound to their duty. The inquisition includes paladins and priests, but many members are soldiers or hunters with divine talents." - ] + ], + "id": "04b" }, { "type": "entries", @@ -83757,9 +83829,11 @@ "page": 16, "entries": [ "Lord Inquisitor Crevax is the master of the Cathedral of Embers, the headquarters of the Arcanist Inquisition and the largest prison in Etharis. She is an imposing dragonborn, covered in golden scales and rarely seen without her flaming longsword, Heretic's End. She has a stern demeanor and an unflinching faith in the ideology and goals of the Arcanist Inquisition. Once an accused has come under her authority as warden of the cathedral, she considers it her personal duty to ensure they never threaten others with their corruption again." - ] + ], + "id": "04c" } - ] + ], + "id": "048" }, { "type": "entries", @@ -83768,7 +83842,8 @@ "entries": [ "Inquisitors carry fine armaments and religious trappings. Seraph iconography is common, as is holy water. Some members carry trinkets of religious significance such as angel feathers or silver boxes holding the ashes of martyrs. Some carry magical arms and armor, such as {@item armor of resistance} and {@item vicious weapon|DMG|vicious weapons}. Traveling inquisitors carry the book of Arcanist Inquisition dogma.", "Lord Inquisitor Crevax has her magic equipment. She also carries the only master key to the Cathedral of Embers, as well as a map of the facility." - ] + ], + "id": "04d" }, { "type": "entries", @@ -83782,7 +83857,8 @@ "entries": [ "The founder of the Arcanist Inquisition claims that the Arch Seraph Empyreus said that magic is dangerous, corrupt, and corrupting. People of the Castinellan Provinces hold this belief to be true, and the sentiment has spread beyond that region.", "The majority of the Arcanist Inquisition comprises soldiers from the Castinellan provinces, including many dragonborn. Their task is to seek out and punish magic-users." - ] + ], + "id": "04f" }, { "type": "entries", @@ -83790,7 +83866,8 @@ "page": 17, "entries": [ "Any suspected arcanist or associate of a suspected mage who publicly declares allegiance to Empyreus and confesses to crimes against the divine order can request judgment from a speaker for the Arch Seraph. If they do so, inquisitors are obligated to take the individual to the Cathedral of Embers for trial rather than passing judgment and meting out punishment as they normally would." - ] + ], + "id": "050" }, { "type": "entries", @@ -83798,7 +83875,8 @@ "page": 17, "entries": [ "The Cathedral of Embers, headquarters of the Arcanist Inquisition, is a well-known prison for suspected arcanists awaiting trial or serving a sentence. Less known is that the complex also contains an enormous collection of magic items, kept locked away. The inquisition is concerned as much with keeping the items safe as sequestering their potential influence." - ] + ], + "id": "051" }, { "type": "entries", @@ -83806,9 +83884,11 @@ "page": 17, "entries": [ "Trained to root out secrets, some inquisitors have special blessings that allow them to pierce illusions and uncover deceit. Their devotion leads them to pursue their foes despite personal risk, making them difficult to evade." - ] + ], + "id": "052" } - ] + ], + "id": "04e" }, { "type": "statblock", @@ -83824,7 +83904,8 @@ "entries": [ "While the Arcanist Inqusition, like any fanatical organization, can do both good and evil depending on the individuals involved and the details of the situation, the organization as a whole tends toward evil. Good organizations care about each and every case that comes before them, and work. hard to ensure that innocents are never injured, even if that means a few guilty parties go free. The Arcanist Inquisition is the opposite: they are content if a few innocent people are imprisoned or killed if it means no guilty escape. Because of this, characters should often find themselves on the hostile side of an inquisitionists wrath.", "On the other hand, unscrupulous or morally gray characters might find the Arcanist Inquisition a convenient ally in certain situations. Characters will always find arcanists willing allies in a conflict against evil-doers who employ arcane means to gain and hold power." - ] + ], + "id": "053" }, { "type": "statblock", @@ -83840,7 +83921,8 @@ "entries": [ "In campaigns where humanoid beings like humans are a main foe, GMs may often find that there is a lack of diverse humanoid foes. In cases when this happens, reskinning monsters is a valuable tool. Reskinning simply means taking an existing monster, keeping the statistics exactly the same, but describing the creature and its abilities in a different way to match the needed foe. Any of the arcanists here, or any of the other humanoid monsters in this book, are easy to reskin.", "An inquisitor hunter can be used to represent any hunter-type NPC. Inquisitor priests can be a stand-in for any creature or humanoid that uses both weapons and magic. Knights can be altered to represent any powerful armored foe. The underlying math works, regardless of how you describe the attacks or the spells that the enemy uses." - ] + ], + "id": "054" }, { "type": "statblock", @@ -83859,7 +83941,8 @@ "The blight of arcane magic is the single greatest threat to the welfare of the common citizenry of Etharis. Until we take our fight to the farthest corners of the world, where the ruling powers have yet to be taught the dangers of arcane magic, the insidious spread of magic cannot be properly stemmed. Once the local threat is eliminated, I look forward to traveling and educating folks on our mission. And where education doesn't succeed, a sharp sword will." ] } - ] + ], + "id": "055" }, { "type": "statblock", @@ -83878,7 +83961,8 @@ "Illusions. Enchantments. Necromancy. Conjurations. There's no denying the varied and terrible methods that arcanists might use to wreak their corrupted havoc on the innocent sheep. The only force standing between the population and vile arcanists are us. Striking down the users of magic is one step in our plan, but we also have to understand how magic affects our charges, and how to break the magical bonds that they often find themselves shackled by." ] } - ] + ], + "id": "056" }, { "type": "statblock", @@ -83897,11 +83981,14 @@ "One rotten arcanist in a community might seem like a small threat, but like a similarly rotten apple, within days the entire bushel basket is corrupted if the rot is not discovered and eliminated quickly. Unlike an apple, however, discovering a rotten soul is much more difficult. Fortunately, our Inquisition have tools at our disposal that allow us to ferret out that rot. Once it's discovered through our use of the will of Empyreus, then more mundane tools are at our disposal. Assuming, of course, that you consider a very sharp blade applied to a neck as a mundane tool." ] } - ] + ], + "id": "057" } - ] + ], + "id": "047" } - ] + ], + "id": "00b" }, { "type": "section", @@ -83932,7 +84019,8 @@ "page": 20, "entries": [ "Seeing a silver faith finch is considered a sign of good luck. If one of these friendly birds lands on a shoulder or hand, it can be thought of as a blessing from the Divine Arch Seraphs. But some of these birds carry and spread the {@disease Faith Cough|GH}." - ] + ], + "id": "05b" }, { "type": "entries", @@ -83940,7 +84028,8 @@ "page": 20, "entries": [ "Oozing lesions cover a pox dog's body, matting its fur. Pus runs from its eyes. Lack of hydration has receded its gums. Pox dogs attack other creatures on sight and form packs, seeking blood to slake their thirst. They are harder to kill than appearances might make it seem." - ] + ], + "id": "05c" }, { "type": "entries", @@ -83948,9 +84037,11 @@ "page": 20, "entries": [ "If a cat is hardier and more aggressive than a regular cat, it might carry the disease called {@disease Seven Shades of Sitri|GH}. Such cats otherwise show no signs of illness. A rub against the leg, a pet on the head, or a claw can all transmit the sickness." - ] + ], + "id": "05d" } - ] + ], + "id": "05a" }, { "type": "entries", @@ -83959,7 +84050,8 @@ "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hides of ten pox dogs into {@item blight leather armor|GHMG|leather armor}, {@item blight studded leather armor|GHMG|studded leather armor}, or {@item blight hide armor|GHMG|hide armor}. Leather and hide require 8 days of work and extra materials worth 50 gp, while studded leather requires 10 days and 100 gp. Somebody must cast {@spell lesser restoration} on the armor at least once during the process. A creature wearing the armor has advantage on saving throws against disease.", "Additionally, the beautiful silver feathers of a faith finch can fetch 5 gp per finch from a costume maker or other clothier." - ] + ], + "id": "05e" }, { "type": "statblock", @@ -83982,7 +84074,8 @@ "name": "Pox Dog", "page": 21 } - ] + ], + "id": "059" }, { "type": "entries", @@ -84013,7 +84106,8 @@ "page": 22, "entries": [ "No one knows when the Great Beast appeared on Etharis, because no one can confirm the Beast exists. Many claim to have seen the Beast, but when the sight of a thing causes madness, and when the many horrors on Etharis are mistaken for that thing, it's impossible to ferret out the differences between fact and fiction." - ] + ], + "id": "061" }, { "type": "entries", @@ -84021,7 +84115,8 @@ "page": 22, "entries": [ "When alleged eyewitnesses to attacks by the Beast come to any sort of consensus, they describe a towering, shadow-wreathed figure, as tall as the tallest cathedral spire. Its head is described as an enormous deer skull crowned with ever-branching antlers. Its elongated, emaciated, human-like body moves with unnatural grace when it is not stopping to destroy any living thing in its path. Its long limbs claw and grasp, eviscerating its terrified victims without care or mercy." - ] + ], + "id": "062" }, { "type": "entries", @@ -84030,7 +84125,8 @@ "entries": [ "Many alleged sightings of the Beast end with shaken witnesses talking about seeing a gigantic hazy form towering above the foliage in the distance. The insubstantial form meanders across the landscape, phasing into and out of view at seemingly random intervals. Then the form disappears completely, fading to nothing.", "Not long after these sightings, strange and horrific creatures emerge from the wilds or the city sewers. Sometimes these creatures are undead, sometimes they're monstrosities, but they're always corrupted versions of the normal creatures inhabiting the area." - ] + ], + "id": "063" }, { "type": "entries", @@ -84038,9 +84134,11 @@ "page": 23, "entries": [ "While the truth of the Beast is unknown\u2014and perhaps unknowable\u2014that has not stopped others from using the myths and rumors surrounding the Beast for their own purposes. The Arcanist Inquisition points to the Beast as a reason for their existence and an excuse for their often brutal methods. Doomsday cults welcome the Beast as the one to bring an end to this tainted world. Even individuals who perform calculated crimes cry out at their trials that they'd fallen under the sway of the Beast, hoping to play on fear and sympathy to earn undeserved mercy." - ] + ], + "id": "064" } - ] + ], + "id": "060" }, { "type": "entries", @@ -84055,7 +84153,8 @@ "name": "Beast Mutations", "page": 23 } - ] + ], + "id": "065" }, { "type": "insetReadaloud", @@ -84066,7 +84165,8 @@ "That doesn't mean, however, that the monstrosities that the Beast spawns can't be temporarily defeated and cleansed from an area. An aspect of cosmic horror, which the Beast represents, is the unknowable vastness of the multiverse transcends both our understanding and our very senses. The fun of cosmic horror is letting heroes win small victories over the evils they can understand, with the vague uneasiness that something much more dangerous is lurking behind it.", "Just as the full nature of the Beast can't be known, its origins are equally veiled in mystery. As a representative off all things that horrify and annihilate living beings, the Beast was always there. However, its current aspect on Etharis can be given a starting point. Maybe it was when the gods died. Maybe the Beast slipped into Etharis when King Leopold went mad and fell to assassins' blades. Maybe some other event triggered this manifestation of woe.", "For your campaign, use the Beast as a tool rather than a goal. Maybe the Beast's attention is drawn to powerful mortal energy or powerful magic. This allows a game master to counterbalance the characters gaining power or casting high-level magic. Maybe the Beast's appearance in an area is tied to some choice the characters made. Maybe it shows up as a mechanical counterbalance to using the {@book Beast|GHPG|11|The Beast Pool} and {@book Resolve Pools|GHPG|11|The Resolve Pool} highlighted in {@book Grim Hollow: The Players Guide|GHPG}. As a game master in a Grim Hollow campaign, you are the Great Beast. Ravage the land as you see fit." - ] + ], + "id": "066" }, { "type": "inset", @@ -84079,9 +84179,11 @@ "I was having a pint at the inn one night. This strange lass started asking us questions about the time when the Beast passed by the town. We tried to tell her what we saw in the wake of the Beast, but she had this far-away look in her eyes, like she wasn't even listening. Worse than that, as we got to the gristly parts about the animals changing into monsters, or people going mad, she got this little smile on her face. Pretty soon she just got up and left. I don't know if she was a sage, an adventurer, or just a stranger with an unhealthy obsession." ] } - ] + ], + "id": "067" } - ] + ], + "id": "05f" }, { "type": "entries", @@ -84112,7 +84214,8 @@ "page": 24, "entries": [ "A bladewhirl is a mass of blades that rapidly spins to burrow into its victims. The fell intelligence animating a bladewhirl exists only to hunt and kill." - ] + ], + "id": "06a" }, { "type": "entries", @@ -84120,9 +84223,11 @@ "page": 24, "entries": [ "An evil wizard created the first bladewhirls to end a siege on her fortress. Once a bladewhirl is unleashed, it doesn't stop killing. And the construct doesn't discriminate among viable targets. It kills everything." - ] + ], + "id": "06b" } - ] + ], + "id": "069" }, { "type": "entries", @@ -84130,7 +84235,8 @@ "page": 24, "entries": [ "When defeated, a bladewhirl falls apart into several {@item shortsword|PHB|shortswords} and {@item scimitar|PHB|scimitars}, along with shattered bits of such weapons. One or more of these blades might be a magic weapon." - ] + ], + "id": "06c" }, { "type": "entries", @@ -84143,7 +84249,8 @@ "page": 24, "entries": [ "Bladewhirls are murderous constructs made from numerous blades." - ] + ], + "id": "06e" }, { "type": "entries", @@ -84151,7 +84258,8 @@ "page": 24, "entries": [ "A bladewhirl is fast and able to jump to great heights. It always attacks the creature closest to it. Once a bladewhirl is free to roam and attack, it doesn't stop." - ] + ], + "id": "06f" }, { "type": "entries", @@ -84159,9 +84267,11 @@ "page": 24, "entries": [ "A bladewhirl is immune to poison and psychic damage, and it's resistant to fire. It takes magic weapons to harm one effectively." - ] + ], + "id": "070" } - ] + ], + "id": "06d" }, { "type": "statblock", @@ -84170,7 +84280,8 @@ "name": "Bladewhirl", "page": 24 } - ] + ], + "id": "068" }, { "type": "entries", @@ -84201,7 +84312,8 @@ "page": 25, "entries": [ "Blazehorns are hulking, hoofed mammals whose bodies produce a substance like {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. A blazehorn can launch this volatile material from a hump on its back. With an unending supply of fire, blazehorns love spreading destruction. Their young thrive in burned areas, feeding on scorched plant material, burnt resinous trees, and ash." - ] + ], + "id": "073" }, { "type": "entries", @@ -84209,9 +84321,11 @@ "page": 25, "entries": [ "Numerous alchemists have sought to tame blazehorns to simplify the creation of their volatile elixirs. Every attempt has ended in failure. The fiery nature of a blazehorn has proven impossible to curb for long." - ] + ], + "id": "074" } - ] + ], + "id": "072" }, { "type": "entries", @@ -84219,7 +84333,8 @@ "page": 25, "entries": [ "From one dead blazehorn, someone who succeeds at a {@dc 13} Intelligence ({@skill Arcana} or {@skill Nature}) or Wisdom ({@skill Animal Handling} or {@skill Medicine}) check can harvest enough tar to create three flasks of {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. However, if the check to harvest the material fails by 5 or more, treat it as if the blazehorn's Firebomb action went off at a point on the edge of the blazehorn's space closest the harvester. This event destroys all the tar that could have been harvested from that blazehorn." - ] + ], + "id": "075" }, { "type": "entries", @@ -84232,7 +84347,8 @@ "page": 25, "entries": [ "Blazehorns are hulking ruminants that produce a tar like {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. They prefer scorched plants and ash for food." - ] + ], + "id": "077" }, { "type": "entries", @@ -84240,7 +84356,8 @@ "page": 25, "entries": [ "A blazehorn is immune to fire damage." - ] + ], + "id": "078" }, { "type": "entries", @@ -84248,9 +84365,11 @@ "page": 25, "entries": [ "When wounded, a blazehorn can emit a retaliatory firebomb." - ] + ], + "id": "079" } - ] + ], + "id": "076" }, { "type": "statblock", @@ -84259,7 +84378,8 @@ "name": "Blazehorn", "page": 25 } - ] + ], + "id": "071" }, { "type": "entries", @@ -84281,7 +84401,8 @@ "page": 26, "entries": [ "Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures." - ] + ], + "id": "07c" }, { "type": "entries", @@ -84289,9 +84410,11 @@ "page": 26, "entries": [ "Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison." - ] + ], + "id": "07d" } - ] + ], + "id": "07b" }, { "type": "entries", @@ -84299,7 +84422,8 @@ "page": 26, "entries": [ "The remains of a blight elemental can be used to produce one of two concoctions. Each elemental leaves enough residue for three doses, which can be divided among the brews created. Someone who has proficiency with {@item alchemist's supplies|PHB} or a {@item poisoner's kit|PHB} can use one portion of the residue and other materials worth 50 gp to produce one {@item pale tincture|DMG}. Producing the tincture requires 1 day of work and a successful {@dc 13} Intelligence or Wisdom check. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can instead use one portion of the residue and other reagents worth 50 gp to make one {@item Potion of Poison Resistance|DMG|potion of resistance (poison)} that also confers the benefits of {@item Antitoxin (vial)|PHB|antitoxin}. Making the potion requires the same amount of work and a similar successful check." - ] + ], + "id": "07e" }, { "type": "entries", @@ -84312,7 +84436,8 @@ "page": 26, "entries": [ "Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they're still elementals. Blight elementals have elemental resistances, including to nonmagical attacks." - ] + ], + "id": "080" }, { "type": "entries", @@ -84320,7 +84445,8 @@ "page": 26, "entries": [ "A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects." - ] + ], + "id": "081" }, { "type": "entries", @@ -84328,9 +84454,11 @@ "page": 26, "entries": [ "Some legends say a lich created the first blight elementals to gain the favor of the Arch Daemon Malikir. If such stories are true, finding the lich's notes might allow someone to return blight elementals to their original forms." - ] + ], + "id": "082" } - ] + ], + "id": "07f" }, { "type": "statblock", @@ -84345,7 +84473,8 @@ "name": "GM Advice:", "entries": [ "You can expand the threat presented by blight elementals by giving them the ability to create new elementals from the corpses of their victims. This gives characters a very short time to stop these elementals, because a single elemental in a populated area could spawn dozens in a matter of minutes." - ] + ], + "id": "083" }, { "type": "image", @@ -84386,7 +84515,8 @@ "name": "Forgeblight", "page": 29 } - ] + ], + "id": "07a" }, { "type": "entries", @@ -84427,7 +84557,8 @@ "entries": [ "The {@spell curse of foul blight|GH} is potent necromancy when leveled against a hated foe. Some foolish wizard modified the {@spell curse of foul blight|GH} to affect a dragon who had wronged them, using a single scale from the hated dragon. What this wizard unleashed was a variant of the {@spell curse of foul blight|GH} known as blightscale, accursed magic that twists and warps a majestic dragon into a loathsome, terrifying beast.", "Humanoids infected with the {@spell curse of foul blight|GH} become lone wanderers, but the lairing instinct of the blightscale dragon remains true. The dragon no longer bothers to amass wealth or hunt. It makes forays from its living tomb to assuage its suffering by lashing out against any who travel nearby." - ] + ], + "id": "086" }, { "type": "entries", @@ -84435,9 +84566,11 @@ "page": 30, "entries": [ "A blightscale dragon's breath weapon is a stinking exhalation of insects and necrotic bile. The dragon's armorlike scales split and encrust with thick pus that hardens to the consistency of stone. Fangs crack and rot at the gums, just as deadly but crawling with disease and stained with ichor." - ] + ], + "id": "087" } - ] + ], + "id": "085" }, { "type": "entries", @@ -84448,7 +84581,8 @@ "A claw from a young or older blightscale dragon can be fashioned into a {@item dagger of venom}. Doing so requires proficiency with {@item smith's tools|PHB} or {@item woodcarver's tools|PHB}, 5 days of work, and other materials worth 1,000 gp.", "If the two eye-fangs of an adult or ancient blightscale dragon are treated with a {@spell remove curse} spell and buried together in soil consecrated with a {@spell hallow} spell, they grow into a {@creature blight drake|GHMG} that emerges from the earth in 3 days. This drake bonds with the first creature to feed it.", "Blood and other fluids of a blightscale dragon can be harvested and used to offset the shadowsteel component when bestowing a {@spell curse of foul blight|GH}. A wyrmling is worth 250 gp, a young dragon 750 gp, an adult 1,500 gp, and an ancient dragon 3,000 gp." - ] + ], + "id": "088" }, { "type": "entries", @@ -84461,7 +84595,8 @@ "page": 30, "entries": [ "A blightscale dragon is a dragon that has been subjected to a powerful curse." - ] + ], + "id": "08a" }, { "type": "entries", @@ -84469,7 +84604,8 @@ "page": 30, "entries": [ "A blightscale dragon is immune to necrotic damage and poison. Its breath weapon is a swarm of poisonous insects and gas." - ] + ], + "id": "08b" }, { "type": "entries", @@ -84477,9 +84613,11 @@ "page": 30, "entries": [ "The curse on the blightscale dragon makes it exude a toxic, cursed gas when it dies, possibly passing on a portion of the curse." - ] + ], + "id": "08c" } - ] + ], + "id": "089" }, { "type": "entries", @@ -84494,7 +84632,8 @@ "name": "Blightscale Dragon", "page": 31 } - ] + ], + "id": "08d" }, { "type": "statblockInline", @@ -84555,7 +84694,8 @@ "width": 1212, "height": 425 } - ] + ], + "id": "084" }, { "type": "entries", @@ -84577,7 +84717,8 @@ "page": 34, "entries": [ "The blood brooder gets its name from the fact that it looks like an armored, spined collection of blood and viscera, and it births smaller orbs called blood bulbs. These offspring are less armored but as sapient and predatory as their parent. With malign guile, these aberrations hunt for other creatures and devour them. Members of this brood protect one another not only by coordinating to defeat foes, but also by exchanging the fluid that makes up their bodies." - ] + ], + "id": "090" }, { "type": "entries", @@ -84585,9 +84726,11 @@ "page": 34, "entries": [ "While the brooder rests and births, blood bulbs roam, searching for more prey. They split into packs to hunt, and then report back to their kin. When on the move, the brooder often carries bulbs in pouches on its sides." - ] + ], + "id": "091" } - ] + ], + "id": "08f" }, { "type": "entries", @@ -84595,7 +84738,8 @@ "page": 34, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can use the hide and spines of a blood brooder to fashion {@item spike armor|GHMG} (see Chapter 4). Doing so takes 5 days of work and other materials worth 50 gp." - ] + ], + "id": "092" }, { "type": "entries", @@ -84608,7 +84752,8 @@ "page": 34, "entries": [ "Members of the blood brood are oozelike aberrations. They aren't as fluid as oozes, but they can't be knocked {@condition prone}." - ] + ], + "id": "094" }, { "type": "entries", @@ -84616,7 +84761,8 @@ "page": 34, "entries": [ "Blood bulbs, which are thought to be infant blood brooders, can attach to prey and engulf the head. They can also hide in pouches on the side of a blood brooder." - ] + ], + "id": "095" }, { "type": "entries", @@ -84624,9 +84770,11 @@ "page": 34, "entries": [ "The blood brood can exchange blood when close, each supporting the survival of others." - ] + ], + "id": "096" } - ] + ], + "id": "093" }, { "type": "statblock", @@ -84642,7 +84790,8 @@ "name": "Blood Bulb", "page": 34 } - ] + ], + "id": "08e" }, { "type": "entries", @@ -84673,7 +84822,8 @@ "page": 35, "entries": [ "Vampires and practitioners of blood magic keep blood oozes as pets. They are clever enough to learn tricks, especially if rewarded with living creatures as food. Even roughly trained, blood oozes can keep watch in areas susceptible to infiltration, such as waterways or secret passages." - ] + ], + "id": "099" }, { "type": "entries", @@ -84681,9 +84831,11 @@ "page": 35, "entries": [ "Well-trained blood oozes have a penchant for understanding what their masters want. The ooze can take different shapes to please or entertain. They follow simple instructions, but an ooze might be distracted by a potential meal." - ] + ], + "id": "09a" } - ] + ], + "id": "098" }, { "type": "entries", @@ -84691,7 +84843,8 @@ "page": 35, "entries": [ "A blood ooze ejects what its prey wore or carried. That means, provided no one collects these leavings, treasure can be found in and around the ooze's lair. An ooze's keepers usually collect anything of real value, however." - ] + ], + "id": "09b" }, { "type": "entries", @@ -84704,7 +84857,8 @@ "page": 35, "entries": [ "Sapient creatures that revel in blood, such as vampires, like to keep blood oozes. These terrifying jellies act quickly when they scent blood, and they can dissolve a living creature to acid-scarred bones in a matter of moments." - ] + ], + "id": "09d" }, { "type": "entries", @@ -84712,9 +84866,11 @@ "page": 35, "entries": [ "Stories speak of blood oozes guarding the dungeons of evil creatures. Would-be heroes run afoul of these terrors in damp passages beneath more than one fabled castle." - ] + ], + "id": "09e" } - ] + ], + "id": "09c" }, { "type": "statblock", @@ -84723,7 +84879,8 @@ "name": "Blood Ooze", "page": 35 } - ] + ], + "id": "097" }, { "type": "entries", @@ -84754,7 +84911,8 @@ "page": 36, "entries": [ "Vampires and blood mages can feed hunting dogs necromantically tainted blood and meat to create monstrous blood trackers. A blood tracker changes from a normal canine into a large and growth-ridden monster, its nose transformed into a star-shaped appendage, like that of a mole. The diet turns the dog into a murderous monster." - ] + ], + "id": "0a1" }, { "type": "entries", @@ -84762,9 +84920,11 @@ "page": 36, "entries": [ "Those who create and raise blood trackers can feed the creatures their blood. In doing so, a bond forms like the bond between a mage and a familiar. Only one creature can bind a blood tracker in this way." - ] + ], + "id": "0a2" } - ] + ], + "id": "0a0" }, { "type": "entries", @@ -84772,7 +84932,8 @@ "page": 36, "entries": [ "Blood from a blood tracker bound to a master can be used to make an antidote to that master's powers. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} must mix the blood with herbs worth 50 gp. Tradition holds that a good-hearted priest must pray over the mixture as it brews for 4 hours. The brewer must succeed on a {@dc 13} Intelligence or Wisdom check to make the brew, and the priest allows that roll to be made with advantage if they succeed on a {@dc 15} Intelligence or Wisdom ({@skill Religion}) check (priest's choice). The resulting antidote means the target can't be {@condition charmed}, {@condition frightened}, or possessed by the master for 1 hour. If a target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target can make a new saving throw with advantage, ending such effects on a success. The target also has advantage on other saving throws it makes against such effects while the antidote lasts. Regardless, the antidote suppresses the effects for the hour the antidote is active." - ] + ], + "id": "0a3" }, { "type": "entries", @@ -84785,7 +84946,8 @@ "page": 36, "entries": [ "A blood tracker was once a normal dog, but a vampire or other being adept in blood magic altered it." - ] + ], + "id": "0a5" }, { "type": "entries", @@ -84793,9 +84955,11 @@ "page": 36, "entries": [ "Blood trackers are supernaturally gifted trackers. One might share a telepathic bond with the monster that created and trained it. The blood tracker's bite saps life force, and its bay rattles the innards and the senses." - ] + ], + "id": "0a6" } - ] + ], + "id": "0a4" }, { "type": "statblock", @@ -84804,7 +84968,8 @@ "name": "Blood Tracker", "page": 36 } - ] + ], + "id": "09f" }, { "type": "entries", @@ -84826,7 +84991,8 @@ "page": 37, "entries": [ "A bloodbonded, at first glance, appears as an acolyte of an Arch Seraph whose vestments and robes are in disrepair. A closer look reveals a maimed body covered in pulsing red markings, generally missing an arm or even a leg. Angelic markings on the skin are replaced with nonsensical runes and patterns, meticulously scrawled in overlapping ways." - ] + ], + "id": "0a9" }, { "type": "entries", @@ -84834,7 +85000,8 @@ "page": 37, "entries": [ "Bloodbonded are the unique consequence of one of the Arch Daemon Venin's more elegant deceptions. Sometimes, when a particularly prayerful penitent beseeches Arch Seraph Solyma for guidance, Venin answers. The penitent, believing they hear the call of their angelic lady, drinks deeply of the cup of pride that they alone can hear the words of Solyma." - ] + ], + "id": "0aa" }, { "type": "entries", @@ -84842,7 +85009,8 @@ "page": 37, "entries": [ "Inevitably, Venin's twisted words demand horrible deeds: dark murder under the guise of justice, humanoid sacrifice under the veil of restoring balance, or self-mutilation as a penance for sins. Venin then reveals his lies to seal the fate of the deceived. Sometimes, these cheated creatures become devotees of Venin, seeing in his tricks the power they sought in justice. Others are torn by their misplaced devotion, renouncing the dark acts and terrible deeds too late. They lose their humanity and the divine powers they were once the sacred (or profane) keepers of." - ] + ], + "id": "0ab" }, { "type": "entries", @@ -84850,7 +85018,8 @@ "page": 37, "entries": [ "The bloodbonded are mad, twisted, and hungry for the power and direction. To regain that power, they promise other desperate souls happiness, power, or vengeance. They gather a cult of the gullible, desperate, or weak, dominating the common folk and making ever-greater demands on their lives and sanities." - ] + ], + "id": "0ac" }, { "type": "entries", @@ -84858,9 +85027,11 @@ "page": 37, "entries": [ "The power of the bloodbonded comes from their own lifeblood and the residue of power left there by the enchantments they willingly bore and so suddenly renounced." - ] + ], + "id": "0ad" } - ] + ], + "id": "0a8" }, { "type": "entries", @@ -84868,7 +85039,8 @@ "page": 37, "entries": [ "Bloodbonded still possess the damaged and scarred remnants of their past devotions. When a bloodbonded dies, its blood still pulses and gives off light as it did when it was alive. One {@item Bloodbonded Blood|GHMG|vial of this blood} can be harvested from a single bloodbonded with a successful {@dc 10} Wisdom ({@skill Medicine}) check. Drinking it within one day causes the user to be under the effect of a {@spell bless} spell. When the spell ends, the user suffers one level of {@condition exhaustion}." - ] + ], + "id": "0ae" }, { "type": "entries", @@ -84881,7 +85053,8 @@ "page": 37, "entries": [ "Bloodbonded are victims of their own foolish choices, worshipping false gods and then being driven mad by the ruse." - ] + ], + "id": "0b0" }, { "type": "entries", @@ -84889,9 +85062,11 @@ "page": 37, "entries": [ "Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures." - ] + ], + "id": "0b1" } - ] + ], + "id": "0af" }, { "type": "statblock", @@ -84900,7 +85075,8 @@ "name": "Bloodbonded", "page": 37 } - ] + ], + "id": "0a7" }, { "type": "entries", @@ -84931,7 +85107,8 @@ "page": 38, "entries": [ "Tainted by evil, these giants guard well their dark forested homes. Their dark mottled skin blends easily into the dappled light of shadowy woods." - ] + ], + "id": "0b4" }, { "type": "entries", @@ -84939,7 +85116,8 @@ "page": 38, "entries": [ "The giants live in small clans, usually led by their strongest warrior. They wield great spears roughly carved from bloodwood trees that tear ragged wounds which even skilled healers have trouble mending." - ] + ], + "id": "0b5" }, { "type": "entries", @@ -84947,7 +85125,8 @@ "page": 38, "entries": [ "These giants pay reverence to dark, long-forgotten spirits. Their shamans the vine callers, make blood-filled promises to ancient entities, hoping to reclaim lands they believe were stolen from them." - ] + ], + "id": "0b6" }, { "type": "entries", @@ -84955,7 +85134,8 @@ "page": 38, "entries": [ "Though not as strong as their giant cousins, bloodwood giants are far more cunning. Experts at woodcraft, they can evade all but the most skilled trackers in their woodland homes." - ] + ], + "id": "0b7" }, { "type": "entries", @@ -84963,7 +85143,8 @@ "page": 38, "entries": [ "Vine callers use ancient magic to conjure dark vines from the earth, stealing vitality from their victims. Though they rarely lead clans, no giant dares dispute their words for fear of the dark magic at their disposal." - ] + ], + "id": "0b8" }, { "type": "entries", @@ -84971,9 +85152,11 @@ "page": 38, "entries": [ "Most chieftains earn the grudging respect of their tribe by being their greatest hunter. Vine callers often tutor promising youth they foresee becoming clan leaders." - ] + ], + "id": "0b9" } - ] + ], + "id": "0b3" }, { "type": "entries", @@ -84982,7 +85165,8 @@ "entries": [ "The massive {@item bloodwood spear|GHMG|bloodwood spears} used by these giants are too large to be effectively wielded by Medium or smaller creatures.", "However, individuals proficient in {@item carpenter's tools|PHB} who succeed on a {@dc 12} Dexterity ({@skill Nature}) check can reduce the size of the giant's spear to the equivalent of a {@item pike|PHB} ({@damage 1d10} piercing damage) and which inflicts the {@condition bleeding|GH} condition if targets fail a {@dc 12} Constitution saving throw {@homebrew |(see Grim Hollow Campaign Guide)}." - ] + ], + "id": "0ba" }, { "type": "entries", @@ -84995,7 +85179,8 @@ "page": 39, "entries": [ "Bloodwood giants are experts at hiding in their woodland homes." - ] + ], + "id": "0bc" }, { "type": "entries", @@ -85003,7 +85188,8 @@ "page": 39, "entries": [ "The blood spears used by these giants cut cruel wounds that can resist healing magic." - ] + ], + "id": "0bd" }, { "type": "entries", @@ -85011,9 +85197,11 @@ "page": 39, "entries": [ "The tribe's vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster." - ] + ], + "id": "0be" } - ] + ], + "id": "0bb" }, { "type": "statblock", @@ -85045,7 +85233,8 @@ "width": 932, "height": 566 } - ] + ], + "id": "0b2" }, { "type": "entries", @@ -85077,7 +85266,8 @@ "entries": [ "The lengths to which evil dictators go to maintain power beggars the imagination. Wicked minions, obedient thralls, and greedy mercenaries are all tools to hold sway over a population. One of the most horrifying and imaginative instruments, however, is the bloody avenue.", "Arcanists mix the blood and bones of slain foes with the masonry of city streets, making them weapons of subjugation. The ritual connects the senses of the bloody avenue to other servants of the city's overlord. Using this bond, bloody avenues deliver information to other agents in the city." - ] + ], + "id": "0c1" }, { "type": "entries", @@ -85085,9 +85275,11 @@ "page": 40, "entries": [ "When a bloody avenue attacks, dirt, stone, and bone coalesce into a malleable snakelike form. It can mire anyone standing on it when it activates, and it can slam nearby enemies or hurl rubble at them." - ] + ], + "id": "0c2" } - ] + ], + "id": "0c0" }, { "type": "entries", @@ -85095,7 +85287,8 @@ "page": 40, "entries": [ "Part of the ritual to create a bloody avenue requires jet gems and diamonds. Among the rubble of the construct, gems worth 500 gp can be found with a 10-minute search. Each successful {@dc 15} Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check made during this search cuts the time in half, to a minimum of 1 minute." - ] + ], + "id": "0c3" }, { "type": "entries", @@ -85108,7 +85301,8 @@ "page": 40, "entries": [ "Rulers with few scruples and access to powerful arcane rituals have turned streets into guardian constructs. The telltale signs of this ritual are blood and bone in the masonry and tiny runes on the cobbles." - ] + ], + "id": "0c5" }, { "type": "entries", @@ -85116,9 +85310,11 @@ "page": 40, "entries": [ "A bloody avenue is hard to escape\u2014it mires those around it in rubble. It can also alert other beings, such as the city watch." - ] + ], + "id": "0c6" } - ] + ], + "id": "0c4" }, { "type": "statblock", @@ -85127,7 +85323,8 @@ "name": "Bloody Avenue", "page": 40 } - ] + ], + "id": "0bf" }, { "type": "entries", @@ -85149,7 +85346,8 @@ "page": 41, "entries": [ "Fleshy masses of a vaguely amphibian shape, these monstrosities wriggle out from deep hibernation in chaotic cycles, baffling the few naturalists who dare study them. The crawlers emerge ravenous, destroying everything in their path in search of food." - ] + ], + "id": "0c9" }, { "type": "entries", @@ -85157,7 +85355,8 @@ "page": 41, "entries": [ "Disgusting masses caked with mud and slime, the bog crawler's brown skin is covered in warts. Its face is somewhat frog-like, with a large mouth and multiple rows of sharp teeth. Its tail is a writhing mass of small tentacles that scuttle along the ground, propelling the creature on land and stabilizing it in water. Six large tentacles jut from the mass of its body, three on each flank, and are long and strong enough to attack nearby creatures and structures." - ] + ], + "id": "0ca" }, { "type": "entries", @@ -85165,7 +85364,8 @@ "page": 41, "entries": [ "These beasts' primary motivation is hunger. They eat any flesh, starting with wildlife, moving on to livestock, and then feasting on any community they encounter. Much like a snake, their jaws are connected by a ligament and muscle network, allowing them to unhinge and swallow enormous creatures." - ] + ], + "id": "0cb" }, { "type": "entries", @@ -85173,9 +85373,11 @@ "page": 41, "entries": [ "While most bog crawlers spend a great time feeding, others retreat early, their hunger seemingly slaked. If a reason for these premature hibernations could be found, untold carnage might be avoided." - ] + ], + "id": "0cc" } - ] + ], + "id": "0c8" }, { "type": "entries", @@ -85183,7 +85385,8 @@ "page": 41, "entries": [ "A stone in the gullet of a bog crawler can be fashioned into a ring that combines the magic of a {@item ring of the ram} and a {@item ring of protection}. This work requires a proficient jeweler to spend 2500 gp in components and 5 days of work, succeeding on a {@dc 15} Intelligence ({@skill Arcana}) check to complete the item." - ] + ], + "id": "0cd" }, { "type": "entries", @@ -85196,7 +85399,8 @@ "page": 41, "entries": [ "Bog crawlers are massive creatures capable of great destruction and carnage. They worm their way out of ancient burrows to feed after hundreds of years of hibernation." - ] + ], + "id": "0cf" }, { "type": "entries", @@ -85204,7 +85408,8 @@ "page": 41, "entries": [ "Bog crawlers are immune to acid and poison. They can swallow creatures almost as large as they are, topple towers and strongholds, can't be stopped by {@condition charmed|PHB|charm} or {@condition paralyzed|PHB|paralysis}, and are immune to {@condition frightened|PHB|fear}." - ] + ], + "id": "0d0" }, { "type": "entries", @@ -85212,9 +85417,11 @@ "page": 41, "entries": [ "While a bog crawler's ability to swallow creatures is their greatest danger, they can use their main tentacles to grab and hold prey." - ] + ], + "id": "0d1" } - ] + ], + "id": "0ce" }, { "type": "statblock", @@ -85223,7 +85430,8 @@ "name": "Bog Crawler", "page": 41 } - ] + ], + "id": "0c7" }, { "type": "entries", @@ -85254,7 +85462,8 @@ "page": 42, "entries": [ "Monster hunters and sages know that some fey spirits who fall in love with mortals are bound to trees and changed into dryads, remaining forever young while their tree is kept safe. This bound state doesn't rob the dryad of power. Every so often, a dryad becomes interested in a person moving through her territory. She uses her charms and fey magic to make them into her thrall." - ] + ], + "id": "0d4" }, { "type": "entries", @@ -85262,7 +85471,8 @@ "page": 42, "entries": [ "Since a dryad lives within a forested grove, a significant number of those she encounters are woodcutters. A bolejack is a woodcutter who has won the trust of a dryad. If what they share is not love, the infatuation is strong enough for her to grant the bolejack some of her fey power." - ] + ], + "id": "0d5" }, { "type": "entries", @@ -85270,9 +85480,11 @@ "page": 42, "entries": [ "A bolejack protects the dryad when her charms fail. Bolejacks are varied in their devotion to the dryad when her enchantment is removed. A bolejack is as likely to attack as to thank those who slay or subdue the dryad, breaking the bond between the two." - ] + ], + "id": "0d6" } - ] + ], + "id": "0d3" }, { "type": "entries", @@ -85280,7 +85492,8 @@ "page": 42, "entries": [ "A bolejack's axes remain magical for 24 hours after the bolejack is freed or killed. Someone attuned to the axe who succeeds on a {@dc 10} Charisma check can maintain that magic for another 24 hours. Once the check fails, the magic dissipates forever." - ] + ], + "id": "0d7" }, { "type": "entries", @@ -85293,9 +85506,11 @@ "page": 42, "entries": [ "A bolejack is a woodcutter a dryad charmed to protect the forest. Magic bolsters the bolejack so they can make better attacks and better resist other magic." - ] + ], + "id": "0d9" } - ] + ], + "id": "0d8" }, { "type": "statblock", @@ -85304,7 +85519,8 @@ "name": "Bolejack", "page": 42 } - ] + ], + "id": "0d2" }, { "type": "entries", @@ -85326,7 +85542,8 @@ "page": 43, "entries": [ "Bone traders resemble well-dressed, shrunken pale elves. Their skulls appear a bit too small for their gaunt forms, like a toy with a mismatched head." - ] + ], + "id": "0dc" }, { "type": "entries", @@ -85334,7 +85551,8 @@ "page": 43, "entries": [ "Bone traders need a steady supply of bones to survive and for status. Most start as scavengers, acquiring the bones of small rodents or fish. As they grow in power, they seek more delicious sources of bone\u2014and once they gain a taste for humanoid bones, they inevitably seek a ready source. Villages targeted by bone traders become desperate to make deals with these fey predators, sometimes agreeing to offer animal sacrifices, or even the occasional humanoid sacrifice, to keep the bone trader at bay. Like most fey, it honors the terms of such deals\u2014and creates painful consequences for those who break them." - ] + ], + "id": "0dd" }, { "type": "entries", @@ -85342,7 +85560,8 @@ "page": 43, "entries": [ "Most bone traders create agents to hunt and gather more bones for their lairs. These gangs start with charmed animals but quickly grow to include easily intimidated humanoids like goblins, kobolds, or (their favorite minions) the {@creature faevlin|GHMG}. Bone trader lairs are twisted reflections of humanoid luxury, with sculptures, bas reliefs, and even flooring made entirely of bones." - ] + ], + "id": "0de" }, { "type": "entries", @@ -85350,9 +85569,11 @@ "page": 43, "entries": [ "Bone traders \"brand\" their minions by sucking out a specific bone or set of bones, usually the same set for their entire gang. For example, a delicate bone trader might consume the bones of each minion's left ear, their partial deafness a constant reminder of who is really in charge. A more brutal master might consume an armbone or part of a foot, being careful to not damage their minions' ability to carry out the bone trader's wishes." - ] + ], + "id": "0df" } - ] + ], + "id": "0db" }, { "type": "entries", @@ -85361,7 +85582,8 @@ "entries": [ "Bone trader lairs have many, many bones. Depending on how successful and powerful the bone trader is, it may also have the equipment and belongings of people it has killed or of the minions it employs. Its bone armor is infused with a peculiar magic.", "Smashing the armor into a paste and mixing it with appropriate amounts of coagulant from a {@item herbalism kit|PHB} allows it to be applied it to a shield or weapon. This paste, called {@item ready gunk|GHMG} {@homebrew |(see Chapter 4)}, can be completed with a successful Wisdom check ({@dc 10}) by someone proficient with a {@item herbalism kit|PHB}. This process takes 10 minutes." - ] + ], + "id": "0e0" }, { "type": "entries", @@ -85374,7 +85596,8 @@ "page": 43, "entries": [ "A bone trader is most dangerous in its lair, where it can use its collection of bones to defend itself." - ] + ], + "id": "0e2" }, { "type": "entries", @@ -85382,7 +85605,8 @@ "page": 43, "entries": [ "A bone trader can {@condition charmed|PHB|charm} its opponents and is often defended by a small gang of intimidated or {@condition charmed} creatures." - ] + ], + "id": "0e3" }, { "type": "entries", @@ -85390,9 +85614,11 @@ "page": 43, "entries": [ "Like other fey, bone traders can be tantalized by a deal and may be willing to negotiate rather than fight, even if it seems to have the upper hand or is actively winning a battle." - ] + ], + "id": "0e4" } - ] + ], + "id": "0e1" }, { "type": "statblock", @@ -85401,7 +85627,8 @@ "name": "Bone Trader", "page": 43 } - ] + ], + "id": "0da" }, { "type": "entries", @@ -85432,7 +85659,8 @@ "page": 44, "entries": [ "Lurking in the deepest reaches of forests, braerogs represent some of the last glimmers of the world before shadow descended upon Etharis. These creatures fiercely protect the vestiges of woodlands unsullied by evil." - ] + ], + "id": "0e7" }, { "type": "entries", @@ -85440,7 +85668,8 @@ "page": 44, "entries": [ "Braerogs are one with the forests that surround them and magically move through trees. This mode of travel allows them to disappear and reappear over short distances." - ] + ], + "id": "0e8" }, { "type": "entries", @@ -85448,9 +85677,11 @@ "page": 44, "entries": [ "Braerogs have a penchant for mischief. A braerog sighting was once a sure sign that a more powerful guardian of the forest was nearby. Without the oversight of such a master, braerogs act unchecked." - ] + ], + "id": "0e9" } - ] + ], + "id": "0e6" }, { "type": "entries", @@ -85458,7 +85689,8 @@ "page": 44, "entries": [ "A braerog has claws of thorns. Someone who has proficiency in {@item woodcarver's tools|PHB} can craft a {@item staff of briars|GHMG} {@homebrew |(see chapter 4)} from the claws of ten braerogs. Creating this item takes 10 days and other materials worth 100 gp, and someone must cast {@spell entangle} on the staff each day during its creation." - ] + ], + "id": "0ea" }, { "type": "entries", @@ -85471,7 +85703,8 @@ "page": 44, "entries": [ "Braerogs are fey with a plantlike nature that makes them vulnerable to fire." - ] + ], + "id": "0ec" }, { "type": "entries", @@ -85479,7 +85712,8 @@ "page": 44, "entries": [ "A braerog is hard to render {@condition charmed}, and magic can't put it to sleep." - ] + ], + "id": "0ed" }, { "type": "entries", @@ -85487,9 +85721,11 @@ "page": 44, "entries": [ "A braerog can teleport between trees within 60 feet of each other. It can also create areas of grasping thorny plants." - ] + ], + "id": "0ee" } - ] + ], + "id": "0eb" }, { "type": "statblock", @@ -85498,7 +85734,8 @@ "name": "Braerog", "page": 44 } - ] + ], + "id": "0e5" }, { "type": "entries", @@ -85530,7 +85767,8 @@ "entries": [ "The bugbears of Etharis weren't always ferocious and violent. When the Arch Daemons appeared in the world, Tormach believed he could make minions of the goblinoids. Bugbear warriors forcefully opposed his efforts to subvert goblin tribes to his will. Tormach commanded his servants to craft a disease that would render defiant bugbears into vicious drones, a grim task those minions completed with great success. Tormach's Rage, as the disease has come to be known, spread quickly. Most bugbears of Etharis are now victims of this mind-altering plague.", "The disease causes a bugbear to become more resilient while increasing muscle mass and capacity for aggression. Bugbears infected with Tormach's Rage experience a powerful, instinctive urge to spread their illness. Infected bugbears have enhanced olfactory senses that allow them to smell whether a creature carries Tormach's Rage. When they discover a bugbear without the disease, they fly into a frenzy. The sickness is virulent enough that even if a bugbear survives the fight or kills the infected aggressor, it's unlikely to do so without contracting Tormach's Rage." - ] + ], + "id": "0f1" }, { "type": "entries", @@ -85539,9 +85777,11 @@ "entries": [ "Rage-infected bugbears have only recently gotten the disease. A bugbear who contracts Tormach's Rage can't expect to live long as the illness compels the victim to acts of aggression that ultimately end in the bugbear's destruction. The infection lasts until death, although magic and rare herbal knowledge can counteract it.", "Very rarely, an infected bugbear lives long enough that Tormach's Rage exhibits advanced symptoms. At this stage, the disease further accentuates the bugbear's muscular system, granting increased strength and speed. Bugbears who live this long have little impulse control and ability to reason." - ] + ], + "id": "0f2" } - ] + ], + "id": "0f0" }, { "type": "entries", @@ -85550,7 +85790,8 @@ "entries": [ "The viscera of a bugbear infected with Tormach's Rage can be used as a vector or as a curative. To create an infectious agent, someone who has proficiency with an {@item herbalism kit|PHB} or a {@item poisoner's kit|PHB} must use the viscera and other materials worth 25 gp. Creating the vector takes 4 hours of work and requires a successful {@dc 13} Intelligence or Wisdom check. A bugbear exposed to the vector through a wound or by consuming it must save against Tormach's Rage as if bitten by a rage-infected bugbear.", "Making the curative requires the same proficiency, reagents worth 50 gp, 8 hours of work, and a successful {@dc 15} Wisdom ({@skill Medicine}) check. A bugbear exposed to the curative through a wound or by consuming it can reattempt the saving throw against Tormach's Rage. If the save succeeds, the disease is cured. Its effects end in a matter of minutes." - ] + ], + "id": "0f3" }, { "type": "entries", @@ -85563,7 +85804,8 @@ "page": 45, "entries": [ "Bugbears once fought against the Arch Daemon Tormach's efforts to dominate goblinoids. He concocted a disease to thwart their efforts and those of any who would join them." - ] + ], + "id": "0f5" }, { "type": "entries", @@ -85571,7 +85813,8 @@ "page": 45, "entries": [ "Tormach's Rage grants its infected superior resilience and strength but causes drastic, violent personality changes." - ] + ], + "id": "0f6" }, { "type": "entries", @@ -85579,9 +85822,11 @@ "page": 45, "entries": [ "Combined with herbal reagents, the viscera of a deceased bugbear infected with Tormach's Rage can be used to spread the disease or create a cure." - ] + ], + "id": "0f7" } - ] + ], + "id": "0f4" }, { "type": "inset", @@ -85589,7 +85834,8 @@ "name": "GM Advice:", "entries": [ "Bugbears fear very little, but Tormach's Rage is an exception. In the few places in Etharis where bugbears have not succumbed to the disease, stopping its spread or reversing it might be one bargaining chip that characters have to strike a bargain. A more advanced version of the disease, creating an even more dangerous bugbear, is always a possibility as well." - ] + ], + "id": "0f8" }, { "type": "image", @@ -85623,9 +85869,11 @@ "name": "Bugbear Thrall of Tormach", "page": 47 } - ] + ], + "id": "0ef" } - ] + ], + "id": "058" }, { "type": "section", @@ -85661,7 +85909,8 @@ "page": 48, "entries": [ "Cadeers look like deer, but they have the tail of a snake and black, featureless eyes. They're not only sapient, but highly intelligent. Cadeers can also sense and track magic over long distances, and they seek it out with zeal." - ] + ], + "id": "0fc" }, { "type": "entries", @@ -85669,7 +85918,8 @@ "page": 48, "entries": [ "A cadeer might partner with other beings to seek and find magic. But they can't be trusted to share anything that's found. Cadeers prioritize their desires and goals. And they might even switch sides in a battle if doing so means acquiring the magic they're after." - ] + ], + "id": "0fd" }, { "type": "entries", @@ -85677,9 +85927,11 @@ "page": 48, "entries": [ "Cadeer antlers can't be harmed by magic, but they can store it. A cadeer can use a spell stored in this way. To keep a spell, a cadeer can also prevent the antlers from absorbing more magic." - ] + ], + "id": "0fe" } - ] + ], + "id": "0fb" }, { "type": "entries", @@ -85687,7 +85939,8 @@ "page": 48, "entries": [ "Cadeer antlers are valuable, fetching at least 75 gp each. A cadeer antler can be {@item Cadeer Wand|GHMG|fashioned into a wand suitable as a spellcasting focus} for {@item arcane focus|PHB|arcane spellcasters} and {@item druidic focus|PHB|druids}. If made into a magic item, this wand has 1 extra charge per day. Also, once per day and at the cost of 1 charge thereafter, a magic wand of cadeer horn grants the wielder a {@dice d4} that can be rolled when the wielder makes a spellcasting ability check to see if {@spell dispel magic} or {@spell counterspell} works. The wielder adds the number rolled on the {@dice d4} to the spellcasting ability check." - ] + ], + "id": "0ff" }, { "type": "entries", @@ -85700,7 +85953,8 @@ "page": 48, "entries": [ "Cadeers can hunt down magic over long distances." - ] + ], + "id": "101" }, { "type": "entries", @@ -85708,9 +85962,11 @@ "page": 48, "entries": [ "Cadeer antlers counter and absorb low-powered spells, allowing the cadeer to cast that spell later." - ] + ], + "id": "102" } - ] + ], + "id": "100" }, { "type": "statblock", @@ -85719,7 +85975,8 @@ "name": "Cadeer", "page": 48 } - ] + ], + "id": "0fa" }, { "type": "entries", @@ -85750,7 +86007,8 @@ "page": 49, "entries": [ "The candlelight daemon can be summoned only by the lighting of a specially prepared candle, and then only at night. Once the candle is snuffed or burns out, the daemon must return to the Netherworld. But such daemons can do their job in a short time." - ] + ], + "id": "105" }, { "type": "entries", @@ -85758,9 +86016,11 @@ "page": 49, "entries": [ "To create a candle to summon a candlelight daemon, a spellcaster must make a candle during the new moon using the rendered fat of one murderer, the ashes of three humanoids who burned alive, and the blood of thirteen cats. The caster must also expend a 6th-level spell slot." - ] + ], + "id": "106" } - ] + ], + "id": "104" }, { "type": "entries", @@ -85768,7 +86028,8 @@ "page": 49, "entries": [ "The melted leavings of a candlelight daemon's candle act as {@item oil of sharpness|DMG} against aberrations, celestials, fey, and fiends, as well as against the creature that created the candle." - ] + ], + "id": "107" }, { "type": "entries", @@ -85781,7 +86042,8 @@ "page": 49, "entries": [ "Candlelight daemons return to the Netherworld if their candle goes out." - ] + ], + "id": "109" }, { "type": "entries", @@ -85789,7 +86051,8 @@ "page": 49, "entries": [ "Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and resistance to cold, fire, lightning, and nonmagical weapon attacks. The daemon is also resistant to magic and capable of countering spells." - ] + ], + "id": "10a" }, { "type": "entries", @@ -85797,9 +86060,11 @@ "page": 49, "entries": [ "A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear." - ] + ], + "id": "10b" } - ] + ], + "id": "108" }, { "type": "statblock", @@ -85808,7 +86073,8 @@ "name": "Candlelight Daemon", "page": 49 } - ] + ], + "id": "103" }, { "type": "entries", @@ -85839,7 +86105,8 @@ "page": 50, "entries": [ "The caprathorn is a fiendish creature, born out of corruption by the {@book Great Beast|GHMG|1|The Great Beast}. Though gangly, a caprathorn is a legendary foe." - ] + ], + "id": "10e" }, { "type": "entries", @@ -85847,9 +86114,11 @@ "page": 50, "entries": [ "The caprathorn's head is topped with four twisted horns. These horns are covered with arcane sigils and are the source of its legendary powers. Attached to these horns, growing from vines, are {@creature Thornlamm|GHMG|thornlamms}, miniature versions of the {@creature caprathorn|GHMG}. These creatures serve the fiend as minions and food." - ] + ], + "id": "10f" } - ] + ], + "id": "10d" }, { "type": "entries", @@ -85857,7 +86126,8 @@ "page": 50, "entries": [ "The {@item sphere of annihilation|DMG} a caprathorn leaves behind can be controlled and taken. At the start of each day there is a {@chance 98|2% chance|Caprathorn|Nothing happens.|The sphere disappears.} the sphere disappears forever." - ] + ], + "id": "110" }, { "type": "entries", @@ -85870,7 +86140,8 @@ "page": 50, "entries": [ "A caprathorn can detach a {@creature thornlamm|GHMG} to fight as its ally or consume one to heal." - ] + ], + "id": "112" }, { "type": "entries", @@ -85878,7 +86149,8 @@ "page": 50, "entries": [ "The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies." - ] + ], + "id": "113" }, { "type": "entries", @@ -85886,9 +86158,11 @@ "page": 50, "entries": [ "When a caprathorn dies, it implodes into a {@item sphere of annihilation|DMG}, which pulls nearby creatures toward it." - ] + ], + "id": "114" } - ] + ], + "id": "111" }, { "type": "statblock", @@ -85904,7 +86178,8 @@ "name": "Caprathorn", "page": 51 } - ] + ], + "id": "10c" }, { "type": "entries", @@ -85935,7 +86210,8 @@ "page": 52, "entries": [ "Carvaloths are ancient predators that possess the ability to change their skin color, much like a chameleon. This trait functions as camouflage, when stalking prey or hiding from other predators, and as a display of dominance toward other packs of carvaloths." - ] + ], + "id": "117" }, { "type": "entries", @@ -85943,9 +86219,11 @@ "page": 52, "entries": [ "A carvaloth's fanged maw is filled with caustic spittle that eats through stone, metal, and flesh. A lone carvaloth is fierce and dangerous. In packs, these predators can quickly outnumber and overwhelm larger creatures." - ] + ], + "id": "118" } - ] + ], + "id": "116" }, { "type": "entries", @@ -85953,7 +86231,8 @@ "page": 52, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can use five hides to produce {@item carvaloth scale armor|GHMG} {@homebrew |(see chapter 4)}. The process takes 6 days and other materials worth 50 gp." - ] + ], + "id": "119" }, { "type": "entries", @@ -85966,9 +86245,11 @@ "page": 52, "entries": [ "Carvaloths are pack hunters. A carvaloth uses chameleonlike camouflage to hide and stalk prey." - ] + ], + "id": "11b" } - ] + ], + "id": "11a" }, { "type": "statblock", @@ -85977,7 +86258,8 @@ "name": "Carvaloth", "page": 52 } - ] + ], + "id": "115" }, { "type": "entries", @@ -86008,7 +86290,8 @@ "page": 54, "entries": [ "Many creatures and cultures revere the dead. Those with the ambition and the know-how even build catacombs or necropolises to house the bones of those who have passed before. Many of those dead rest peacefully, but the spirits of some remain behind to keep the living out. Among these undead are catacomb haunts." - ] + ], + "id": "11e" }, { "type": "entries", @@ -86016,7 +86299,8 @@ "page": 54, "entries": [ "Catacomb haunts prefer the tight, cramped quarters of a necropolis, where winding passages can disorient intruders. The haunts have no such disadvantage. They pop through walls to attack before retreating the way they came." - ] + ], + "id": "11f" }, { "type": "entries", @@ -86024,9 +86308,11 @@ "page": 54, "entries": [ "A catacomb haunt has a weakness to one element, often based on the region in which it dwells or the nature of its death. Something about a haunt reveals this weakness, such as tiny sparks in its form for fire or a subtle crackling mist for cold. This element can be exploited to force the haunt to become corporeal temporarily. Haunts who lurk in the same catacombs often share a weakness." - ] + ], + "id": "120" } - ] + ], + "id": "11d" }, { "type": "entries", @@ -86034,7 +86320,8 @@ "page": 54, "entries": [ "The bizarre ectoplasm a catacomb haunt leaves behind fluctuates between material and immaterial states. The ectoplasm from one haunt can be preserved in a sealed container. Applied to one weapon or 10 pieces of ammunition in 1 minute, the ectoplasm makes those coated weapons magical for 1 hour." - ] + ], + "id": "121" }, { "type": "entries", @@ -86047,7 +86334,8 @@ "page": 54, "entries": [ "This creature is a restless spirit called a catacomb haunt. It should have one weakness to a specific element among acid, cold, fire, lightning, or thunder. Exploiting this weakness turns the spirit corporeal temporarily." - ] + ], + "id": "123" }, { "type": "entries", @@ -86055,9 +86343,11 @@ "page": 54, "entries": [ "One can learn a catacomb haunt's weakness by looking for clues in its shadowy form." - ] + ], + "id": "124" } - ] + ], + "id": "122" }, { "type": "statblock", @@ -86066,7 +86356,8 @@ "name": "Catacomb Haunt", "page": 54 } - ] + ], + "id": "11c" }, { "type": "entries", @@ -86097,7 +86388,8 @@ "page": 55, "entries": [ "Folktales say the Arch Daemon Beleth created the cauchemange as another tool to torment mortals. Those who've studied the secret histories of the Arcanist Inquisition know that these aberrations are a result of a failed experiment by a long-dead Ostoyan wizard. Her intent was to create a creature that allows command over armies of mind-controlled servants. Instead, the experiment created a creature that feeds on and manipulates people's nightmares." - ] + ], + "id": "127" }, { "type": "entries", @@ -86105,7 +86397,8 @@ "page": 55, "entries": [ "A larval cauchemange resembles a monstrous maggot the size of a human forearm. Hardy, magically resistant creatures, these larvae seek host bodies to burrow into and continue their life cycle. Cauchemange larvae prefer sleeping victims, an insidious trait, because the entry wound heals rapidly, and a victim recognizes few signs of an invading parasite." - ] + ], + "id": "128" }, { "type": "entries", @@ -86113,7 +86406,8 @@ "page": 55, "entries": [ "Once a cauchemange larva burrows into a creature, the larva's body dissolves into tiny particles that distribute themselves into the host's nervous system. As the cauchemange pupates, it induces nightmares, hallucinations, and terrifying thoughts, which it feeds upon to mature. While an infected adult is likely to have an extremely uncomfortable few days, many such victims are thought to suffer from lesser maladies." - ] + ], + "id": "129" }, { "type": "entries", @@ -86121,9 +86415,11 @@ "page": 55, "entries": [ "Once a cauchemange absorbs enough negative memories, thoughts, and dreams, it bursts out of the host's body, taking the form of the host's worst nightmare. This corporeal cauchemange is a nightmare made flesh. It can take a variety of forms, depending on the host's fears or lusts. From a potent host or after developing for years, an adult cauchemange can become a ghostly creature that shifts among nightmare forms." - ] + ], + "id": "12a" } - ] + ], + "id": "126" }, { "type": "entries", @@ -86132,7 +86428,8 @@ "entries": [ "Someone who has proficiency with an {@item herbalism kit|PHB} can prepare a treatment for cauchemange larva infestation by pulverizing another larva's corpse with herbs worth 25 gp. Creating the concoction takes 1 hour of work and a successful {@dc 10} Wisdom ({@skill Medicine}) check. If someone infected by a cauchemange larva takes the treatment, they throw off the infection with a successful {@dc 10} Constitution saving throw. This cure kills the larva.", "Someone who has proficiency with {@item alchemist's supplies|PHB} can use powder from the corpse of one corporeal cauchemange with other materials worth 100 gp to produce {@item Cauchemange Drug|GHMG|a divination drug}. Doing so takes 4 hours of work and requires a successful {@dc 13} Intelligence ({@skill Arcana}) check. Inhaled while naming a subject before a long rest, the drug induces a nightmare-filled sleep that imparts the effect of the {@spell legend lore} spell on the named subject. The user wakes with desired information but one level of {@condition exhaustion}." - ] + ], + "id": "12b" }, { "type": "inset", @@ -86140,7 +86437,8 @@ "name": "GM Advice:", "entries": [ "An enemy to the heroes might implant a cauchemange larva into a character or NPC at an opportune moment. They could then use the psychic data gained by the larva to forward their own evils plans." - ] + ], + "id": "12c" }, { "type": "entries", @@ -86153,7 +86451,8 @@ "page": 56, "entries": [ "The larval form of a cauchemange can burrow into you and pupate within your body, bursting out after a few days as an adult that resembles your worst nightmare. This infection can be treated much like a disease." - ] + ], + "id": "12e" }, { "type": "entries", @@ -86161,9 +86460,11 @@ "page": 56, "entries": [ "An adult cauchemange can cause magical fear, and a corporeal cauchemange can appear as someone or something you desire. They have a peculiar weakness to expressions of happiness. Singing songs or reciting stories of hope can debilitate the creatures." - ] + ], + "id": "12f" } - ] + ], + "id": "12d" }, { "type": "statblock", @@ -86195,7 +86496,8 @@ "width": 266, "height": 205 } - ] + ], + "id": "125" }, { "type": "entries", @@ -86235,7 +86537,8 @@ "page": 58, "entries": [ "When the Weeping Pox struck Liesech, many fled the city ahead of the Bürach Empire's quarantine. After their tales had time to spread, the troops stationed outside the city were astonished that knights wanted to gain passage inside. These self-proclaimed Champions of Filth saw the new virulent disease as an embodiment of their belief in decay and corruption." - ] + ], + "id": "132" }, { "type": "entries", @@ -86243,9 +86546,11 @@ "page": 58, "entries": [ "The Champions of Filth gave themselves over to {@disease the Weeping Pox|GH}, seeking to purify themselves in its horrifying embrace. Most succumbed to the disease, but a few emerged changed by the experience. Their bodies had become hosts to an altered form of the disease, granting them control over its spread and symptoms. These few managed to break out of quarantine, the guards' flesh withering before the knights' new powers. Now they roam free, seeking to spread their grisly gospel." - ] + ], + "id": "133" } - ] + ], + "id": "131" }, { "type": "entries", @@ -86253,7 +86558,8 @@ "page": 58, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB}, {@skill Arcana}, {@skill Nature}, or {@skill Medicine} can remove the heart of a blightwalker. Treated with reagents worth 100 gp, wrapped in an iron chain, and dried in the sun for 3 days, the heart can become a magic item called a {@item blight effigy|GHMG}. Creating this {@item blight effigy|GHMG} using this process requires a successful {@dc 13} Intelligence or Wisdom check with the proficiency used. Someone holding the heart can use an action to squeeze it, casting {@spell blight} as a 4th-level spell with a saving throw DC of 15. Once the heart casts the spell, it and the chain binding it crumble to dust." - ] + ], + "id": "134" }, { "type": "entries", @@ -86266,7 +86572,8 @@ "page": 59, "entries": [ "The Champions of Filth are a sect of knights who revere disease. They believe that sickness plays an important role in the cycle of life and death, weeding out the weak and allowing the strong to flourish." - ] + ], + "id": "136" }, { "type": "entries", @@ -86274,7 +86581,8 @@ "page": 59, "entries": [ "Champions of Filth allow themselves to be infected with any disease they encounter, treating it as a rite of passage that leaves them stronger than before. They are immune to these plagues, but they can be dangerous carriers." - ] + ], + "id": "137" }, { "type": "entries", @@ -86282,9 +86590,11 @@ "page": 59, "entries": [ "The strongest Champions of Filth, the blightwalkers, are so infested with disease that any contact with their magic or weapons can cause flesh to wither away." - ] + ], + "id": "138" } - ] + ], + "id": "135" }, { "type": "inset", @@ -86293,7 +86603,8 @@ "entries": [ "Champions of filth obviously have a twisted concept of what disease means, thinking of it as purifying rather than corrupting. This makes them easily manipulated, and perfect minions for a greater threat that uses disease\u2014or even just tricks the champions into thinking that they believe the same things. A group of blightwalkers, all casting {@spell blight} at the same time on enemies, can be a potent killing force.", "{@note Spells with the same name do not stack; see {@book Combining Magical Effects, PHB|PHB|10|Combining Magical Effects}.}" - ] + ], + "id": "139" }, { "type": "statblock", @@ -86309,7 +86620,8 @@ "name": "Blightwalker", "page": 59 } - ] + ], + "id": "130" }, { "type": "entries", @@ -86340,7 +86652,8 @@ "page": 60, "entries": [ "Chapped brutes are hulking humanoids altered by malign magic and forbidden alchemical compounds to create inhuman bodyguards and enforcers. They are so named because of their skin, which has been mutated into hairless calluses. This hide is so thick that its folds have compressed the brute's eyes and mouth to such a degree that it can no longer see or speak. The skin pulses with veins and shifts unnaturally, showing evidence of continued mutation." - ] + ], + "id": "13c" }, { "type": "entries", @@ -86348,7 +86661,8 @@ "page": 60, "entries": [ "Because of their prodigious strength and extraordinary resistance to damage, chapped brutes act as bodyguards for alchemists or wealthy patrons with the means to keep them docile." - ] + ], + "id": "13d" }, { "type": "entries", @@ -86356,7 +86670,8 @@ "page": 60, "entries": [ "Rumors abound of some chapped brutes unexpectedly undergoing hideous transformations into other forms. Because of the unstable state of the chapped brute's physiology, their bodily fluids and organs are highly prized for mutagenic qualities." - ] + ], + "id": "13e" }, { "type": "entries", @@ -86365,9 +86680,11 @@ "entries": [ "When a chapped brute would die, on rare occasions, its body splits lengthwise along its limbs and swells in size, muscles and viscera peeking out through shredded skin. This transformation drives the creature beyond reason. In this form, a brute can distend sagging limbs into long tentacles.", "On the rarest occasions, an awakened brute might transform yet again, leaving behind all ties to humanoid origins. The brute grows again. It becomes a pulsating mass of ravening flesh." - ] + ], + "id": "13f" } - ] + ], + "id": "13b" }, { "type": "entries", @@ -86375,7 +86692,8 @@ "page": 60, "entries": [ "Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into +1 armor\u2014{@item Chapped Brute Leather Armor|GHMG|leather}, {@item Chapped Brute Studded Leather Armor|GHMG|studded leather}, or {@item Chapped Brute Hide Armor|GHMG|hide}\u2014that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation." - ] + ], + "id": "140" }, { "type": "entries", @@ -86388,7 +86706,8 @@ "page": 60, "entries": [ "The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage." - ] + ], + "id": "142" }, { "type": "entries", @@ -86396,7 +86715,8 @@ "page": 60, "entries": [ "These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms." - ] + ], + "id": "143" }, { "type": "entries", @@ -86404,9 +86724,11 @@ "page": 60, "entries": [ "The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds." - ] + ], + "id": "144" } - ] + ], + "id": "141" }, { "type": "inset", @@ -86414,7 +86736,8 @@ "name": "GM Advice:", "entries": [ "You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game." - ] + ], + "id": "145" }, { "type": "statblock", @@ -86437,7 +86760,8 @@ "name": "Chapped Brute Abomination", "page": 61 } - ] + ], + "id": "13a" }, { "type": "entries", @@ -86468,7 +86792,8 @@ "page": 62, "entries": [ "Rumors of the chiropteran behemoth are just that. The batlike monster is said to be the size of a house, as silent as the breeze, and unkillable. The only verified account of a chiropteran behemoth describes one that serves Grand Duke Koshevek of Soma, lairing beneath the dome of the Vonsantra Cathedral. Sages posit that if one behemoth can be created, others can." - ] + ], + "id": "148" }, { "type": "entries", @@ -86476,7 +86801,8 @@ "page": 62, "entries": [ "Chiropteran behemoths serve their creators with undying devotion, following orders to completion. The ritual creating a chiropteran behemoth allows the creator to know where its servant's location at all times. While its natural weapons are dangerous, its ear-splitting shriek is more so. The bat-monster can also unleash a sphere of darkness that doesn't hinder its senses." - ] + ], + "id": "149" }, { "type": "entries", @@ -86484,9 +86810,11 @@ "page": 62, "entries": [ "Unfortunately for the forces of good and light, the rumors of the chiropteran behemoth's immortality are true. The beast returns to life unless exposed to an elixir of rare components, including its own guano. Gaining access to this last ingredient is the challenge, made even greater if the behemoth's master knows its vulnerability." - ] + ], + "id": "14a" } - ] + ], + "id": "147" }, { "type": "entries", @@ -86496,7 +86824,8 @@ "To make one dose of an undoing elixir that can render a chiropteran behemoth vulnerable to death, its guano must be mixed with other reagents worth 250 gp. Someone who has proficiency with {@item alchemist's supplies|PHB} must brew the mixture for 3 days. As an action, someone can splash a dose onto a behemoth if it's within 5 feet or throw a vial of it up to 20 feet, the vial shattering on impact. In either case, the attacker makes a ranged attack against the behemoth, treating the vial as an improvised weapon. On a hit, the behemoth takes 7 ({@damage 2d6}) radiant damage and its regeneration temporarily ceases.", "The chiropteran behemoth's two canines are good for making a {@item Rapier of Life Stealing|DMG|rapier} or {@item shortsword of life stealing|DMG}. Making the weapon requires someone who has proficiency with {@item smith's tools|PHB} to work for 7 days and use materials worth 1,500 gp along with the two upper canines from the behemoth. Somebody must cast {@spell vampiric touch} on the fangs three times during the process.", "Claws of a chiropteran behemoth can be used to make a unique {@item vorpal sword|DMG}. Crafting the sword requires the remnants of the behemoth and other rare components worth 25,000 gp. Someone who has proficiency with {@item smith's tools|PHB} must work with someone who has proficiency with {@item alchemist's supplies|PHB} to create the weapon over 30 days. Somebody must also cast {@spell power word kill} on the weapon each day of its making." - ] + ], + "id": "14b" }, { "type": "entries", @@ -86509,7 +86838,8 @@ "page": 63, "entries": [ "A chiropteran behemoth serves Grand Duke Koshevek of Soma. This behemoth is the only one whose existence has been verified." - ] + ], + "id": "14d" }, { "type": "entries", @@ -86517,7 +86847,8 @@ "page": 63, "entries": [ "The ritual that created the chiropteran behemoth makes it regenerate even when it should die. However, any mortal magic can be undone. The behemoth's leavings\u2014skin, fur, broken teeth, and guano\u2014found in its lair need to be studied to learn the behemoth's weakness." - ] + ], + "id": "14e" }, { "type": "entries", @@ -86525,9 +86856,11 @@ "page": 63, "entries": [ "To create the elixir that can render the chiropteran behemoth vulnerable to death requires its guano\u2014see Salvage." - ] + ], + "id": "14f" } - ] + ], + "id": "14c" }, { "type": "statblock", @@ -86536,7 +86869,8 @@ "name": "Chiropteran Behemoth", "page": 63 } - ] + ], + "id": "146" }, { "type": "entries", @@ -86558,7 +86892,8 @@ "page": 64, "entries": [ "The Churning is an enormous wandering ooze that resembles a moving hill and smells like earth and rock. Thought to be unique, it devastates everything it passes over. From villages to forests, the Churning carves an endless line of destruction. Left in its wake is rich soil, the opportunity for regrowth. The Churning can be as long as half a mile and at least 60 feet wide." - ] + ], + "id": "152" }, { "type": "entries", @@ -86566,7 +86901,8 @@ "page": 64, "entries": [ "The Churning stops for nothing and no one. It can't. Sages say that if the Churning is stopped, its insides will seize up, resulting in a swift and sudden demise. But if the creature dies, it or another of its kind reappears somewhere in the world within a few decades, although sometimes sooner and sometimes much longer." - ] + ], + "id": "153" }, { "type": "entries", @@ -86574,9 +86910,11 @@ "page": 64, "entries": [ "The Churning doesn't require sleep." - ] + ], + "id": "154" } - ] + ], + "id": "151" }, { "type": "entries", @@ -86584,7 +86922,8 @@ "page": 64, "entries": [ "Most of the objects the Churning keeps inside it eventually break down to constituents of rich soil. The Churning's remains contain vast amounts of pulverized material, from wood chips to rubble\u2014more than it seems the Churning could contain, despite its size. Magic items survive longer, and some the Churning can't break down. More than one tale of the Churning tells of heroes who temporarily stopped the creature, finding a magic device they needed for further exploits in the remains. It's as if the Churning, as a bizarre force of balance and rebirth, is an instrument of fate in this way." - ] + ], + "id": "155" }, { "type": "entries", @@ -86597,7 +86936,8 @@ "page": 64, "entries": [ "It's easy to follow the Churning. Look for a wide line of rich, tilled soil." - ] + ], + "id": "157" }, { "type": "entries", @@ -86605,7 +86945,8 @@ "page": 64, "entries": [ "The Churning has plowed through several cities, but the soil left behind allowed for rapid regrowth, resulting in larger and more prosperous settlements." - ] + ], + "id": "158" }, { "type": "entries", @@ -86613,9 +86954,11 @@ "page": 64, "entries": [ "The Churning has poor senses and no volition to hunt or kill creatures, especially those out of its reach. The best way to avoid death from the Churning is to avoid the Churning." - ] + ], + "id": "159" } - ] + ], + "id": "156" }, { "type": "statblock", @@ -86624,7 +86967,8 @@ "name": "The Churning", "page": 64 } - ] + ], + "id": "150" }, { "type": "entries", @@ -86655,7 +86999,8 @@ "page": 65, "entries": [ "Coldfire oozes spread coldfire throughout the north. Corrupted slurries of ice and snow, coldfire oozes have become a menace to frontier towns among the Valikan Clans." - ] + ], + "id": "15c" }, { "type": "entries", @@ -86663,7 +87008,8 @@ "page": 65, "entries": [ "Those who first faced coldfire oozes didn't realize how the slimes could split. This mistake in the first skirmishes allowed the oozes to further multiply. Now, they can be found all over the northern wilds." - ] + ], + "id": "15d" }, { "type": "entries", @@ -86671,9 +87017,11 @@ "page": 65, "entries": [ "A coldfire ooze doesn't require sleep." - ] + ], + "id": "15e" } - ] + ], + "id": "15b" }, { "type": "entries", @@ -86681,7 +87029,8 @@ "page": 65, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can use the remains of one coldfire ooze to make one {@item flammable tincture|GHMG} {@homebrew |(see chapter 4)}. Making the tincture takes 1 day of work, materials worth 50 gp, and a successful {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "15f" }, { "type": "entries", @@ -86694,7 +87043,8 @@ "page": 65, "entries": [ "Coldfire oozes are rare creatures that spread coldfire." - ] + ], + "id": "161" }, { "type": "entries", @@ -86702,9 +87052,11 @@ "page": 65, "entries": [ "As with coldfire, fire is the best way to deal with a coldfire ooze. Fire is the only way to put the coldfire out." - ] + ], + "id": "162" } - ] + ], + "id": "160" }, { "type": "statblock", @@ -86713,7 +87065,8 @@ "name": "Coldfire Ooze", "page": 65 } - ] + ], + "id": "15a" }, { "type": "entries", @@ -86744,7 +87097,8 @@ "page": 66, "entries": [ "Bards devote their lives to mastering the alluring and compelling power of song, yet a few dour individuals turn their efforts to extending that power into the realm of death. Blending necromancy into their music allows them to tear at life force or animate the dead." - ] + ], + "id": "165" }, { "type": "entries", @@ -86752,9 +87106,11 @@ "page": 66, "entries": [ "Bards who focus on necromancy call corpses out of the ground to serve them, dancing to their mournful tune. As undead servants advance, the bard sows chaos among enemies, hampering their defenses and turning them against one another. By the time they regroup, the dead are upon them." - ] + ], + "id": "166" } - ] + ], + "id": "164" }, { "type": "entries", @@ -86762,7 +87118,8 @@ "page": 66, "entries": [ "Performers from the College of Requiems use masterwork instruments of bone and ivory. Each instrument has a distinctly sorrowful sound. Someone who has proficiency with the instrument has advantage on Charisma checks to use it to play a dirge or similar mournful tune. Each instrument is worth 25 gp times the Challenge of the performer it belonged to, but only an expert in instruments is likely to recognize the value." - ] + ], + "id": "167" }, { "type": "entries", @@ -86775,7 +87132,8 @@ "page": 66, "entries": [ "Bards of the College of Requiems turn their arts to necromancy. Most prefer a solitary existence, perhaps in the company of the dead." - ] + ], + "id": "169" }, { "type": "entries", @@ -86783,9 +87141,11 @@ "page": 66, "entries": [ "By weaving necromancy into their music, these spellcasters raise undead minions and hinder their enemies with curses and enchantments. Confronting one of these bards can mean fighting through their undead allies first." - ] + ], + "id": "16a" } - ] + ], + "id": "168" }, { "type": "inset", @@ -86795,7 +87155,8 @@ "Bards of the College of Requiems can make challenging and flavorful villains in their own rights. However, when teamed up with a powerful necromancer or an intelligent undead leader, these mourning minstrels and dirgemasters truly shine.", "Rather than having a traditional bard playing at their courts and singing their praises, a vampire lord would have a dirgemaster in its employ instead. Not only is that pairing more appropriate in terms of the story, the dirgemaster can bolster its master and the servants of the creature with the necromantic magic the bard wields.", "On the other hand, in a town overrun with undead, a College of Requiems bard might be the only thing standing between the undead creatures it can influence and the innocent townsfolk. While these bards may be frightening to commoners, their power can be wielded for good as much as ill." - ] + ], + "id": "16b" }, { "type": "statblock", @@ -86820,7 +87181,8 @@ "width": 467, "height": 281 } - ] + ], + "id": "163" }, { "type": "entries", @@ -86851,7 +87213,8 @@ "page": 68, "entries": [ "Sea- and coast-dwellers fear coral grazers. Many such people consider the arrival of a coral grazer to be a natural disaster, but these monsters are far from natural. Equipped with beaked tentacles surrounding its single massive eye, a coral grazer uses its beaks to tear apart and consume coral. But the creature doesn't restrict itself to coral shelfs\u2014it eats anything made of a similar substance, from shells to some stone. It also consumes bones, although in smaller quantities. One coral grazer can lay waste to a whole fishing village." - ] + ], + "id": "16e" }, { "type": "entries", @@ -86859,7 +87222,8 @@ "page": 68, "entries": [ "Accounts of coral grazers can be found throughout recorded history, yet their origins re main a mystery. The oldest legends tell of a cataclysm that precedes the creatures being seen in the shallows. Sages speculate this disaster either gave rise to coral grazers or forced them into new territory. The look of coral grazers is akin that of Aether Kindred and denizens of their mad realm. If the cataclysm that gave rise to coral grazers had its source there, it could explain much." - ] + ], + "id": "16f" }, { "type": "entries", @@ -86868,9 +87232,11 @@ "entries": [ "Coral grazer spawn can be as much of a threat as their elder kin. Larvae are up to 6 feet long and they eat tremendous amounts to fuel their growth. After gorging themselves for a year, they retreat to deeper waters, returning to familiar feeding territory when they have reached full size. Most folk prefer to kill the larvae before they can grow.", "An adult coral grazer can attract several larvae to its feeding area. That means adults are more dangerous when larvae are about in surrounding waters. Sages have noted that larvae are more likely to show up when an adult is in danger." - ] + ], + "id": "170" } - ] + ], + "id": "16d" }, { "type": "entries", @@ -86879,7 +87245,8 @@ "entries": [ "Some artisans prize a coral grazer's beaks, which can make fine, sharp, and unusual blades. The beaks from one larva can fetch 50 gp, and those from an adult up to 200 gp.", "Someone who has proficiency in the {@skill Medicine} skill can extract an adult coral grazer's eye in perfect condition with a successful {@dc 17} Wisdom ({@skill Medicine}) check. Treated three times with a {@spell flesh to stone} spell and special oils worth 1,000 gp per casting, the eye shrinks and works like a {@item crystal ball}, provided the caster makes a successful {@dc 13} Intelligence ({@skill Arcana}) check with each casting." - ] + ], + "id": "171" }, { "type": "entries", @@ -86892,7 +87259,8 @@ "page": 69, "entries": [ "Coral grazers are dangerous tentacled beasts that tear apart coral and similar material for food." - ] + ], + "id": "173" }, { "type": "entries", @@ -86900,9 +87268,11 @@ "page": 69, "entries": [ "An adult coral grazer's presence can cause paralyzing fear. Although the grazer eats little flesh, it often takes a chunk of a paralyzed creature to get to its delicious bones. The adult can also attract larvae in the area to join it in feasting and fighting." - ] + ], + "id": "174" } - ] + ], + "id": "172" }, { "type": "inset", @@ -86911,7 +87281,8 @@ "entries": [ "While a coral grazer is at home in the coastal waters of the lands of Etharis, they can be captured and trained by evil-doers to acts as guards and thugs. Little is as terrifying as a moated lair of an enemy that is also full of coral grazers. In fact, some coral grazers have been gifted with the power of magical flight, making them extremely effective and dangerous hunters, even out of water.", "The paralyzing fright caused by a coral grazer makes them terribly dangerous against those creatures who fail their saving throws. However, higher-level characters who are immune to fear, or who boost others with a fear-negating ability, make this paralyzing fright irrelevant. That's why it's important, when you want to challenge a powerful party, to take down those characters or separate them from their allies during a coral grazer attack. A {@spell dispel magic} to remove the effects of a {@spell heroes' feast} is also strategically beneficial." - ] + ], + "id": "175" }, { "type": "statblock", @@ -86927,7 +87298,8 @@ "name": "Coral Grazer Larva", "page": 69 } - ] + ], + "id": "16c" }, { "type": "entries", @@ -86958,7 +87330,8 @@ "page": 70, "entries": [ "When the soul of a deceased can't leave the body because of induced death or for misconduct, it might rise as a corpse walker. The reanimated corpse moves about with its arms outstretched. With its attacks, a corpse walker siphons a victim's life force and kills living creatures for sustenance." - ] + ], + "id": "178" }, { "type": "entries", @@ -86966,9 +87339,11 @@ "page": 70, "entries": [ "Corpse walkers rise at night. By day, they hide in dark places such as coffins and caves. Whether newly deceased or buried for a longer time, the skin of a corpse walker is greenish white with bizarre mold growing on it. The sun burns this flesh and fungus away. As they age, corpse walkers become attached to their resting places and flee there when hard pressed." - ] + ], + "id": "179" } - ] + ], + "id": "177" }, { "type": "entries", @@ -86977,7 +87352,8 @@ "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful {@dc 15} Intelligence ({@skill Religion}) check and 8 hours of brewing.", "Someone who has proficiency with {@item smith's tools|PHB} can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts {@spell vampiric touch} and {@spell inflict wounds} on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a {@item sword of life stealing} but need not be a sword." - ] + ], + "id": "17a" }, { "type": "entries", @@ -86990,7 +87366,8 @@ "page": 70, "entries": [ "It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing." - ] + ], + "id": "17c" }, { "type": "entries", @@ -86998,7 +87375,8 @@ "page": 70, "entries": [ "The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain." - ] + ], + "id": "17d" }, { "type": "entries", @@ -87006,9 +87384,11 @@ "page": 70, "entries": [ "An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever." - ] + ], + "id": "17e" } - ] + ], + "id": "17b" }, { "type": "inset", @@ -87016,7 +87396,8 @@ "name": "GM Advice:", "entries": [ "An ancient corpse walker can lair in ruins and create a legion of humanoid and beast zombies, as well as corpse walkers. Greater undead beings and necromancers might also use these creatures as lieutenants." - ] + ], + "id": "17f" }, { "type": "statblock", @@ -87032,7 +87413,8 @@ "name": "Ancient Corpse Walker", "page": 71 } - ] + ], + "id": "176" }, { "type": "entries", @@ -87064,7 +87446,8 @@ "entries": [ "Sometimes a soul stays in the mortal world to haunt the living. More often, wicked spiritual remnants stay behind to haunt the body's final rest. These remnants form weird, dead lights\u2014corpse wisps\u2014that float in graveyards and other places of death, searching for the living to feed on.", "These fragments have little sense of the creatures they once were. Still, they cling to the body they once inhabited. Hunger can't destroy them, but they crave life force." - ] + ], + "id": "182" }, { "type": "entries", @@ -87072,9 +87455,11 @@ "page": 72, "entries": [ "A corpse wisp doesn't require air, drink, food, or sleep." - ] + ], + "id": "183" } - ] + ], + "id": "181" }, { "type": "entries", @@ -87082,7 +87467,8 @@ "page": 72, "entries": [ "When a corpse wisp is destroyed, it leaves behind a soft, black rock the size of a coin. This \"coal\" can be used as an extra material component when casting a spell that deals necrotic damage. Used in this manner, the coal causes the spell to deal an extra {@damage 1d4} necrotic damage. Using the coal in this way consumes it." - ] + ], + "id": "184" }, { "type": "entries", @@ -87095,7 +87481,8 @@ "page": 72, "entries": [ "These lights, called corpse wisps, are undead spirit fragments caught between life and the great beyond." - ] + ], + "id": "186" }, { "type": "entries", @@ -87103,9 +87490,11 @@ "page": 72, "entries": [ "Corpse wisps are nearly immaterial. Radiant damage is most effective against them, while poison, necrotic, and damage from nonmagical attacks are least effective." - ] + ], + "id": "187" } - ] + ], + "id": "185" }, { "type": "statblock", @@ -87114,7 +87503,8 @@ "name": "Corpse Wisp", "page": 72 } - ] + ], + "id": "180" }, { "type": "entries", @@ -87145,7 +87535,8 @@ "page": 73, "entries": [ "Unspeakable violence leads to the creation of mass graves, where the dead lie lost and forgotten. The energy from this cruelty can coalesce into tangles of bones that rise to seek out and add new skeletons to the hideous mass." - ] + ], + "id": "18a" }, { "type": "entries", @@ -87153,9 +87544,11 @@ "page": 73, "entries": [ "A crawling grave doesn't require air, food, drink, or sleep." - ] + ], + "id": "18b" } - ] + ], + "id": "189" }, { "type": "entries", @@ -87163,7 +87556,8 @@ "page": 73, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can use powdered bones from a destroyed crawling grave to brew a death-defying potion. If a creature drinks the potion, the first time they would drop to 0 hit points within 8 hours after drinking they instead drop to 1 hit point. Brewing the potion takes 2 days and materials worth 50 gp, and brewing it correctly requires a successful {@dc 13} Intelligence ({@skill Arcana}) check. One crawling grave has enough bones to refine into four doses of this potion." - ] + ], + "id": "18c" }, { "type": "entries", @@ -87176,7 +87570,8 @@ "page": 73, "entries": [ "Tales tell of mass graves that spawn massive undead due to the violent energy that surrounds them." - ] + ], + "id": "18e" }, { "type": "entries", @@ -87184,9 +87579,11 @@ "page": 73, "entries": [ "A crawling grave can absorb a corpse and add the bones to its mass." - ] + ], + "id": "18f" } - ] + ], + "id": "18d" }, { "type": "statblock", @@ -87195,7 +87592,8 @@ "name": "Crawling Grave", "page": 73 } - ] + ], + "id": "188" }, { "type": "entries", @@ -87226,7 +87624,8 @@ "page": 74, "entries": [ "In the uncertainty following the Aetheric War, the absence of the previous deity of war, Malignant, paved the way for the worship of the unhinged Arch Daemon Tormach. People of Unterland birthed the Cult of Tormach within their militaristic nation. Many fear the cult's influence will spread if left unchecked." - ] + ], + "id": "192" }, { "type": "entries", @@ -87234,7 +87633,8 @@ "page": 74, "entries": [ "The rank and file of the Cult of Tormach carry a well-deserved reputation for wrath and destruction, their zealotry synonymous with the shedding of blood without reason. Cultists of Tormach do not give themselves over to a true berserker state but prefer to attack to overwhelm and dismember their opponents. They have a reputation for slaughtering their wounded at the conclusion of a battle. Unterlanders have learned to expect no quarter from Tormach's faithful." - ] + ], + "id": "193" }, { "type": "entries", @@ -87242,7 +87642,8 @@ "page": 74, "entries": [ "Tormach touches certain fighters to their core, giving them the strength and fury necessary to deliver great damage. In battle, Tormach's Champions prefer the vanguard, armored as much by the strength of faith and their patron's daemonic blessings as their physical armor." - ] + ], + "id": "194" }, { "type": "entries", @@ -87250,9 +87651,11 @@ "page": 74, "entries": [ "The most faithful disciples of Tormach, blessed with wicked powers, lead the rest of the cult in bizarre and sickening ceremonies and chants. While Zealots let Champions and other servants of Tormach rush into battle first, they're more than willing to fight and die in Tormach's name." - ] + ], + "id": "195" } - ] + ], + "id": "191" }, { "type": "entries", @@ -87260,7 +87663,8 @@ "page": 74, "entries": [ "Rarely, one of the weapons a cultist carries retains the terrible spark of Tormach inside it. This weapon is a {@item Tormach's blessed weapon|GHMG} {@homebrew |(see chapter 4)}." - ] + ], + "id": "196" }, { "type": "entries", @@ -87273,9 +87677,11 @@ "page": 74, "entries": [ "Warriors driven by bloodlust and destruction might join a cult of Tormach, who then blesses them with additional powers or prowess." - ] + ], + "id": "198" } - ] + ], + "id": "197" }, { "type": "statblock", @@ -87298,9 +87704,11 @@ "name": "Tormach Cultist", "page": 75 } - ] + ], + "id": "190" } - ] + ], + "id": "0f9" }, { "type": "section", @@ -87337,7 +87745,8 @@ "entries": [ "Where daemon blood and ichor fall, feindish power ruins the ground. Plant life becomes desiccated and twisted, most falling to rot. But the hardiest plants become warped mockeries of their verdant kin. Among these are {@creature treant|MM|treants} who become daemon oaks, which have elongated, lashing limbs and grasping roots, all bound in infernal chains.", "Like a host of tormented souls attempting to free themselves from a woody prison, a multitude of faces manifest along the trunk of these animate trees. Some of these faces have a fixed place. Others emerge and then fade into the daemon oak's despoiled bark." - ] + ], + "id": "19c" }, { "type": "entries", @@ -87345,7 +87754,8 @@ "page": 76, "entries": [ "Daemon oaks can cause other trees to share their corruption. Instead of awakening trees, daemon oaks can replace wood and sap with acidic ichor. Once corrupted, a tree serves the daemon oak, amplifying the daemonic tree's menace until the thrall is destroyed. Then, it explodes into a shower of acid." - ] + ], + "id": "19d" }, { "type": "entries", @@ -87353,9 +87763,11 @@ "page": 76, "entries": [ "Daemon oaks are sedentary creatures, drawing their nutrients from corrupted soil. They might stand for decades, wailing in some gloomy corner of deep woods, avoided by animals and sane folk alike. But when roused to action, they rarely stop their rampage until forced to do so." - ] + ], + "id": "19e" } - ] + ], + "id": "19b" }, { "type": "entries", @@ -87364,7 +87776,8 @@ "entries": [ "Daemon oak ichor is a powerful if unstable reagent. Harvesting one vial from a daemon oak requires a successful {@dc 20} Wisdom ({@skill Survival}) check. One vial of ichor harvested from a daemon oak can fetch 500 gp from the right buyer.", "Someone who has proficiency with {@item smith's tools|PHB} can use the chains from one daemon oak to fashion a {@item Chain Shirt of Acid Resistance|DMG|chain shirt of resistance (acid)} or {@item Chain Mail of Acid Resistance|DMG|chain mail of resistance (acid)}. These armors also offer a +1 bonus to AC. Instead, the chains can be used to make a {@item +1 Acid Fighting Chain|GHMG|magic chain weapon} {@homebrew |(see Grim Hollow Player's Guide)}. Such a weapon offers a +1 bonus to attack rolls and damage rolls, and when the wielder hits with an attack using such a weapon, it deals {@damage 1d6} extra acid damage. Each of these rare items requires 10 days and additional materials worth 1,000 gp to make." - ] + ], + "id": "19f" }, { "type": "entries", @@ -87377,7 +87790,8 @@ "page": 77, "entries": [ "Fell forces twisted this walking tree. It's resistant to bludgeoning and piercing damage and vulnerable to fire." - ] + ], + "id": "1a1" }, { "type": "entries", @@ -87385,9 +87799,11 @@ "page": 77, "entries": [ "A daemon oak can turn other trees into thralls. Each servant is nearly as powerful as its master, although far less cunning. A daemon oak thrall can't spit acid like its master, and thralls perish if their master dies. When a thrall dies, it cracks apart, showering acidic ichor over an area within 10 feet of the thrall." - ] + ], + "id": "1a2" } - ] + ], + "id": "1a0" }, { "type": "statblock", @@ -87403,7 +87819,8 @@ "name": "Daemon Oak Thrall", "page": 77 } - ] + ], + "id": "19a" }, { "type": "entries", @@ -87434,7 +87851,8 @@ "page": 78, "entries": [ "The warm moistness of a danxoni's digestive tract is an ideal habitat for insects, fungi, and other tiny organisms. The relationship is symbiotic. The smaller creatures flourish in a secure environment with ready access to nourishment, and the digestion they do helps the danxoni absorb its varied meals." - ] + ], + "id": "1a5" }, { "type": "entries", @@ -87442,7 +87860,8 @@ "page": 78, "entries": [ "Danxoni observed in the wild have been recorded as eating anything. They eat fresh prey, carrion, wood, poisonous plants, and rock and metal. To eat, a danxoni rips chunks with its strong arms and stuffs the material down its throat. The digestive powers of a danxoni's hitchhikers allow it to extract sustenance out of any substance." - ] + ], + "id": "1a6" }, { "type": "entries", @@ -87450,9 +87869,11 @@ "page": 78, "entries": [ "Some observant adventurers have noted the oddly humanlike appearance of a danxoni's face. All attempts to communicate with a danxoni have confirmed an animal intelligence, leading some to wonder whether danxoni were once a sapient species." - ] + ], + "id": "1a7" } - ] + ], + "id": "1a4" }, { "type": "entries", @@ -87460,7 +87881,8 @@ "page": 78, "entries": [ "Someone who has proficiency with an {@item herbalism kit|PHB} can process portions of a dead danxoni's internal colonies to produce {@item Antitoxin (vial)|PHB|antitoxin} or an herbal cure for {@disease sewer plague|DMG}. Doing so requires 1 hour of work and a successful {@dc 11} Intelligence or Wisdom check. One danxoni can provide enough material for four doses of {@item Antitoxin (vial)|PHB|antitoxin} or herbal cure, or a mix of both." - ] + ], + "id": "1a8" }, { "type": "entries", @@ -87473,7 +87895,8 @@ "page": 78, "entries": [ "Danxoni can exhale their internal symbionts in a caustic, poisonous, and infectious cloud. Killing a danxoni releases these disease-causing parasites. If harvested properly, however, these creatures can be used to make {@item Antitoxin (vial)|PHB|antitoxin} or a cure for {@disease sewer plague|DMG}." - ] + ], + "id": "1aa" }, { "type": "entries", @@ -87481,9 +87904,11 @@ "page": 78, "entries": [ "Necrotic damage can quickly wipe out large numbers of the danxoni's internal symbionts, so this damage is very effective against a danxoni." - ] + ], + "id": "1ab" } - ] + ], + "id": "1a9" }, { "type": "statblock", @@ -87492,7 +87917,8 @@ "name": "Danxoni", "page": 78 } - ] + ], + "id": "1a3" }, { "type": "entries", @@ -87523,9 +87949,11 @@ "page": 79, "entries": [ "In places where the fey courts claim dominance in the mortal world, guards were placed to keep out trespassers. Then the Mists came. The noble fey guards were turned into dark versions of their past selves. They no longer serve their fey patrons\u2014instead, they kill any interlopers." - ] + ], + "id": "1ae" } - ] + ], + "id": "1ad" }, { "type": "entries", @@ -87533,7 +87961,8 @@ "page": 79, "entries": [ "The hunting bows of the dark mist stalkers are renowned for their accuracy and ranges so much so that foolish adventurers and hunters of all skill levels attempt to recover them. A slain dark mist stalker has a {@chance 10|10% chance|Dark Mist Stalker Bow|The bow can be truend into an oathbow.|The bow cannot be turned into an oathbow.} to be carrying a weapon that can be turned into an {@item oathbow}. Such a weapon can be altered by a proficient weaponsmith, who must succeed on a {@dc 25} Intelligence ({@skill Arcana}) check after spending 10 days and 7500 gp of components." - ] + ], + "id": "1af" }, { "type": "entries", @@ -87546,7 +87975,8 @@ "page": 79, "entries": [ "Dark mist stalkers hide in the woods and always come with the mist! Avoid the mists to avoid your death!" - ] + ], + "id": "1b1" }, { "type": "entries", @@ -87554,7 +87984,8 @@ "page": 79, "entries": [ "Dark mist stalkers can hide in the rain and see you without light. Find another way to find them." - ] + ], + "id": "1b2" }, { "type": "entries", @@ -87562,9 +87993,11 @@ "page": 79, "entries": [ "The bow shot of a stalker can knock you back, and the touch of their knives can cause a wound that can't be staunched." - ] + ], + "id": "1b3" } - ] + ], + "id": "1b0" }, { "type": "statblock", @@ -87573,7 +88006,8 @@ "name": "Dark Mist Stalker", "page": 79 } - ] + ], + "id": "1ac" }, { "type": "entries", @@ -87604,7 +88038,8 @@ "page": 80, "entries": [ "Darkfeathers are monsters that mimic the appearance of the few who try to safely help victims of {@disease the Weeping Pox|GH}. Traditionally, these healers dress in long, feathered black robes with a beak-like mask to protect themselves from contracting the disease. A warped mixture of magic and disease transformed these healers, merging the mask and pestilence, into a humanoid creature with a bird-like skull." - ] + ], + "id": "1b6" }, { "type": "entries", @@ -87612,7 +88047,8 @@ "page": 80, "entries": [ "To some, darkfeathers might be a blessing. Within their skull are two poison glands and a proboscis to deliver the poison to sickened individuals. Victims of a darkfeather seem to improve for a couple of days after the creature's visit, giving the family and victim hope. But death comes quickly, and the darkfeather tracks its victims to drink the liquified remains." - ] + ], + "id": "1b7" }, { "type": "entries", @@ -87620,9 +88056,11 @@ "page": 80, "entries": [ "When confronted, the darkfeather retreats and blends into darkness. It avoids conflict unless cornered, and then fights with ferocity to escape. Accurate knowledge of this mimic is rare." - ] + ], + "id": "1b8" } - ] + ], + "id": "1b5" }, { "type": "entries", @@ -87630,7 +88068,8 @@ "page": 80, "entries": [ "Glands within a darkfeather's skull can be harvested and processed into one dose of a {@item necrotic poison|GHMG}, which acts as a {@item potion of poison} that inflicts both poison and necrotic damage if invested. Harvesting and preparing the poison requires proficiency with a {@item poisoner's kit|PHB}, takes 4 hours, and requires a successful {@dc 12} Intelligence check." - ] + ], + "id": "1b9" }, { "type": "entries", @@ -87643,7 +88082,8 @@ "page": 80, "entries": [ "A darkfeather is a venomous monstrosity that is immune to poison." - ] + ], + "id": "1bb" }, { "type": "entries", @@ -87651,9 +88091,11 @@ "page": 80, "entries": [ "A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2|0|bright light}, especially sunlight." - ] + ], + "id": "1bc" } - ] + ], + "id": "1ba" }, { "type": "statblock", @@ -87662,7 +88104,8 @@ "name": "Darkfeather", "page": 80 } - ] + ], + "id": "1b4" }, { "type": "entries", @@ -87684,7 +88127,8 @@ "page": 81, "entries": [ "A dawndrinker is the fear of the dark incarnated in a leonine shape. But the creature's head is alien, with five orbs that act as eyes and no mouth or nose. Three protrusions around the trunk function as ears. These organs vibrate when the dawndrinker is agitated, sounding like the rumble of an earthquake." - ] + ], + "id": "1bf" }, { "type": "entries", @@ -87692,7 +88136,8 @@ "page": 81, "entries": [ "These creatures are thought to have emerged from the City Below. Others claim dawndrinkers came to this world to defend their summoners against the Arcanist Inquisition. Whatever the case, dawndrinkers leech light from the surroundings, feeding on it and growing stronger. In the presence of a dawndrinker, torches flicker and fail, the sun seems distant, and magical illuminations dim and go out." - ] + ], + "id": "1c0" }, { "type": "entries", @@ -87700,9 +88145,11 @@ "page": 81, "entries": [ "When a dawndrinker makes its home, usually in a cave or dense thicket hidden from the sun, it slowly feeds on light in the area. The longer it feeds, the stronger it grows and the shorter the days seem near its lair. After a season, a dawndrinker can grow powerful enough create a small area where it appears the sun never rises." - ] + ], + "id": "1c1" } - ] + ], + "id": "1be" }, { "type": "entries", @@ -87710,7 +88157,8 @@ "page": 81, "entries": [ "Dawndrinkers have a special organ that stores and processes light the way that other creatures digest food. Most of the creature's body disintegrates after it dies, but this light stomach remains. Someone who has proficiency with {@item alchemist's supplies|PHB}, {@item cook's utensils|PHB}, or an {@item herbalism kit|PHB} can prepare the stomach with other ingredients worth 25 gp. If the preparer succeeds on a {@dc 13} Wisdom or Intelligence check, the organ makes a tasty, sweet meal for up to four creatures. After partaking, those creatures add 60 feet to their {@sense darkvision} range for 24 hours, those that lack {@sense darkvision} gaining it to a range of 60 feet. All partakers also gain {@sense blindsight} to a range of 10 feet for the same duration." - ] + ], + "id": "1c2" }, { "type": "entries", @@ -87723,7 +88171,8 @@ "page": 81, "entries": [ "A dawndrinker is a cunning predator that can easily hide and move in shadow. It greatly lessens and even extinguishes light sources." - ] + ], + "id": "1c4" }, { "type": "entries", @@ -87731,7 +88180,8 @@ "page": 81, "entries": [ "A dawndrinker can sense light, its food, at a great distance. The monster is also resistant to fire, absorbing some of its energy, and immune to radiant damage, which is a source of quick nourishment for the dawndrinker." - ] + ], + "id": "1c5" }, { "type": "entries", @@ -87739,9 +88189,11 @@ "page": 81, "entries": [ "A dawndrinker's attacks can temporarily take away the victim's ability to perceive light." - ] + ], + "id": "1c6" } - ] + ], + "id": "1c3" }, { "type": "inset", @@ -87749,7 +88201,8 @@ "name": "GM Advice:", "entries": [ "Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2|0|darkness}, and {@quickref Vision and Light|PHB|2|0|dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2|0|darkness}." - ] + ], + "id": "1c7" }, { "type": "statblock", @@ -87758,7 +88211,8 @@ "name": "Dawndrinker", "page": 81 } - ] + ], + "id": "1bd" }, { "type": "entries", @@ -87789,7 +88243,8 @@ "page": 82, "entries": [ "The death cap is the manifestation of an executioner's or assassin's spirit, who not only killed without remorse, but hungered for murder. Their spirit and dark hunger live on after death, coalescing into some form of a cap or a hat." - ] + ], + "id": "1ca" }, { "type": "entries", @@ -87797,7 +88252,8 @@ "page": 82, "entries": [ "These caps are slow movers\u2014landbound slitherers. It spends most of its time patiently waiting for prey, seeming nothing more than a clean but discarded item of clothing made of a lush material. It doesn't reveal its true nature until someone dons the hat." - ] + ], + "id": "1cb" }, { "type": "entries", @@ -87805,7 +88261,8 @@ "page": 82, "entries": [ "Once upon a living creature's head, the transformation begins as the hood attempts to control the mind of its host. When it does, it stretches into a deep black hood, and that's when the carnage begins." - ] + ], + "id": "1cc" }, { "type": "entries", @@ -87813,7 +88270,8 @@ "page": 82, "entries": [ "The cap wants nothing more than to slake its murderous desires. While it can be cunning, it rarely passes on an opportunity to kill. It kills its host by pushing it into battle and psychically draining the host's life force." - ] + ], + "id": "1cd" }, { "type": "entries", @@ -87821,9 +88279,11 @@ "page": 82, "entries": [ "A death cap doesn't require air, food, drink, or sleep." - ] + ], + "id": "1ce" } - ] + ], + "id": "1c9" }, { "type": "entries", @@ -87831,7 +88291,8 @@ "page": 83, "entries": [ "The fabric of a defeated death cap is very valuable to tailors and creators of magical clothing, fetching 250 gp. Creating a magical cloak, hat, or other clothing using the fabric from a death cap cuts the creation time in half." - ] + ], + "id": "1cf" }, { "type": "entries", @@ -87844,7 +88305,8 @@ "page": 83, "entries": [ "Placing the death cap on one's head opens one up to possession by the malignant undead. Once a death cap takes control, it pushes its host to murderous carnage. While one can cut down the host, the easiest way to rid a possessed creature of the cap is to turn undead." - ] + ], + "id": "1d1" }, { "type": "entries", @@ -87852,9 +88314,11 @@ "page": 83, "entries": [ "The death cap rides roughshod over its host, not only pushing it into battle but also denying it sustenance and sleep. Worst still, it slowly devours those it possesses. The cap can be forced off a host's body by using {@spell dispel evil and good} or similar magic." - ] + ], + "id": "1d2" } - ] + ], + "id": "1d0" }, { "type": "statblock", @@ -87863,7 +88327,8 @@ "name": "Death Cap", "page": 83 } - ] + ], + "id": "1c8" }, { "type": "entries", @@ -87894,7 +88359,8 @@ "page": 84, "entries": [ "When the gods fell, their agents struggled with how to go on. Most served the Arch Seraphs, who claimed their fallen god's mantle. Others found a different path. Either by choice or through an Arch Daemon's corruption, these celestials embraced evil. Such fallen celestials are known as disavowed." - ] + ], + "id": "1d5" }, { "type": "entries", @@ -87902,7 +88368,8 @@ "page": 84, "entries": [ "Many of the god Jezra's seraphs fell victim to Gorodyn's greed-filled words and joined the forces of the Arch Daemon of Avarice, becoming avarice seraphs. These beings still resemble the ideal of a glorious, winged angel. However, an avarice seraph's wings are black with silver-tipped feathers. Its eyes are also black, dripping with oily tears. The seraph has two faces on opposite sides of its head. One face smiles while the other frowns. The seraph rotates its head, displaying the face that suits its situation." - ] + ], + "id": "1d6" }, { "type": "entries", @@ -87910,9 +88377,11 @@ "page": 84, "entries": [ "Arch Daemon Sitri's temptations seduced seraphs who became gluttony seraphs, who now help further the Tempter's plans. Seeing their gods fall made these celestials recognize the futility of their previous ideals. Such seraphs have given in to their desires, particularly gastronomic ones, becoming giant froglike beings. Stunted wings sprout from a gluttony seraph's rotund form, allowing it awkward flight. A gluttony seraph has an enormous mouth, and the largest of them can swallow other creatures." - ] + ], + "id": "1d7" } - ] + ], + "id": "1d4" }, { "type": "entries", @@ -87922,7 +88391,8 @@ "An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.", "Someone who has proficiency with {@item alchemist's supplies|PHB} can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one {@item Arrow of Slaying|DMG|arrow of celestial slaying} for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful {@dc 17} Intelligence or Wisdom check.", "The saliva of a gluttony seraph functions as {@item Antitoxin (vial)|PHB|antitoxin}\u2014 three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a {@spell protection from poison} spell, curing a random poison in the drinker's system." - ] + ], + "id": "1d8" }, { "type": "entries", @@ -87935,7 +88405,8 @@ "page": 84, "entries": [ "The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power." - ] + ], + "id": "1da" }, { "type": "entries", @@ -87943,7 +88414,8 @@ "page": 84, "entries": [ "From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being {@condition charmed}, {@condition exhaustion|PHB|exhausted}, and {@condition frightened}. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison." - ] + ], + "id": "1db" }, { "type": "entries", @@ -87951,9 +88423,11 @@ "page": 84, "entries": [ "Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't." - ] + ], + "id": "1dc" } - ] + ], + "id": "1d9" }, { "type": "image", @@ -88001,7 +88475,8 @@ "width": 675, "height": 1267 } - ] + ], + "id": "1d3" }, { "type": "entries", @@ -88046,7 +88521,8 @@ "page": 88, "entries": [ "The disembodied are survivors of a magic ritual that became a regional disaster. All people within and near the city of Ulmyr's Gate when the incident occurred vanished from the face of Etharis. Years later, some returned, though each had a form indistinct to others. The disembodied claim they spent the intervening time stuck between planes, a claim which seems to be true, given the odd abilities the disembodied now possess." - ] + ], + "id": "1df" }, { "type": "entries", @@ -88054,7 +88530,8 @@ "page": 88, "entries": [ "For the disembodied, their vanishing and subsequent reappearance happened in the blink of an eye. Disembodied who weren't members of the Great College attempted to pick their lives up where they left off, rebuilding the infrastructure of Ulmyr's Gate or leaving to work their trade elsewhere. Those disembodied from the school of magic spend their time looking for a way to reverse the damage caused by the magic that transformed them." - ] + ], + "id": "1e0" }, { "type": "entries", @@ -88063,7 +88540,8 @@ "entries": [ "People react to the disembodied with fear. In appearance and ability to travel between the Material Plane and the Ethereal Plane, the disembodied seem to be ghosts. Others also wrongly worry that the disembodied state might be contagious. Many shun close contact even when they recognize the disembodied aren't incorporeal undead.", "Those who returned struggle to regain some semblance of normalcy. Most disembodied have returned to their trades. Some, in their grief and rage, have turned to hunting spellcasters before they can do further harm." - ] + ], + "id": "1e1" }, { "type": "entries", @@ -88071,9 +88549,11 @@ "page": 88, "entries": [ "Disembodied arcanists were once the senior students and faculty of the Great College. Few took the magical calamity that changed them as a lesson in caution. Disembodied arcanists search for knowledge and artifacts to complete other rituals that might reverse or complete the ritual that transformed them." - ] + ], + "id": "1e2" } - ] + ], + "id": "1de" }, { "type": "entries", @@ -88081,7 +88561,8 @@ "page": 89, "entries": [ "The Great College was home to a large collection of magic items. The disembodied somehow recovered some of these objects. A disembodied commoner might carry one common or uncommon magic item. A disembodied arcanist can possess a few such items or one rare one." - ] + ], + "id": "1e3" }, { "type": "entries", @@ -88094,7 +88575,8 @@ "page": 889, "entries": [ "The disembodied were once the citizens of a city known as Ulmyr's Gate. It housed a school of magic called the Great College, but an arcane accident destroyed the metropolis and institution. Years later, citizens of Ulmyr's Gate and staff and students at the Great College began to reappear, transformed into the disembodied." - ] + ], + "id": "1e5" }, { "type": "entries", @@ -88102,7 +88584,8 @@ "page": 39, "entries": [ "Beasts and other creatures inside and around Ulmyr's Gate suffered the same fate as the humanoids that lived in the city. Although much rarer, some of these creatures have returned to the region and show innate magical abilities like those of the disembodied." - ] + ], + "id": "1e6" }, { "type": "entries", @@ -88110,9 +88593,11 @@ "page": 89, "entries": [ "The disembodied can step into the Ethereal Plane. They can also call on magic related to their partially immaterial state." - ] + ], + "id": "1e7" } - ] + ], + "id": "1e4" }, { "type": "inset", @@ -88120,7 +88605,8 @@ "name": "GM Advice:", "entries": [ "Other NPCs or creatures may have disembodied traits. For example, a fighter or paladin, or even a monstrous creature, could be made into a disembodied version by giving them traits similar to the disembodied commoner. A foe's ability to use {@spell blink} or {@spell blur}\u2014in addition to entering an ethereal state\u2014 can make for an interesting new challenge." - ] + ], + "id": "1e8" }, { "type": "statblock", @@ -88136,7 +88622,8 @@ "name": "Disembodied Arcanist", "page": 89 } - ] + ], + "id": "1dd" }, { "type": "entries", @@ -88167,7 +88654,8 @@ "page": 90, "entries": [ "The two-headed doom boars hate all life and vent their anger on any creature they can find. The mere sight of a creature drives them into a murderous rage as they try to tear their victim to shreds." - ] + ], + "id": "1eb" }, { "type": "entries", @@ -88175,7 +88663,8 @@ "page": 90, "entries": [ "The tusks of a doom boar cause grievous wounds carrying a random malediction lasting from a minute to a day." - ] + ], + "id": "1ec" }, { "type": "entries", @@ -88183,9 +88672,11 @@ "page": 90, "entries": [ "Doom boars find shelter in caves, under trees, or in hollows, but one sure sign of a doom boar's lair is the smell of rot and the carpet of bones that liter the area. Doom boars frequently take trophies from their victims that rot in their lair, leaving bones behind." - ] + ], + "id": "1ed" } - ] + ], + "id": "1ea" }, { "type": "entries", @@ -88194,7 +88685,8 @@ "entries": [ "The tusks of a doom boar can be harvested and made into a powder. The powder can be brewed into a tea with 75 gp of rare herbs that if drunk within an hour of its creation allows the victim of a curse another saving throw against a curse currently affecting them. The tea has no affect against a curse that does not allow a saving throw.", "Additionally, eight doom boars' worth of powder can be alchemically crafted into an elixir known as {@item hogs' wash|GHMG} {@homebrew |(see Chapter 4)} by a creature with proficiency in {@item alchemist's supplies|PHB}, spending 24 hours and 500 gp worth of rare herbs and succeeding a {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "1ee" }, { "type": "entries", @@ -88207,7 +88699,8 @@ "page": 90, "entries": [ "Wounds from a doom boar can bestow a random curse upon the target." - ] + ], + "id": "1f0" }, { "type": "entries", @@ -88215,7 +88708,8 @@ "page": 90, "entries": [ "Doom boars fly into a reckless rage when they see other creatures." - ] + ], + "id": "1f1" }, { "type": "entries", @@ -88223,9 +88717,11 @@ "page": 90, "entries": [ "A curse caused by a doom boar can be removed with a {@spell remove curse} spell or by the creation of a special tea made from the boar's powdered tusks." - ] + ], + "id": "1f2" } - ] + ], + "id": "1ef" }, { "type": "statblock", @@ -88234,7 +88730,8 @@ "name": "Doom Boar", "page": 90 } - ] + ], + "id": "1e9" }, { "type": "entries", @@ -88265,7 +88762,8 @@ "page": 91, "entries": [ "Wrapped in bandages and a cloak, the fiend plays at being a prophet predicting dark times ahead. With the presence of a doomcaller, its predictions are all too real." - ] + ], + "id": "1f5" }, { "type": "entries", @@ -88273,7 +88771,8 @@ "page": 91, "entries": [ "When the doomcaller speaks, all understand, and it understands all that is said." - ] + ], + "id": "1f6" }, { "type": "entries", @@ -88281,9 +88780,11 @@ "page": 91, "entries": [ "When the doomcaller needs to reinforce its pronouncements of doom, it summons succubi or other fiends to spread fear and despair." - ] + ], + "id": "1f7" } - ] + ], + "id": "1f4" }, { "type": "entries", @@ -88292,7 +88793,8 @@ "entries": [ "When slain, the eyes of a doomcaller harden into gems worth 2000 gp each.", "When a creature holding one of these gems makes an attack roll, ability check, or saving throw, they can consume it to improve their fortunes. After the roll has been made, but before the GM has announced the result of the roll, the player can expend one gem and reroll the roll. Once done, the player must use the new result, the gem shatters and becomes worthless." - ] + ], + "id": "1f8" }, { "type": "entries", @@ -88305,7 +88807,8 @@ "page": 91, "entries": [ "Doomcallers are powerful spellcasting fiends." - ] + ], + "id": "1fa" }, { "type": "entries", @@ -88313,7 +88816,8 @@ "page": 91, "entries": [ "A doomcaller can summon succubi or barbed devils." - ] + ], + "id": "1fb" }, { "type": "entries", @@ -88321,9 +88825,11 @@ "page": 91, "entries": [ "Doomcallers are resistant to cold, fire, lightning, and nonmagical weapons. They are immune to acid and poison." - ] + ], + "id": "1fc" } - ] + ], + "id": "1f9" }, { "type": "statblock", @@ -88332,7 +88838,8 @@ "name": "Doomcaller", "page": 91 } - ] + ], + "id": "1f3" }, { "type": "entries", @@ -88365,7 +88872,8 @@ "Once angels, downcast were made mortals with the death of the gods. In the time since, the downcast have had to adapt to their new identities and forge their own path through Etharis. That path often leads to the service of the Arch Seraphs or Arch Daemons.", "Each downcast was once an angel in service to a god, a relationship that influences a downcast's appearance, aptitudes, and interests. Other people of Etharis fail to notice the behavioral and physical details that distinguish service to one god from another, but the downcast easily recognize one another's historical role in the divine hierarchy.", "The downcast suffered a loss few others can relate to. They were immortal celestial beings who required neither sustenance nor sleep. They had no fear of disease or infirmity. Many downcast died during the early days after the fall because they didn't or couldn't adapt to being mortal. Those who survived still bear the scars of lessons hard learned." - ] + ], + "id": "1ff" }, { "type": "entries", @@ -88373,7 +88881,8 @@ "page": 92, "entries": [ "After the downcast became mortal, a cabal of unscrupulous spellcasters discovered the former angels could be used in sacrificial rituals to obtain great power. Since then, this knowledge has spread to those with occult interests and few moral reservations. Most downcast believe stories related to these rituals are only rumors, a belief that has cost more than one their life." - ] + ], + "id": "200" }, { "type": "entries", @@ -88383,9 +88892,11 @@ "Created to serve the will of the gods, the downcast are used to following orders. This inclination leads some to pursue vocations in which completing orders without questioning their purpose is a virtue. Mercenary companies are a good place to start.", "Other downcast seek to unlock the power within their semidivine form. Most downcast were capable of magic prior to their fall, but fewer pursue mortal magic. Downcast sangromancers master magic that can become more powerful with the spilling of its practitioner's blood.", "When the gods were destroyed, some downcast dealt with their new state by turning to other forms of spiritual power. Some turned to Arch Daemons or Aether Kindred, but other downcast founded cults dedicated to worshipping them." - ] + ], + "id": "201" } - ] + ], + "id": "1fe" }, { "type": "entries", @@ -88399,7 +88910,8 @@ "page": 93, "entries": [ "The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years." - ] + ], + "id": "203" }, { "type": "entries", @@ -88442,7 +88954,8 @@ } ] } - ] + ], + "id": "204" }, { "type": "entries", @@ -88450,9 +88963,11 @@ "page": 93, "entries": [ "Upon finishing the ritual, the ritualist can cast {@spell resurrection} without expending a spell slot or providing any other components." - ] + ], + "id": "205" } - ] + ], + "id": "202" }, { "type": "entries", @@ -88465,7 +88980,8 @@ "page": 93, "entries": [ "The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served." - ] + ], + "id": "207" }, { "type": "entries", @@ -88473,7 +88989,8 @@ "page": 93, "entries": [ "As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic." - ] + ], + "id": "208" }, { "type": "entries", @@ -88481,9 +88998,11 @@ "page": 93, "entries": [ "The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power." - ] + ], + "id": "209" } - ] + ], + "id": "206" }, { "type": "statblock", @@ -88515,7 +89034,8 @@ "name": "Downcast Sangromancer", "page": 94 } - ] + ], + "id": "1fd" }, { "type": "entries", @@ -88546,7 +89066,8 @@ "page": 95, "entries": [ "It's difficult to describe the repulsive stench that emanates from a drab sludge. It's like something between a day's old corpse and a rancid latrine, and somehow worse. And the way this deep brownish-green muck sloshes upon surfaces, making a roiling and splashing sound akin to that produced by propelled vomit, only adds to its disgusting nature. These sludges seem more liquid than other oozes, but they can slosh on walls and ceilings in inexplicable ways, adding to their strange and revolting nature" - ] + ], + "id": "20c" }, { "type": "entries", @@ -88554,7 +89075,8 @@ "page": 95, "entries": [ "As if its rancid being weren't horrid enough, these oozes split into smaller oozes. When they do, their stench changes, as if sacks of fouler-smelling stuff are torn open in the process." - ] + ], + "id": "20d" }, { "type": "entries", @@ -88562,9 +89084,11 @@ "page": 95, "entries": [ "A drab sludge doesn't require sleep." - ] + ], + "id": "20e" } - ] + ], + "id": "20b" }, { "type": "entries", @@ -88572,7 +89096,8 @@ "page": 95, "entries": [ "The smell of a drab sludge is so powerful it can revive the {@condition unconscious}. Using the remains of a drab sludge, someone who has proficiency with {@item alchemist's supplies|PHB} can make a {@item resuscitation bomb|GHMG} {@homebrew |(see chapter 4)}. Doing so requires materials worth 50 gp, 4 hours of work, and a successful {@dc 13} Wisdom ({@skill Medicine}) check." - ] + ], + "id": "20f" }, { "type": "entries", @@ -88585,7 +89110,8 @@ "page": 95, "entries": [ "These sludges emit a terrible smell that sickens those who venture near." - ] + ], + "id": "211" }, { "type": "entries", @@ -88593,9 +89119,11 @@ "page": 95, "entries": [ "Damage eventually causes a drab sludge to split, which unleashes an altered stench, forcing those around it to contend with smaller but nearly as potent oozes." - ] + ], + "id": "212" } - ] + ], + "id": "210" }, { "type": "statblock", @@ -88604,7 +89132,8 @@ "name": "Drab Sludge", "page": 95 } - ] + ], + "id": "20a" }, { "type": "entries", @@ -88626,7 +89155,8 @@ "page": 96, "entries": [ "The dragons most common on Etharis are bestial creatures the size of wolves or horses." - ] + ], + "id": "215" }, { "type": "entries", @@ -88634,7 +89164,8 @@ "page": 96, "entries": [ "Blight drakes are stunted dragons, twisted by diseases, to which they are very susceptible. Their wings are small and useless, sometimes rotten or absent. Blight drake saliva is poisonous to most creatures." - ] + ], + "id": "216" }, { "type": "entries", @@ -88642,7 +89173,8 @@ "page": 96, "entries": [ "A sea drake keeps to waterways, tormenting sailors and fisherfolk who enter their hunting grounds. These drakes can pluck an unwary mariner off a vessel in the blink of an eye." - ] + ], + "id": "217" }, { "type": "entries", @@ -88650,7 +89182,8 @@ "page": 96, "entries": [ "Agile fliers, the sky drakes of Etharis live in the mountains and other desolate areas. A sky drake defends its lair ferociously, but it's willing to negotiate with those who have proven themselves stronger. Sky drakes even serve as mounts in return for promises to leave their homes alone." - ] + ], + "id": "218" }, { "type": "entries", @@ -88658,9 +89191,11 @@ "page": 96, "entries": [ "Said to be children of Gormadraug, the Prismatic Dragon, prismatic drakes frequent the North. Legends say they want to bring about the return of their ancestor. Sorcerers who foolishly try to tap into Gormadraug's power can be transformed into prismatic drakes. Visions force them to perform tasks that might lead to waking the sleeping dragon." - ] + ], + "id": "219" } - ] + ], + "id": "214" }, { "type": "entries", @@ -88669,7 +89204,8 @@ "entries": [ "Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster.", "Someone who has proficiency with {@item alchemist's supplies|PHB} can reduce the brain of a prismatic drake into an oil that can be used to fashion one {@item Arrow of Slaying|DMG|arrow of dragon slaying}. Brewing the oil takes 5 days of work, reagents worth 2,000 gp, and a successful {@dc 17} Intelligence or Wisdom check. Making the arrow is a trivial task, but treating it properly with the oil takes 5 more days of work." - ] + ], + "id": "21a" }, { "type": "entries", @@ -88682,7 +89218,8 @@ "page": 96, "entries": [ "Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite." - ] + ], + "id": "21c" }, { "type": "entries", @@ -88690,9 +89227,11 @@ "page": 96, "entries": [ "Prismatic drakes are the rarest drakes, rumored to be sorcerers transformed into dragons after they foolishly connected their minds to Gormadraug, the slumbering Prismatic Dragon. These drakes can cast spells." - ] + ], + "id": "21d" } - ] + ], + "id": "21b" }, { "type": "statblock", @@ -88731,7 +89270,8 @@ "name": "Prismatic Drake", "page": 97 } - ] + ], + "id": "213" }, { "type": "entries", @@ -88762,7 +89302,8 @@ "page": 98, "entries": [ "Dream spirits are manifestations of memories released when a sentient creature dies thinking of a specific moment in their life. Powerful arcane magic can also pull these spirits from a creature. Living dreams are positive or emotionally neutral memories. Conversely, a living nightmare is malevolent, so it harms those around it. Wicked mages or other hateful, potent beings transform living dreams into living nightmares through rituals." - ] + ], + "id": "220" }, { "type": "entries", @@ -88771,7 +89312,8 @@ "entries": [ "Living dreams are warm, blue motes of swirling light that attract the curious and naïve. They charm creatures into a stupor, feeding off the creatures' psychic energy as the charmed beings experience parts of the dream.", "Living nightmares are hot, red motes that act aggressively. They create fear to maximize their brutal psychic assaults. These attacks and powers give the victims glimpses of nightmares as the evil dream spirit feeds on their fear." - ] + ], + "id": "221" }, { "type": "entries", @@ -88779,7 +89321,8 @@ "page": 98, "entries": [ "When several dream spirits come together in an area, they fuse into jumbled memories and terrifying projections. This enormous amalgam, called a katoche, is a roiling cloud of coruscating colors, flickering with psychic lightning. The confusion of their unnatural joining drives the melded spirits to destructive ends." - ] + ], + "id": "222" }, { "type": "entries", @@ -88787,9 +89330,11 @@ "page": 98, "entries": [ "A dream spirit doesn't require air, food, drink, or sleep." - ] + ], + "id": "223" } - ] + ], + "id": "21f" }, { "type": "entries", @@ -88798,7 +89343,8 @@ "entries": [ "Dream spirits can be valuable, capturing important information about a person or a moment from the past. Details contained within a dream spirit might provide knowledge, like the location of an important artifact or the combination to a locked vault. Those who succumb to a dream spirit's spells or attacks see snippets of such information. When the dream spirit is destroyed, each creature within 60 feet of it can attempt a {@dc 15} Wisdom ({@skill Insight}) check to learn details of the dream or nightmare's contents.", "When a katoche separates, it leaves behind dream-infused ectoplasm. Someone who has proficiency with {@item alchemist's supplies|PHB} can use this goo and other materials worth 100 gp to make {@item oil of etherealness|DMG}. The process requires 2 days of work and a successful {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "224" }, { "type": "entries", @@ -88811,7 +89357,8 @@ "page": 98, "entries": [ "Dream spirits are psychic fragments given form by circumstances or magic. They are incorporeal and, therefore, hard to capture or destroy." - ] + ], + "id": "226" }, { "type": "entries", @@ -88819,7 +89366,8 @@ "page": 98, "entries": [ "Living dreams use charm illusion to pacify other beings, while nightmares rely on fear." - ] + ], + "id": "227" }, { "type": "entries", @@ -88827,9 +89375,11 @@ "page": 98, "entries": [ "Dream spirits can fuse and become a confused swirl called katoches. They overwhelm the senses with confusing visions and break into separate dream spirits when diminished in power." - ] + ], + "id": "228" } - ] + ], + "id": "225" }, { "type": "statblock", @@ -88852,7 +89402,8 @@ "name": "Living Nightmare", "page": 99 } - ] + ], + "id": "21e" }, { "type": "entries", @@ -88884,7 +89435,8 @@ "entries": [ "An ancient species that survived a cataclysm by entering sleep stasis, dreamers are still finding their footing in Etharis. They can recall little of their civilization prior to entering stasis, but the experience had a profound impact on them, granting them the ability to sense and enter the dreams of others. This ability has allowed dreamers to learn about the other people of their world, but their psychic intrusions have done little to endear dreamers to others.", "The same stasis that allowed dreamers to survive a major calamity also caused them to forget most of their cultural history. Without a shared past, they split on whether to look forward or back. Some believe they should attempt to uncover the ruins of their civilization and resurrect its culture. Others see an opportunity to invent a new place in Etharis." - ] + ], + "id": "22b" }, { "type": "entries", @@ -88893,9 +89445,11 @@ "entries": [ "Some dreamers can make a living in exchange for information discovered in dreams. Such dreamers enter dreams to obtain details about a person's waking life they can later use as blackmail or sell to an interested third party.", "Other dreamers have unlocked magical powers related to sleep and dreaming. Other people find dreamer power to enter dreams disconcerting. Some dreamers, such as somnolists, market this ability to fulfill customer fantasies. Their power over sleep can make them more dangerous than one might think a dream performer could be." - ] + ], + "id": "22c" } - ] + ], + "id": "22a" }, { "type": "inset", @@ -88903,7 +89457,8 @@ "name": "GM Advice:", "entries": [ "Dreamers make excellent mystical advisors for foes looking for an edge in the realms of information and dreams. Dreamers might not even realize what their leader is really doing, as their focus is firmly in other realms of reality." - ] + ], + "id": "22d" }, { "type": "entries", @@ -88911,7 +89466,8 @@ "page": 101, "entries": [ "Dreamer eyelashes can be used to create a soothing tea that brings about deep sleep. The eyelashes of a dreamer can be had for 4 gp. Someone who has proficiency with an {@item herbalism kit|PHB} can add herbs worth another 1 gp and boil the mixture for 10 minutes. If the herbalist succeeds on a {@dc 10} Intelligence or Wisdom check, and if consumed within an hour of preparation, the tea induces restful sleep. The drinker must succeed on a {@dc 12} Constitution saving throw, which they can fail willingly, or sleep for 8 hours, until they take damage, or until another creature uses an action to awaken them. If the drinker sleeps for 8 hours and thereby finishes a long rest, the drinker can eliminate an extra level of {@condition exhaustion} and gains 2 ({@dice 1d4}) temporary hit points until they finish another long rest. Making this tea requires eyelashes from both a dreamer's eyes. It takes one month for the lashes to grow back to sufficient length to use again." - ] + ], + "id": "22e" }, { "type": "entries", @@ -88924,7 +89480,8 @@ "page": 101, "entries": [ "Dreamers are an ancient people who survived into the current time by entering a stasis when their civilization was in jeopardy. A side effect of this stasis was collectively forgetting their history and culture." - ] + ], + "id": "230" }, { "type": "entries", @@ -88932,7 +89489,8 @@ "page": 101, "entries": [ "Dreamers are capable of sensing and entering the dreams of others nearby." - ] + ], + "id": "231" }, { "type": "entries", @@ -88940,9 +89498,11 @@ "page": 101, "entries": [ "A tea that enhances sleep can be made from the eyelashes of a dreamer and dried herbs. The sleep induced by the tea is said to be more refreshing than natural rest." - ] + ], + "id": "232" } - ] + ], + "id": "22f" }, { "type": "statblock", @@ -88958,9 +89518,11 @@ "name": "Dreamer Somnolist", "page": 101 } - ] + ], + "id": "229" } - ] + ], + "id": "199" }, { "type": "section", @@ -88987,7 +89549,8 @@ "page": 102, "entries": [ "Eagal sithe are rarely seen in their true form. They scutter about like roaches, spying from crevices and shadows in search of their next victim. Patient and obsessive creatures, they savor such selection, like a gourmand of corruptible emotion. They learn routines, note traumas and petty frustrations, and then dig in. Once they do, they're hard to shake loose." - ] + ], + "id": "236" }, { "type": "entries", @@ -88995,7 +89558,8 @@ "page": 102, "entries": [ "Eagal sithe sport a rusty brown carapace that protects their wings, and their body is propelled by two pairs of spindly, insectoid appendages, driving it with incredible speed and creepy grace. Its flat upper body is a disgusting humanoid\u2014squashed, sickly pale, and distorted\u2014with a tiny, sneering mouth and large, dead-black eyes framed with constantly searching antennas." - ] + ], + "id": "237" }, { "type": "entries", @@ -89003,7 +89567,8 @@ "page": 102, "entries": [ "Once their prey is chosen, an eagal sithe latches on with an insidious emotional bond, allowing them to manipulate their victim. They feed off negativity in a heady mix of psychic nourishment and emotional addiction. As the fey feeds, its power grows, and it bloats like a swelling parasite." - ] + ], + "id": "238" }, { "type": "entries", @@ -89011,9 +89576,11 @@ "page": 102, "entries": [ "This psychic feeding is debilitating and eventually fatal to the prey. But such a death releases a surge of emotional energy, elevating the eagal sithe to greater heights of power for a fleeting time. And once this surge dissipates, the fey moves on, searching for a new victim and starting the horrid process anew." - ] + ], + "id": "239" } - ] + ], + "id": "235" }, { "type": "entries", @@ -89021,7 +89588,8 @@ "page": 102, "entries": [ "A dried and ground eagal sithe is a potent reagent for many potions, elixirs, poisons, and magic items that can {@condition charmed|PHB|charm}, {@condition frightened|PHB|frighten}, or affect the mind. When combined with such items' standard components, the DC of any effects requiring either a Charisma or Wisdom saving throw increases by 1. An eagal sithe is typically worth 50 gp to a person knowing its worth." - ] + ], + "id": "23a" }, { "type": "entries", @@ -89034,7 +89602,8 @@ "page": 102, "entries": [ "These malevolent fey create a bond that allows them to manipulate others' emotions. The more it feeds off its prey's negative emotions, the more powerful the fey becomes." - ] + ], + "id": "23c" }, { "type": "entries", @@ -89042,9 +89611,11 @@ "page": 102, "entries": [ "A dead eagal sithe is worth a fair amount of gold to an alchemist or crafter of magic, but only if the corpse is less than a week old." - ] + ], + "id": "23d" } - ] + ], + "id": "23b" }, { "type": "statblock", @@ -89053,7 +89624,8 @@ "name": "Eagal Sithe", "page": 102 } - ] + ], + "id": "234" }, { "type": "entries", @@ -89076,7 +89648,8 @@ "entries": [ "Some warlocks ritualistically infuse their followers with demonic humors to give the underlings fiendish power. Those who survive become operatives with extraordinary abilities. Some of the most powerful of these subjects become eaters of orbs.", "Working backward from the conclusion that the eyes are windows to the soul, eaters of orbs are trained to extract the essence of a being through the consumption of their eyes. With this abominable exchange, an eater of orbs trained in stealth, impersonation, and assassination can become a top-notch agent and spy." - ] + ], + "id": "240" }, { "type": "entries", @@ -89084,9 +89657,11 @@ "page": 103, "entries": [ "An eater of orbs is unlikely to engage in direct violence unless they have their victim in a position to kill them outright and take their identity. After taking an identity, the eater impersonates the victim as long as needed, taking advantage of opportunities the charade grants. The eater avoids confrontation while disguised, sending allies or minions to deal with threats. When cornered, however, an eater of orbs doesn't hesitate to fight." - ] + ], + "id": "241" } - ] + ], + "id": "23f" }, { "type": "entries", @@ -89094,7 +89669,8 @@ "page": 103, "entries": [ "A spellcaster that has at least one 3rd-level spell slot can fashion the scalp of an eater of orbs that has eaten an eye within the last 24 hours into a {@item hat of disguise|DMG}. This process takes 8 hours, materials worth 100 gp, and a successful {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "242" }, { "type": "entries", @@ -89107,9 +89683,11 @@ "page": 103, "entries": [ "An eater of orbs is a humanoid made fiendish by an eye-consuming ritual. This creature can't be charmed. If it eats a person's eye, the eater of orbs can change into that person's shape." - ] + ], + "id": "244" } - ] + ], + "id": "243" }, { "type": "inset", @@ -89117,7 +89695,8 @@ "name": "GM Advice:", "entries": [ "Any humanoid creature that might serve a warlock can be turned into an eater of orbs by giving them the ability to extract eyes and then change shape after eating them. An eaten eye would heal 5 hit points per CR." - ] + ], + "id": "245" }, { "type": "statblock", @@ -89126,7 +89705,8 @@ "name": "Eater of Orbs", "page": 103 } - ] + ], + "id": "23e" }, { "type": "entries", @@ -89157,7 +89737,8 @@ "page": 104, "entries": [ "Paladins who bow to unholy powers serve with fanaticism in life. Those who lay down their lives for their wicked masters return to serve in death as ebon knights. They move wreathed in sulfurous smoke that makes them appear, from a distance, as ghostly or fiendish beings." - ] + ], + "id": "248" }, { "type": "entries", @@ -89165,9 +89746,11 @@ "page": 104, "entries": [ "The bond an ebon knight has to its steed carries over into death. These steeds emanate smoke like that of their masters. The two fight in unholy synchronicity fostered by their simultaneous demise." - ] + ], + "id": "249" } - ] + ], + "id": "247" }, { "type": "entries", @@ -89175,7 +89758,8 @@ "page": 104, "entries": [ "The plate armor of an ebon knight roils with the energy of undying evil. Someone who has proficiency with {@item smith's tools|PHB} can melt the armor of three ebon knights to make plate armor of invulnerability that also grants resistance to necrotic damage. However, this wicked armor requires an attuned wearer to sacrifice life force to it. After the wearer finishes a long rest, or the first time they put the armor on after having not worn it while finishing one or more long rests, they must either give up one-quarter of their remaining Hit Dice to the armor (rounded up) or gain 1 level of {@condition exhaustion}. Someone who has proficiency with {@item smith's tools|PHB} takes 30 days to make this armor, which requires other materials worth 10,000 gp to craft. The intended first wearer must give blood each day, losing Hit Dice or taking {@condition exhaustion} as if wearing the armor. The process fails, consuming half the materials, if the wearer doesn't feed the armor as it's made. If this being then fails to wear and feed the armor daily for 30 days after it's complete, it disintegrates into ash and smoke." - ] + ], + "id": "24a" }, { "type": "entries", @@ -89188,7 +89772,8 @@ "page": 104, "entries": [ "Ebon knights seek goodness to snuff out. These beings were evil paladins who sacrificed their lives to their unholy masters. Each has an unnatural bond with an undead steed." - ] + ], + "id": "24c" }, { "type": "entries", @@ -89196,9 +89781,11 @@ "page": 104, "entries": [ "The ebon knight and steed are much stronger together. They are all but immune to being turned when in proximity to one another." - ] + ], + "id": "24d" } - ] + ], + "id": "24b" }, { "type": "inset", @@ -89206,7 +89793,8 @@ "name": "GM Advice:", "entries": [ "To up the challenge for a powerful party, make it impossible for the ebon knight to drop to 0 hit points if its steed is still alive, and vice versa. Force the characters to find a way to kill both knight and steed on the same attack." - ] + ], + "id": "24e" }, { "type": "inset", @@ -89214,7 +89802,8 @@ "name": "GM Advice:", "entries": [ "Want to tease your player's a bit? When they defeat an ebon knight, have the steed remain alive. A player may want their character to bond with this powerful steed. But then what happens when the soul of the ebon knight living within the steed decides to make its presence known?" - ] + ], + "id": "24f" }, { "type": "statblock", @@ -89230,7 +89819,8 @@ "name": "Ebon Knight Steed", "page": 105 } - ] + ], + "id": "246" }, { "type": "entries", @@ -89261,7 +89851,8 @@ "page": 106, "entries": [ "Certain entities are so ancient that some theorize they sprang from the primordial chaos that predates creation. The mere sight of these otherworldly abominations drives most beyond reason, yet some seek them out. These beings, called Aether Kindred, take little notice of mortals. Many of them exist in torpor, dreaming mystical, gruesome dreams in the emptiness between stars. Occasionally, however, mortals touch those dreams and garner a portion of the Kindred's attention. Among these people are eldritch priests." - ] + ], + "id": "252" }, { "type": "entries", @@ -89269,9 +89860,11 @@ "page": 106, "entries": [ "After the demise of the Etharis pantheon, divine magic waned across the world. Desperate souls turned to worshipping the gods' killers in the hopes of currying favor. These priests are few. One of their primary goals is to disseminate the \"truth\" that the gods waged war against a greater power and died for their hubris." - ] + ], + "id": "253" } - ] + ], + "id": "251" }, { "type": "entries", @@ -89279,7 +89872,8 @@ "page": 106, "entries": [ "The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a {@chance 50|50% chance|Tainted Potion|The potion is tainted.|The potion is not tainted.} to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a {@dc 17} Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type. When an unstable potion is consumed, roll on the {@table Eldritch Effects|GHMG} table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a {@dc 13} Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success." - ] + ], + "id": "254" }, { "type": "entries", @@ -89292,7 +89886,8 @@ "page": 106, "entries": [ "In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests." - ] + ], + "id": "256" }, { "type": "entries", @@ -89300,7 +89895,8 @@ "page": 107, "entries": [ "These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects." - ] + ], + "id": "257" }, { "type": "entries", @@ -89308,9 +89904,11 @@ "page": 107, "entries": [ "Some eldritch priests seek to awaken their new \"gods\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed." - ] + ], + "id": "258" } - ] + ], + "id": "255" }, { "type": "inset", @@ -89318,7 +89916,8 @@ "name": "GM Advice:", "entries": [ "Spell choice for enemies like eldritch priests are important. While carrying out inscrutable plans, divination spells are valuable. In battle, however, spells that protect, damage, or debuff are needed to properly challenge the characters." - ] + ], + "id": "259" }, { "type": "statblock", @@ -89341,7 +89940,8 @@ "name": "Eldritch Effects", "page": 107 } - ] + ], + "id": "250" }, { "type": "entries", @@ -89372,7 +89972,8 @@ "page": 108, "entries": [ "This golden metallic bull is filled with divine fire. A nimbus of soul fire dances around it, emanating from its glowing and intelligent amber eyes, and flaming hoof tracks follow in its wake." - ] + ], + "id": "25c" }, { "type": "entries", @@ -89380,7 +89981,8 @@ "page": 108, "entries": [ "The stomachs of this divine bovine are full of soulfire, and all that it eats is consumed in its heavenly absolution. A soul of pure celestial energy inhabits its divine and golden metal trappings. It delights in the cleansing of evil, steadfast in its purpose, and stubborn in its execution of its duty." - ] + ], + "id": "25d" }, { "type": "entries", @@ -89388,9 +89990,11 @@ "page": 108, "entries": [ "The brazen bull was used by the celestial armies as a formation breaker and siege engine. It can charge through the enemy, break down fortresses, and, if it is felled in battle, take more than a few opponents as the fire in its belly explodes." - ] + ], + "id": "25e" } - ] + ], + "id": "25b" }, { "type": "entries", @@ -89398,7 +90002,8 @@ "page": 109, "entries": [ "The exploded metal hide of the Empyrean brazen bull can be harvested to make gleaming and radiant {@item brazen armor|GHMG} {@homebrew |(see Chapter 4)}. A proficient armor smith can make a suit of {@item brazen armor|GHMG} by succeeding on a {@dc 20} Strength ({@skill Athletics}) check and using 2500 gp of components. This process takes 20 days to complete." - ] + ], + "id": "25f" }, { "type": "entries", @@ -89411,7 +90016,8 @@ "page": 109, "entries": [ "Wildfires that seem to begin with hoofprints are sometimes found during the dry season in farmland, and bright spots on the horizon that look like a massive cow are often reported at the same time." - ] + ], + "id": "261" }, { "type": "entries", @@ -89419,7 +90025,8 @@ "page": 109, "entries": [ "The Empyrean brazen bull is a beast of burden for angels, used for besieging enemies." - ] + ], + "id": "262" }, { "type": "entries", @@ -89427,9 +90034,11 @@ "page": 109, "entries": [ "The Empyrean brazen bull explodes when it dies, and luck be with all in the wake of the blast." - ] + ], + "id": "263" } - ] + ], + "id": "260" }, { "type": "inset", @@ -89438,7 +90047,8 @@ "entries": [ "The Empyrean brazen bull is obviously a strong force on the side of law and good, and evil or chaotic characters could easily find themselves getting the horns if they mess with the bull. However, just like any other creatures, brazen bulls can be tricked into working against their own interests. They can also be manipulated or corrupted by agents of evil to work against good characters.", "Brazen bulls can be altered to take other forms as well. Other forms might have different modes of movement to match their environment, and they might have different types of natural weapons. Regardless of the form they take, however, their attacks and traits should remain the same. An Empyreus brazen dragon or whale, for example, might be able to fly or swim, but they'll still be able to charge, swallow, damage with their aura, and explode when defeated." - ] + ], + "id": "264" }, { "type": "statblock", @@ -89447,7 +90057,8 @@ "name": "Empyrean Brazen Bull", "page": 109 } - ] + ], + "id": "25a" }, { "type": "entries", @@ -89478,7 +90089,8 @@ "page": 110, "entries": [ "An epachrach is a creature of fey fury and might. Empowered by the strength of ancient oaks, it crashes through the forest, seeking those who defile places of primal power. It can abruptly manifest, like a sudden storm of woody skin and twisting tusks, bringing pain and death." - ] + ], + "id": "267" }, { "type": "entries", @@ -89486,9 +90098,11 @@ "page": 110, "entries": [ "Epachrachs seem like forces of uncontrolled rage, but their wrath has purpose. Each epachrach, or a herd of such creatures, guards a sacred natural place. Powerful druids bind some to protect sacred groves from enemies. Other epachrachs defend a place where primal forces naturally gather. Whatever the nature of this spot, the epachrachs guard it with their lives." - ] + ], + "id": "268" } - ] + ], + "id": "266" }, { "type": "entries", @@ -89496,7 +90110,8 @@ "page": 110, "entries": [ "The leaves and bark that form an epachrach's skin are as durable as steel but much lighter and more flexible, making them ideal for creating scale mail. Someone who has proficiency with {@item smith's tools|PHB} or {@item woodcarver's tools|PHB} can use the hide to craft scale mail that allows a wearer a maximum Dexterity bonus to AC of +3 and doesn't cause the wearer to have disadvantage on Dexterity ({@skill Stealth}) checks. This armor takes 10 days to make, requires other materials worth 250 gp, and weighs 25 pounds." - ] + ], + "id": "269" }, { "type": "entries", @@ -89509,7 +90124,8 @@ "page": 110, "entries": [ "This plantlike boar is really a fey creature and guardian of places of primal power. Its woody hide is vulnerable to fire and resistant to bludgeoning and piercing attacks." - ] + ], + "id": "26b" }, { "type": "entries", @@ -89517,7 +90133,8 @@ "page": 110, "entries": [ "Legends say that epachrachs can disappear suddenly or appear from nowhere. The truth is that they can teleport through areas of living plants." - ] + ], + "id": "26c" }, { "type": "entries", @@ -89525,9 +90142,11 @@ "page": 110, "entries": [ "Several tales tell of those who stumble into an area epachrachs watch over. Leaving the guarded area or proving no harmful intent saved wily heroes in those stories." - ] + ], + "id": "26d" } - ] + ], + "id": "26a" }, { "type": "inset", @@ -89536,7 +90155,8 @@ "entries": [ "In general, monsters that knock characters {@condition prone} are best paired with monsters that perform melee rather than ranged attacks, since ranged attacks against {@condition prone} targets are made with disadvantage.", "Creating encounter areas where {@condition prone} creatures are grabbed by creeping vines and {@condition restrained} until they escape is a great way to increase the challenge of an encounter with epachrachs. This also gives the epachrachs plenty of opportunities to use their Plant Stride ability." - ] + ], + "id": "26e" }, { "type": "statblock", @@ -89545,7 +90165,8 @@ "name": "Epachrach", "page": 110 } - ] + ], + "id": "265" }, { "type": "section", @@ -89568,7 +90189,8 @@ "entries": [ "Etharis's citizens are simply trying to survive in a hostile, unforgiving world. Some are good, a few are evil, but most have neither the power nor the imagination to stand out. That's what heroes are for.", "There are some, however, who have intriguing stories and the ability to strike out on their own. These individuals have something important to do, but they may not be able to manage these grand tasks on their own. These nonplayer characters make perfect companions." - ] + ], + "id": "271" }, { "type": "entries", @@ -89576,9 +90198,11 @@ "page": 112, "entries": [ "Companions like the ones presented here are useful in a variety of ways. If a group of characters is lacking in numbers or in particular skill sets, these companions can supplement a party. They also have their own stories, which can carry some of the narrative weight of an adventure or campaign. They can be used in the short term to introduce new adventures, or in the long term to act as an important piece for the game master's part of the collective story." - ] + ], + "id": "272" } - ] + ], + "id": "270" }, { "type": "hr" @@ -89603,7 +90227,8 @@ "page": 112, "entries": [ "Created by an eccentric inventor in the Raevan countryside, Andora spent her early years isolated from the outside world in his sprawling manor. The inventor had long ago been expelled from polite society in Raevo for his experiments on the dead, and he frequently opined about the small-mindedness of his contemporaries. He believed that when he finished Andora's education he would reveal her to his peers in Castalore and be applauded for his genius. He may have been, had he not died of natural causes before he considered Andora's education complete." - ] + ], + "id": "275" }, { "type": "entries", @@ -89611,7 +90236,8 @@ "page": 112, "entries": [ "As part of her education, Andora learned etiquette, estate management, and several foreign languages\u2014but not even the basics of her inventor's craft. After years of careful research into his methods, she attempted to restore her creator to life using a modified version of the alchemical ritual he'd used to create her. The ritual failed to bring the inventor back to life, but it did waken his corpse and instill it with an insatiable need for violence. Andora fled the estate and began a new life in Castalore." - ] + ], + "id": "276" }, { "type": "entries", @@ -89619,9 +90245,11 @@ "page": 112, "entries": [ "Now Andora serves food and drink at a tavern and listens for news of the ruthless serial killer stalking the Raevan countryside with anxious guilt. She believes the murderer is none other than her accidental creation. Although Andora is reluctant to ask for help, if she discovers the player characters are also looking to find and stop the killer, she would share what she knows and join them on their mission. If the player characters help her in destroying her creation, they earn her trust\u2014 and she requests to join them for further adventures." - ] + ], + "id": "277" } - ] + ], + "id": "274" }, { "type": "statblock", @@ -89630,7 +90258,8 @@ "name": "Andora", "page": 112 } - ] + ], + "id": "273" }, { "type": "entries", @@ -89652,7 +90281,8 @@ "page": 113, "entries": [ "Llanna Deyern had an idyllic childhood. Her parents realized at a young age that she was a wechselkind, a sentient clockwork facsimile of a child, but they raised her as their own anyway. A curious and mischievous girl, she would sneak away to meet up with other children from the nearby village." - ] + ], + "id": "27a" }, { "type": "entries", @@ -89660,7 +90290,8 @@ "page": 113, "entries": [ "On one such night, Llanna met her friends in a grove rumored to be an entrance to the fey realms. As they played, thundering footsteps echoed through the forest. By the time the children ran, the towering figure broke through the trees, its antlers stretching into the sky above. Llanna doesn't remember how she escaped, but she was the only one who did." - ] + ], + "id": "27b" }, { "type": "entries", @@ -89668,7 +90299,8 @@ "page": 113, "entries": [ "Following the loss of so many of the village youth, Llanna was exiled from her home. Ever since that event, Llanna experiences blackouts when under duress. When this happens, Llanna transforms into the Clockwork Horror, a monstrous construct bearing a striking resemblance to the {@book Great Beast|GHMG|1|The Great Beast} that stalks the Bürach Empire. Although Llanna inconsistently recalls snippets of the Clockwork Horror's actions, she has no control over it." - ] + ], + "id": "27c" }, { "type": "entries", @@ -89676,9 +90308,11 @@ "page": 113, "entries": [ "Llanna is terrified of her ability to transform but has resolved herself to use the Clockwork Horror to get justice for the death of her friends. She travels through the Bürach Empire in search of heroes to aid her in her quest. If the player characters agree to help her track and slay the Beast and its minions, she happily joins them, even if they have more pressing tasks to resolve first." - ] + ], + "id": "27d" } - ] + ], + "id": "279" }, { "type": "statblock", @@ -89694,7 +90328,8 @@ "name": "Clockwork Horror", "page": 113 } - ] + ], + "id": "278" }, { "type": "entries", @@ -89725,7 +90360,8 @@ "page": 114, "entries": [ "For over a thousand years the Hammerstorm clan mined the Rock-Teeth Mountains to the east of Liesech. After the Weeping Pox swept through the city, it found its way to the Hammerstorm's underground domain, where it decimated the clan. Less than five years later, only a handful of dwarves remained. The survivors realized they could not sustain their ancestral estates and dispersed to other lands. Gillian, the youngest surviving Hammerstorm, settled in Liesech." - ] + ], + "id": "280" }, { "type": "entries", @@ -89733,7 +90369,8 @@ "page": 114, "entries": [ "Since the dissolution of her clan, Gillian has taken to spending her inheritance drinking away her nights. She came to Liesech hopeful that she could earn a lasting heroic legacy for the Hammerstorm name, but the rampant cynicism and brutality of the city quickly wore her down\u2014and she abandoned her dream. Quick to anger, Gillian has been kicked out of most reputable taverns in the city for starting fights, leaving her to exclusively patronize ale houses of lesser quality." - ] + ], + "id": "281" }, { "type": "entries", @@ -89741,9 +90378,11 @@ "page": 114, "entries": [ "Player characters who accomplish a heroic and public act might catch Gillian's attention, causing her to temporarily set aside her bitterness for the chance at redemption. In this circumstance, Gillian tracks the player characters down and asks to join their party. Otherwise, Gillian can be found at any of Liesech's seedy taverns, and she eagerly joins any group of adventurers that pays her tab or helps her win a bar fight." - ] + ], + "id": "282" } - ] + ], + "id": "27f" }, { "type": "statblock", @@ -89752,7 +90391,8 @@ "name": "Gillian Hammerstorm", "page": 114 } - ] + ], + "id": "27e" }, { "type": "entries", @@ -89783,7 +90423,8 @@ "page": 115, "entries": [ "Once a successful merchant in Morencia, Claunt was cursed to a porcine form by a powerful sorcerer for steeply raising the prices of staple foods during a famine. In the years since, one business venture after another failed as partners ended contracts with him out of an abundance of superstitious caution. Though not destitute, he lived far beneath the means he once enjoyed and became desperate to reverse his fortune." - ] + ], + "id": "285" }, { "type": "entries", @@ -89791,7 +90432,8 @@ "page": 115, "entries": [ "To that end, Claunt took to worshipping Gorodyn. After a particularly bad falling out with a previous business partner, Claunt made a terrible sacrifice to the Arch Daemon of Avarice and was rewarded with a {@i satchel of sorcerous sale}. With supply no longer an issue, and hoping to escape the consequences of the sacrifice, Claunt began traveling to sell his wares. It wasn't long before he discovered that even individual buyers wanted little to do with someone in his condition." - ] + ], + "id": "286" }, { "type": "entries", @@ -89799,9 +90441,11 @@ "page": 115, "entries": [ "Now more distraught than ever, Claunt is most likely to be encountered on the road or the outskirts of major settlements, living on whatever meager sales he can make. He happily travels with any player characters agreeing to purchase his goods on an ongoing basis. If Claunt believes he can mentor (or exploit) a particularly charismatic player character, he offers to provide them with supplies if they serve as the face of his business. If he believes the player characters as a group are capable, he asks their help in tracking down and slaying the sorcerer who cursed him." - ] + ], + "id": "287" } - ] + ], + "id": "284" }, { "type": "statblock", @@ -89810,7 +90454,8 @@ "name": "Claunt Mamona", "page": 115 } - ] + ], + "id": "283" }, { "type": "entries", @@ -89841,7 +90486,8 @@ "page": 116, "entries": [ "Having lost her parents at a young age to a wicked spellcaster, Abree Simoni dedicated her life to becoming an inquisitor. Her diligent study of Empyreus' dogma earned her the privilege of joining the Inquisition's ranks at fourteen years old. Over the course of her first years in the Arcanist Inquisition, Abree's faith was unwavering. When her superiors directed her to root out corruption, she did so with meticulous fervor When asked to put fire to the kindling beneath accused spellcasters, she did so without hesitation. Then she was deployed to the village where she and her brother had been raised by distant family following the death of their parents. She discovered her brother was accused of casting magic. Her unit was charged with incarcerating him until his trial and execution." - ] + ], + "id": "28a" }, { "type": "entries", @@ -89849,7 +90495,8 @@ "page": 116, "entries": [ "Certain her brother would never practice magic, Abree tried to find proof of his innocence. When she couldn't, turning up witnesses who'd seen him engage in ritual bloodletting, she did the unthinkable\u2014she betrayed the Inquisition and fled town with her brother. They were on the run only a few days when Abree woke in the middle of the night to find her brother had left her on her own. With no answers to the accusation against her brother, and no excuse for her superiors, Abree continued her flight from the region." - ] + ], + "id": "28b" }, { "type": "entries", @@ -89857,9 +90504,11 @@ "page": 116, "entries": [ "Now Abree travels from town to town, trying to make her way out of the Castinellan Provinces unnoticed. Should the player characters win Abree's trust by showing her kindness, she requests their assistance. Her first goal is to find her brother and ensure his safety. She also wishes to flee the lands where the Arcanist Inquisition holds power. If anyone among the player characters is an inquisitor, she changes her plans and asks if they could vouch for her so she can return to her post. Regardless, if the player characters agree to assist Abree in keeping her safe from the Inquisition, she happily travels with and fights alongside them." - ] + ], + "id": "28c" } - ] + ], + "id": "289" }, { "type": "statblock", @@ -89868,7 +90517,8 @@ "name": "Abree Simoni", "page": 116 } - ] + ], + "id": "288" }, { "type": "entries", @@ -89899,7 +90549,8 @@ "page": 117, "entries": [ "Grimaldo Simoni and his older sister were raised by cousins. Told from an early age that his parents had been killed by a warlock, Grimaldo was tortured by the sense of loss. A sensitive child, he noticed that older villagers seemed to make a point of avoiding him and his sister. Only after his sister left to join the Arcanist Inquisition did he discover the reason late one night when his cousins had been drinking: his parents were not killed by a spellcaster but had been accused of being spellcasters themselves and subsequently put to death by inquisitors." - ] + ], + "id": "28f" }, { "type": "entries", @@ -89907,7 +90558,8 @@ "page": 117, "entries": [ "Shortly after learning the truth of his parents' deaths, Grimaldo began to study the occult. He became obsessed with following in his parents' footsteps and avenging them by bringing pain and suffering to as many inquisitors as he could. When a traveling merchant came through his village with a book on blood magic, Grimaldo spent everything he had to buy it. Eventually rumors began to spread around his village that he was pursuing the arcane arts. The Inquisition was notified. He was captured easily and assumed he would die. His sister, however, who had joined the Inquisition, was charged with detaining him while he awaited his trial. She released him and led him away from sure death. For a few days they traveled together, but Grimaldo knew that she could not travel the same path as he. He snuck away from her and forged his own trail." - ] + ], + "id": "290" }, { "type": "entries", @@ -89915,9 +90567,11 @@ "page": 117, "entries": [ "Grimaldo spends his time continuing to hone his mastery of blood magic and carrying out guerilla attacks on small units of inquisitors in the Sante Viegre region of the Castinellan Provinces. He shows no mercy in these attacks, killing inquisitors and those who help them hunt arcanists. He leaves his victims in a state that shocks and terrifies anyone finding them. Grimaldo has many associates among wine smugglers in the area and is always looking to recruit those who might be sympathetic to his cause. If the player characters are known to dislike the Inquisition, or have a run in with inquisitors, Grimaldo might approach them to join forces." - ] + ], + "id": "291" } - ] + ], + "id": "28e" }, { "type": "statblock", @@ -89926,11 +90580,14 @@ "name": "Grimaldo Simoni", "page": 117 } - ] + ], + "id": "28d" } - ] + ], + "id": "26f" } - ] + ], + "id": "233" }, { "type": "section", @@ -89966,7 +90623,8 @@ "page": 118, "entries": [ "Faevlins are what happen when a group of goblins makes deals with the fey that they can't keep. In poor lighting, a faevlin can be mistaken for a goblin. However, faevlins are unmistakable in the light. They have teal skin, and a faevlin's head is upside down. Faevlins work for stronger fey or guard places where the veil between the mortal world and the land of fairies is weak." - ] + ], + "id": "295" }, { "type": "entries", @@ -89974,7 +90632,8 @@ "page": 118, "entries": [ "As the story goes, in ancient times, a clan of goblins made a deal with a fey lady to gain power. The goblins thought they could break the rules of the deal if no fey were watching. They were wrong. Fey magic swept the clan away. When they returned, they were faevlins. Some say these faevlins escaped, and others claim the fey sent them back to the mortal world to cause trouble. Still others say their servitude ended because they were more trouble than they were worth." - ] + ], + "id": "296" }, { "type": "entries", @@ -89982,9 +90641,11 @@ "page": 118, "entries": [ "Faevlins willingly work with other creatures, often for mischief and crime, and can be bullied by stronger, wicked beings. They can't be {@condition charmed} by creatures other than fey. But a faevlin might pretend to be {@condition charmed} to get the drop on an enemy." - ] + ], + "id": "297" } - ] + ], + "id": "294" }, { "type": "entries", @@ -89992,7 +90653,8 @@ "page": 118, "entries": [ "Faevlins love to collect objects that increase their personal prestige and power. Every faevlin is likely to have a few personal trinkets like this, along with the occasional item of real worth." - ] + ], + "id": "298" }, { "type": "entries", @@ -90005,7 +90667,8 @@ "page": 118, "entries": [ "A faevlin can teleport away from attackers but does so in a manner even the faevlin can't predict." - ] + ], + "id": "29a" }, { "type": "entries", @@ -90013,7 +90676,8 @@ "page": 118, "entries": [ "Faevlins are goblins cursed by powerful fey magic." - ] + ], + "id": "29b" }, { "type": "entries", @@ -90021,9 +90685,11 @@ "page": 118, "entries": [ "A faevlin can't be {@condition charmed} by nonfey, but they have been known to pretend to be {@condition charmed} to trick the enchanter." - ] + ], + "id": "29c" } - ] + ], + "id": "299" }, { "type": "statblock", @@ -90032,7 +90698,8 @@ "name": "Faevlin", "page": 118 } - ] + ], + "id": "293" }, { "type": "entries", @@ -90063,7 +90730,8 @@ "page": 119, "entries": [ "A fate cat is what happens from time to time when a cat has been killed unjustly and for no reason. Usually they reappear with a white mark reminiscent of how they died, such as a skull pattern in their fur for poison." - ] + ], + "id": "29f" }, { "type": "entries", @@ -90071,7 +90739,8 @@ "page": 119, "entries": [ "No matter what is done, the fate cat always comes back. It regenerates from grievous wounds, and even creates new bodies if the old one is lost." - ] + ], + "id": "2a0" }, { "type": "entries", @@ -90079,9 +90748,11 @@ "page": 119, "entries": [ "The fate cat can cast spells to make worse the life of its killer. From small illusions to major teleportation, the fate cat has many tools at its disposal." - ] + ], + "id": "2a1" } - ] + ], + "id": "29e" }, { "type": "entries", @@ -90089,7 +90760,8 @@ "page": 119, "entries": [ "A fate cat is difficult to kill, but if someone were to obtain a permanently deceased fate cat eye, one could craft an {@item Ioun Stone, Regeneration|DMG|ioun stone of regeneration} with a successful {@dc 25} Intelligence ({@skill Arcana}) check by a proficient jeweler. This would take 50 days and use 10,000 gp of components." - ] + ], + "id": "2a2" }, { "type": "entries", @@ -90102,7 +90774,8 @@ "page": 119, "entries": [ "The fate cat is an expert tracker, especially with its smell." - ] + ], + "id": "2a4" }, { "type": "entries", @@ -90110,7 +90783,8 @@ "page": 119, "entries": [ "A fate cat can regenerate from wounds, and it returns from the dead after 24 hours." - ] + ], + "id": "2a5" }, { "type": "entries", @@ -90118,7 +90792,8 @@ "page": 119, "entries": [ "The fate cat is armed with many spells that can disguise itself or bring woe to those who've harmed it in the past." - ] + ], + "id": "2a6" }, { "type": "entries", @@ -90126,9 +90801,11 @@ "page": 119, "entries": [ "Only a {@spell wish} spell or similar magic can truly defeat a fate cat that has targeted its former murderers." - ] + ], + "id": "2a7" } - ] + ], + "id": "2a3" }, { "type": "statblock", @@ -90137,7 +90814,8 @@ "name": "Fate Cat", "page": 119 } - ] + ], + "id": "29d" }, { "type": "entries", @@ -90168,7 +90846,8 @@ "page": 120, "entries": [ "The denizens of the Netherworld have been vying for influence over the mortal world for an eternity. With the disappearance of the gods, the Arch Daemons saw their opportunity. Recent years have seen an explosion of fiendish activity in Etharis, a large part of which involves the forging of fiendish pacts and the recruitment of agents." - ] + ], + "id": "2aa" }, { "type": "entries", @@ -90176,9 +90855,11 @@ "page": 120, "entries": [ "The primary way for fiends to gain power and progress through the infernal hierarchy is by contracts. Mortals sign these contracts in return for fame, fortune, or some other benefit. In return, the fiend gains the ability to draw upon that contract as a source of power." - ] + ], + "id": "2ab" } - ] + ], + "id": "2a9" }, { "type": "entries", @@ -90186,7 +90867,8 @@ "page": 120, "entries": [ "Aspiring fiends often possess special materials used in the drafting of infernal contracts. These include special inks and parchment worth up to 200 gp. These materials can also be used for scribing new spells into a spell book or crafting magic scrolls. Any existing contracts on the fiend's person burst into flames upon its death, which might damage other items." - ] + ], + "id": "2ac" }, { "type": "entries", @@ -90199,7 +90881,8 @@ "page": 120, "entries": [ "Fiends, or mortals taking on fiendish traits, can be found in every corner of Etharis, working their wiles on those foolish enough to sign one of their contracts. They are clever, deceitful, and evil to the core." - ] + ], + "id": "2ae" }, { "type": "entries", @@ -90207,7 +90890,8 @@ "page": 120, "entries": [ "A fiend's power and status are directly tied to the number and quality of mortal souls bound to it by contracts. Sometimes, the terms of such an agreement involve the mortal becoming a fiend itself, so a powerful fiend might have any number of lesser devils serving under it via contract." - ] + ], + "id": "2af" }, { "type": "entries", @@ -90215,9 +90899,11 @@ "page": 121, "entries": [ "Fiends are natives of the Netherworld, and any fiend slain returns to that plane to reconstitute itself. Only powerful divine magic can banish a fiend permanently. Uttering a devil's true name, however, grants the speaker power over it." - ] + ], + "id": "2b0" } - ] + ], + "id": "2ad" }, { "type": "statblock", @@ -90242,7 +90928,8 @@ "width": 613, "height": 536 } - ] + ], + "id": "2a8" }, { "type": "entries", @@ -90273,7 +90960,8 @@ "page": 122, "entries": [ "On the surface, those known as the fractured seem no different than any other member of society. They adhere to rules of conduct and go about their business as usual when in public, but this behavior is a façade. When given free reign, they transform into swollen creatures of limitless rage." - ] + ], + "id": "2b3" }, { "type": "entries", @@ -90281,9 +90969,11 @@ "page": 122, "entries": [ "The fractured avoid revealing their true nature. Keeping their identity hidden is one of their primary goals, so they retreat to an isolated area before transforming. Once changed, they seek to eliminate witnesses and flee only as a last resort." - ] + ], + "id": "2b4" } - ] + ], + "id": "2b2" }, { "type": "entries", @@ -90291,7 +90981,8 @@ "page": 122, "entries": [ "Fractured people carry items normal for their public persona. Many craft this persona to be as unlike their true, enraged form as possible. As a result, they often possess objects of delicate or expensive craftsmanship, such as silk handkerchiefs, fine clothing, or jewelry. Clothing seldom survives the fractured person's rage intact." - ] + ], + "id": "2b5" }, { "type": "entries", @@ -90304,7 +90995,8 @@ "page": 123, "entries": [ "Certain individuals have split identities\u2014one of civil refinement and another of unbridled rage. These people are called the fractured." - ] + ], + "id": "2b7" }, { "type": "entries", @@ -90312,7 +91004,8 @@ "page": 123, "entries": [ "Fractured can hide in plain sight. Outwardly polite and upstanding members of society, wicked fractured indulge their violent impulses whenever they feel they can escape detection. Those with more scruples might still use their rage to commit crimes." - ] + ], + "id": "2b8" }, { "type": "entries", @@ -90320,9 +91013,11 @@ "page": 123, "entries": [ "When unleashing their rage, the fractured's appearance alters to the point that features are unrecognizable. Crimes committed in this form are hard to link to the fractured's public persona." - ] + ], + "id": "2b9" } - ] + ], + "id": "2b6" }, { "type": "inset", @@ -90331,7 +91026,8 @@ "entries": [ "In general, fractured are in control of their transformations, even if they are not totally rational when transformed. They revel in their dual-natured destruction, electrified by the violence while enraged, then thrilled by the secret that they must cover up.", "Adventures can be created where the fractured are not in control\u2014 or even aware\u2014of their transformations. This could be caused by some outside force. Tracking down first who the fractured are, and then who is causing their troubles, is a strong plot of an investigative adventure." - ] + ], + "id": "2ba" }, { "type": "statblock", @@ -90347,7 +91043,8 @@ "name": "Fractured Noble", "page": 123 } - ] + ], + "id": "2b1" }, { "type": "entries", @@ -90378,7 +91075,8 @@ "page": 124, "entries": [ "A fzeg is a fusion of a vampire and werewolf. The hybrid possesses a combination of abilities more powerful than either. Unlike vampires, fzegs can enter any residence without invitation, and they are undeterred by running water or sunlight. A fzeg's howl can shake the resolve of a seasoned monster hunter." - ] + ], + "id": "2bd" }, { "type": "entries", @@ -90386,7 +91084,8 @@ "page": 124, "entries": [ "To blend in and gain the trust of its prey, a fzeg disguises itself as a humanoid. When a kill is imminent, though, a fzeg moves with great speed to feed its insatiable bloodlust." - ] + ], + "id": "2be" }, { "type": "entries", @@ -90394,9 +91093,11 @@ "page": 124, "entries": [ "A fzeg's bite stuns some foes and curses others. Death might seem a welcome option. But the power of the fzeg is such that a victim who dies by its bite might arise as its spawn the next night." - ] + ], + "id": "2bf" } - ] + ], + "id": "2bc" }, { "type": "entries", @@ -90404,7 +91105,8 @@ "page": 125, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHMG} {@homebrew |(see chapter 4)}. A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful {@dc 15} Intelligence ({@skill Religion}) check." - ] + ], + "id": "2c0" }, { "type": "entries", @@ -90417,7 +91119,8 @@ "page": 125, "entries": [ "A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks." - ] + ], + "id": "2c2" }, { "type": "entries", @@ -90425,7 +91128,8 @@ "page": 125, "entries": [ "With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it." - ] + ], + "id": "2c3" }, { "type": "entries", @@ -90433,9 +91137,11 @@ "page": 125, "entries": [ "A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating." - ] + ], + "id": "2c4" } - ] + ], + "id": "2c1" }, { "type": "inset", @@ -90443,7 +91149,8 @@ "name": "GM Advice:", "entries": [ "An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers." - ] + ], + "id": "2c5" }, { "type": "statblock", @@ -90459,9 +91166,11 @@ "name": "Fzeg", "page": 125 } - ] + ], + "id": "2bb" } - ] + ], + "id": "292" }, { "type": "section", @@ -90498,7 +91207,8 @@ "entries": [ "Some people do anything for power. Those who become garish augments make deals with otherworldly powers or experiment with vile magic to enhance themselves. Such pursuits often go terribly wrong.", "A garish augment might fight with an enormous claw, acid spit, quills, or all the above. None are identical. Every augment is different, and few who see one ever mistake another for it." - ] + ], + "id": "2c9" }, { "type": "entries", @@ -90506,7 +91216,8 @@ "page": 126, "entries": [ "A garish augment never ceases its quest to kill and harvest appendages and organs from other creatures to incorporate into its own makeup." - ] + ], + "id": "2ca" }, { "type": "entries", @@ -90514,9 +91225,11 @@ "page": 126, "entries": [ "The alchemical processes necessary to successfully augment doesn't come from magic alone. At some point, the garish augment delved into forbidden knowledge, either fiendish or aberrant in nature, to successfully bond parts of their victims to their living body." - ] + ], + "id": "2cb" } - ] + ], + "id": "2c8" }, { "type": "entries", @@ -90525,7 +91238,8 @@ "entries": [ "With 1 hour of work and a successful {@dc 15} Wisdom ({@skill Survival}) check, the acid- or poison-producing organ of a garish augment can be harvested to provide one {@item Acid (vial)|PHB|vial of acid} or two doses of {@item Basic Poison (vial)|PHB|basic poison}.", "However, unless fiendish pieces of the creature are burned, the fiend whom the garish augment dealt with might come seeking payment from the augment's killers." - ] + ], + "id": "2cc" }, { "type": "entries", @@ -90538,9 +91252,11 @@ "page": 126, "entries": [ "This creature's strange augmentations give it a variety of attacks and means of movement." - ] + ], + "id": "2ce" } - ] + ], + "id": "2cd" }, { "type": "statblock", @@ -90549,7 +91265,8 @@ "name": "Garish Augment", "page": 126 } - ] + ], + "id": "2c7" }, { "type": "entries", @@ -90580,7 +91297,8 @@ "page": 127, "entries": [ "Gasdra look like a three-headed goose with snow white feathers. They are often created to serve as guards for the homes of hags or similar fey." - ] + ], + "id": "2d1" }, { "type": "entries", @@ -90588,7 +91306,8 @@ "page": 127, "entries": [ "To create a gasdra, a goose egg must be placed in a golden bowl worth 200 gp and bathed in the blood of a newborn infant. The egg is then left in the dark of a new moon for four hours, after which a fully formed gasdra hatches." - ] + ], + "id": "2d2" }, { "type": "entries", @@ -90596,7 +91315,8 @@ "page": 127, "entries": [ "Gasdra are extremely protective of their home and attack anyone who trespasses. Conveniently, they are carnivores who can strip a human of flesh in a day, so there's not much mess." - ] + ], + "id": "2d3" }, { "type": "entries", @@ -90604,9 +91324,11 @@ "page": 127, "entries": [ "Giant gasdra are grown when a coven uses their powers to grow a regular gasdra to an enormous size. These seven-headed monstrosities can decimate a small village if provoked." - ] + ], + "id": "2d4" } - ] + ], + "id": "2d0" }, { "type": "entries", @@ -90614,7 +91336,8 @@ "page": 127, "entries": [ "Once every two months gasdra lay {@dice 2d4} eggs. These eggs never hatch and are inedible by humanoids, though hags find them delicious. However, the yolks of gasdra eggs are the deepest black and can be used to make fine pigments. Each intact egg sells for 20 gp. Those proficient with {@item alchemist's supplies|PHB} or {@item painter's supplies|PHB} and succeed on a {@dc 15} Intelligence check turn an egg into 50 gp worth of pigment with one day of work." - ] + ], + "id": "2d5" }, { "type": "entries", @@ -90627,7 +91350,8 @@ "page": 127, "entries": [ "Gasdra are vicious watch animals kept by hags that look like geese with three heads. Their three brains make them hard to affect with abilities that {@condition blinded|PHB|blind}, {@condition charmed|PHB|charm}, {@condition deafened|PHB|deafen}, {@condition frightened|PHB|frighten}, {@condition stunned|PHB|stun}, or knock them {@condition unconscious}." - ] + ], + "id": "2d7" }, { "type": "entries", @@ -90635,7 +91359,8 @@ "page": 127, "entries": [ "The eggs of gasdra are a valuable ingredient in black pigments." - ] + ], + "id": "2d8" }, { "type": "entries", @@ -90643,9 +91368,11 @@ "page": 127, "entries": [ "A gasdra can be turned into a giant gasdra by a foul ritual that involves feeding the monstrosity seven newborn infants under a new moon and painting the creature's feathers with seventy of its own eggs. When the new moon sinks below the horizon, the gasdra grows four more heads and becomes massive, its feathers forever stained dark as night. Giant gasdra are suitable as mounts for hags and other evil creatures." - ] + ], + "id": "2d9" } - ] + ], + "id": "2d6" }, { "type": "statblock", @@ -90670,7 +91397,8 @@ "name": "Giant Gasdra", "page": 127 } - ] + ], + "id": "2cf" }, { "type": "entries", @@ -90701,7 +91429,8 @@ "page": 129, "entries": [ "Powerful fey want certain pools, natural springs, and waterfalls to be left pristine and undisturbed. These fey created gaspers to ensure areas of sacred water remain undefiled. Gaspers don't harm those who respect the water. They do attack those who pollute or defile the water or area near it." - ] + ], + "id": "2dc" }, { "type": "entries", @@ -90709,9 +91438,11 @@ "page": 129, "entries": [ "Gaspers protect the area surrounding their sacred water by drowning and dissolving their victims. A cautious traveler might glimpse bits of bone in the water from those slain there. The gasper discards lost equipment where it won't pollute the water. Anyone who disturbs the gasper's sensitivities might notice their reflection in the water scowls at them just before the gasper attacks." - ] + ], + "id": "2dd" } - ] + ], + "id": "2db" }, { "type": "entries", @@ -90719,7 +91450,8 @@ "page": 129, "entries": [ "Water that fills a victim's lungs and mouth while {@condition grappled} by a gasper is expelled when the {@action grapple} is broken. If a creature took acid damage from the gasper and captures this water in a container, it can be used as a reagent for a {@item potion of acid resistance|DMG}. Someone who has proficiency with {@item alchemist's supplies|PHB} can brew the water with other materials worth 20 gp in a process that takes 4 hours, making one dose of this potion." - ] + ], + "id": "2de" }, { "type": "entries", @@ -90732,7 +91464,8 @@ "page": 129, "entries": [ "A gasper might attack anyone who it thinks has defiled the water it guards. Anything that happens in or near the water might provoke the creature." - ] + ], + "id": "2e0" }, { "type": "entries", @@ -90740,9 +91473,11 @@ "page": 129, "entries": [ "A gasper understands {@language Sylvan|PHB} but rarely speaks to those it deems enemies. But promising to leave a protected area might convince a gasper to cease attacking." - ] + ], + "id": "2e1" } - ] + ], + "id": "2df" }, { "type": "statblock", @@ -90751,7 +91486,8 @@ "name": "Gasper", "page": 129 } - ] + ], + "id": "2da" }, { "type": "entries", @@ -90783,7 +91519,8 @@ "entries": [ "There's a saying that Gegazol and the icy north share the same birthday. For as long as the Valikan Clans have told tales, their stories spoke of Gegazol's rage\u2014though none who live have seen her. In the early centuries, Gegazol was a living dragon, many say an offspring of the Prismatic Wyrm Gormadraug. She lived, that is, until she attacked a daemon. The battle was ferocious, as the dragon and fiend fought for life. Gegazol won, tearing the fiend in half, but her victory had a price. As the daemon's ichor flowed upon the dragon, it killed and later cursed her body with the filth of undeath. Gegazol raged at her reawakening and proceeded to tear at and destroy her own undead body, only to reform later near the body of the vanquished daemon. The skull of the demon acts as the dragon's soul vessel.", "There's an essential link between Gegazol and the daemon skull. Whenever the dragon's undead body is destroyed, it reconstitutes dramatically. First, the stained bones appear, followed by the rotten muscle, tattered flesh, rotting teeth, and a maggot-infested tongue. Gegazol is helpless in this transformation. She can't touch the skull\u2014subtle enchantments steer her away. Gegazol has lost track of how many times she's been restored near the skull." - ] + ], + "id": "2e4" }, { "type": "entries", @@ -90792,7 +91529,8 @@ "entries": [ "Gegazol subjugates and wars for many reasons. First and foremost, she does so to protect her soul vessel. She wars to control the actions of pesky and curious mortals. Beyond protecting the daemon skull, Gegazol has a hard time rationalizing her decisions. She isn't entirely in control; she's being manipulated.", "To Gegazol, her mind is her own, but deep down, something else swirls. The daemon's psychic essence intermingled with the dragon's consciousness when her body became undead. The daemon's essence either refuses to or is incapable of communicating with any creature. It can't speak; the skull is silent. Its mind can't be reached via magic." - ] + ], + "id": "2e5" }, { "type": "entries", @@ -90801,7 +91539,8 @@ "entries": [ "A mind under extreme pressure breaks. Gegazol is cunning, often lucid, and by no means addled, but she is prone to intense stubbornness and unshakable belief that her destiny is to become Queen of the World. It's a lofty goal, given that she has yet to conquer even a fraction of the North, but she has time on her side.", "Gegazol both longs for and fears war. She remembers her death, and many deaths since, leaving her hesitant to muster her undead army and march south again. As the festering will of the daemon prods her, however, it's only a matter of time before the Valikan Clans learn the myths of her existence are all too real." - ] + ], + "id": "2e6" }, { "type": "entries", @@ -90809,9 +91548,11 @@ "page": 130, "entries": [ "Gegazol doesn't require air, food, drink, or sleep." - ] + ], + "id": "2e7" } - ] + ], + "id": "2e3" }, { "type": "entries", @@ -90826,7 +91567,8 @@ "name": "Gegazol", "page": 130 } - ] + ], + "id": "2e8" }, { "type": "entries", @@ -90834,7 +91576,8 @@ "page": 130, "entries": [ "Gegazol's lair holds a hoard gathered over the centuries. She has spread this loot among various vaults and chambers, and her Immortals guard these treasures. Her treasurers\u2014a trio of compulsive vampires\u2014keep careful records of the hoard in a library within the lair's inner vaults. Each record contains a great deal of knowledge about the fates of various objects, and sometimes the vampires track a treasure beyond its gifting and engage in occasional quests to regain a lost valuable. Each historic tome from the library is worth at least 100 gp to the right collector. Enterprising adventurers could use any of these books as a guide to searches for lost treasures." - ] + ], + "id": "2e9" }, { "type": "insetReadaloud", @@ -90844,7 +91587,8 @@ "The ancient daemon skull that serves as Gegazol's soul vessel possesses infernal power, giving it the means for mischief and self-preservation. It has AC 6, but it's immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as cold, fire, necrotic, and psychic damage. It's immune to all conditions, and it has a {@d20 7} bonus to all saving throws, making saves against spells and magical effects with advantage. The skull has 200 hit points.", "When harmed, the skull sends out a psychic alarm. Gegazol and her Immortals can sense this alarm, provided they are on the same plane of existence. Also, when a creature deals the skull damage, that creature must succeed on a {@dc 21} Wisdom saving throw or take psychic damage equal to half the damage the creature dealt.", "If her soul vessel is destroyed, Gegazol can't rejuvenate. When her body is destroyed again, she dies." - ] + ], + "id": "2ea" }, { "type": "entries", @@ -90857,7 +91601,8 @@ "page": 132, "entries": [ "Gegazol, Scourge of the North, is an ancient dragon transformed into an undead horror millennia ago. Tales as old as creation tell of her infrequent but violent assaults on lands south of her lair, and all lands of Etharis are south of her lair." - ] + ], + "id": "2ec" }, { "type": "entries", @@ -90865,7 +91610,8 @@ "page": 132, "entries": [ "Not only possessing great physical power, defenses against magic, and an undead army at her back, Gegazol, like a lich, has a soul vessel that harbors her undead soul and can rejuvenate her body when Gegazol is destroyed. It's said that this vessel is a massive daemon skull, and that the dragon keeps it hidden in her lair." - ] + ], + "id": "2ed" }, { "type": "entries", @@ -90873,9 +91619,11 @@ "page": 132, "entries": [ "Gegazol calls the undead who serve her Immortals'. Among them are vampires, ghouls, and undead that are even more powerful. Given many of these undead have fallen in her wars and powerplays, the Immortal title is aspirational." - ] + ], + "id": "2ee" } - ] + ], + "id": "2eb" }, { "type": "statblockInline", @@ -90895,7 +91643,8 @@ } } } - ] + ], + "id": "2e2" }, { "type": "entries", @@ -90926,7 +91675,8 @@ "page": 134, "entries": [ "Gnolls aren't a naturally occurring species. Instead, they're other humanoids mutated due to the influence of {@book the Beast|GHMG|1|The Great Beast}. This power transforms its victims into raving monsters bent on destruction. Gnolls keep their humanoid shape, but the head becomes like that of a jackal, and they grow fur, fangs, and claws. The brain changes, as well, allowing gnolls to communicate in their own twisted language." - ] + ], + "id": "2f1" }, { "type": "entries", @@ -90934,7 +91684,8 @@ "page": 134, "entries": [ "Gnolls have become incapable of civilized behavior; their driving instinct is wanton destruction. They join other \"children\" of {@book the Beast|GHMG|1|The Great Beast}, forming warbands that swarm across the countryside, killing and eating every living creature in their path. Within the warband is a loose social structure based on strength and an instinctual recognition of other Beast-bound creatures." - ] + ], + "id": "2f2" }, { "type": "entries", @@ -90942,9 +91693,11 @@ "page": 134, "entries": [ "A gnoll is the first stage in a continuing mutation process. Gnolls that eat enough raw flesh and drink enough blood can mutate into other forms. A gnoll might grow spikes from their spinal column, and these spikes can be removed and thrown like darts. Other gnolls ooze poison from these spikes and might gain other abilities. Rare gnolls even grow batlike wings." - ] + ], + "id": "2f3" } - ] + ], + "id": "2f0" }, { "type": "entries", @@ -90954,7 +91707,8 @@ "The spine spikes of a venomous gnoll can be fashioned into {@item Gnoll Ammunition|GHMG|four arrows, bolts, or darts}. Someone who has proficiency with {@item smith's tools|PHB} or {@item tinker's tools|PHB} can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra {@damage 1d4} poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.", "Someone who has proficiency with {@item alchemist's supplies|PHB} can use the saliva glands from two gnoll brutes or one rampage gnoll to create a {@item potion of growth|DMG}. The glands must be harvested by someone who has proficiency in the {@skill Medicine} skill, and doing so requires a successful {@dc 13} Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a {@spell gentle repose} spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.", "The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in {@item leatherworker's tools|PHB} can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast {@spell fly} on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours." - ] + ], + "id": "2f4" }, { "type": "entries", @@ -90967,7 +91721,8 @@ "page": 134, "entries": [ "Gnolls were once normal humanoids, but they have been mutated by the power of the Beast." - ] + ], + "id": "2f6" }, { "type": "entries", @@ -90975,7 +91730,8 @@ "page": 134, "entries": [ "Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury." - ] + ], + "id": "2f7" }, { "type": "entries", @@ -90983,9 +91739,11 @@ "page": 134, "entries": [ "Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts." - ] + ], + "id": "2f8" } - ] + ], + "id": "2f5" }, { "type": "inset", @@ -90993,7 +91751,8 @@ "name": "GM Advice:", "entries": [ "As mutated servants of the {@book Great Beast|GHMG|1|The Great Beast}, gnolls can be used in a variety of situations. They can roam the countryside as random encounters, pop up in cities or villages in places where the Beast has been seen, or act as troops in terrible armies of evil." - ] + ], + "id": "2f9" }, { "type": "statblock", @@ -91032,7 +91791,8 @@ "name": "Rampage Gnoll", "page": 136 } - ] + ], + "id": "2ef" }, { "type": "entries", @@ -91063,7 +91823,8 @@ "page": 137, "entries": [ "The Arch Daemon Tormach revels in slaughter, and in places where death and carnage preside for an extended period, the concentration of bloodlust and death spawns a gore elemental. Cultists of Tormach may also summon such an elemental to do their gruesome bidding." - ] + ], + "id": "2fc" }, { "type": "entries", @@ -91071,9 +91832,11 @@ "page": 137, "entries": [ "The gore elemental is little more than a barely sentient pile of the vilest remnants of battle: blood, rent flesh, broken bones, vomit, bile, and torn innards" - ] + ], + "id": "2fd" } - ] + ], + "id": "2fb" }, { "type": "entries", @@ -91081,7 +91844,8 @@ "page": 137, "entries": [ "At the center of a gore elemental is a skull, which belonged to the most powerful creature that perished at the slaughter that created the gore elemental. With a successful {@dc 15} Intelligence ({@skill Arcana}) and 100 gp worth of components, one can create a {@item talisman of Tormach|GHMG} {@homebrew |(see Chapter 4)}. This process takes 8 hours." - ] + ], + "id": "2fe" }, { "type": "entries", @@ -91094,7 +91858,8 @@ "page": 137, "entries": [ "The gore elemental is created at the site of great slaughter, showing that Tormach was pleased by the events." - ] + ], + "id": "300" }, { "type": "entries", @@ -91102,9 +91867,11 @@ "page": 137, "entries": [ "Creatures caught inside the gore elemental are assaulted by not just the bone and metal inside it, but also the vile power of Tormach that makes such a creature possible." - ] + ], + "id": "301" } - ] + ], + "id": "2ff" }, { "type": "statblock", @@ -91113,7 +91880,8 @@ "name": "Gore Elemental", "page": 137 } - ] + ], + "id": "2fa" }, { "type": "entries", @@ -91144,7 +91912,8 @@ "page": 138, "entries": [ "Insectoid gozomites despise bright lights and haunt underground places, only venturing above ground on dark nights." - ] + ], + "id": "304" }, { "type": "entries", @@ -91152,7 +91921,8 @@ "page": 138, "entries": [ "Gozomites breed by stinging mammals with their bulbous stinger and injecting hundreds of eggs. Mammalian blood quickens the eggs, which hatch into a swarm of gozomitelings and quickly devour the victim." - ] + ], + "id": "305" }, { "type": "entries", @@ -91160,9 +91930,11 @@ "page": 138, "entries": [ "Gozomite ichor is particularly flammable and is prized by alchemists." - ] + ], + "id": "306" } - ] + ], + "id": "303" }, { "type": "entries", @@ -91171,7 +91943,8 @@ "entries": [ "It takes 4 hours to harvest and bottle {@dice 1d4} doses of {@item Gozomite Ichor (flask)|GHMG|ichor from a gozomite} that did not die from fire damage.", "As an action, you can splash the {@item Gozomite Ichor (flask)|GHMG|gozomite ichor} onto a creature within 5 feet of you or throw a flask of it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the ichor as an improvised weapon. On a hit, the target is covered in ichor and if the target takes any fire damage before the ichor dries (within 3 rounds), the target takes an additional 14 ({@damage 4d6}) fire damage." - ] + ], + "id": "307" }, { "type": "entries", @@ -91184,7 +91957,8 @@ "page": 138, "entries": [ "Gozomites inject eggs with their stinger that quickly hatch into hundreds of gozomitelings that devour the victim." - ] + ], + "id": "309" }, { "type": "entries", @@ -91192,7 +91966,8 @@ "page": 138, "entries": [ "Gozomites and gozomitelings are vulnerable to fire. An infestation can also be cut out or cured with any effect that cures disease." - ] + ], + "id": "30a" }, { "type": "entries", @@ -91200,9 +91975,11 @@ "page": 138, "entries": [ "Gozomite ichor is highly flammable and can be used to create bombs like flasks of oil, if more powerful." - ] + ], + "id": "30b" } - ] + ], + "id": "308" }, { "type": "statblock", @@ -91211,7 +91988,8 @@ "name": "Gozomite", "page": 138 } - ] + ], + "id": "302" }, { "type": "entries", @@ -91242,7 +92020,8 @@ "page": 139, "entries": [ "Grief eaters are fey predators attracted to the essence of concentrated despair. They hide in a city's alleys and crumbling buildings, seeking hopeless people to feed on. These victims usually perish, causing a string of disappearances that can cause a serial-killer rumor to flare up, along with a rising population of grief eaters." - ] + ], + "id": "30e" }, { "type": "entries", @@ -91250,9 +92029,11 @@ "page": 139, "entries": [ "A grief eater appears to be a cloaked person, down on their luck. These \"people\" hunch over, crying and babbling. Observant viewers notice the cloak is really a grey membrane. Legs \"clutched\" to the chest are part of a warped torso. The creature travels on its long, spindly arms." - ] + ], + "id": "30f" } - ] + ], + "id": "30d" }, { "type": "entries", @@ -91260,7 +92041,8 @@ "page": 139, "entries": [ "A grief eater's \"hood\" is a sensitive membrane that allows the creature to detect despair and other grief eaters. Someone who has proficiency in the {@skill Arcana} and {@skill Medicine} skills can remove this membrane intact with a successful {@dc 13} Wisdom ({@skill Medicine}) check. Somebody who has proficiency with {@item leatherworker's tools|PHB|leatherworker's} or {@item weaver's tools|PHB} can use six of these membranes to create a {@item morose monocle|GHMG} {@homebrew |(see chapter 4)}. Creating this monocle takes 5 days and other materials worth 100 gp." - ] + ], + "id": "310" }, { "type": "entries", @@ -91273,7 +92055,8 @@ "page": 139, "entries": [ "Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2|0|bright light}." - ] + ], + "id": "312" }, { "type": "entries", @@ -91281,9 +92064,11 @@ "page": 139, "entries": [ "A grief eater can sense people who are full of despair, fear, or sorrow, as well as other grief eaters. Such creatures can't hide from a grief eater." - ] + ], + "id": "313" } - ] + ], + "id": "311" }, { "type": "statblock", @@ -91292,7 +92077,8 @@ "name": "Grief Eater", "page": 139 } - ] + ], + "id": "30c" }, { "type": "entries", @@ -91326,7 +92112,8 @@ "page": 140, "entries": [ "Grim pipers are wicked fey haunting the edges of civilization. They prey on the unwary, killing the unfortunates who hear their music. The lucky few who've survived these encounters have difficulty describing the piper's appearance, but the stories are similar: human-looking figures in ragged patched clothing of varying colors. Their features remain hidden beneath a cowled cloak. The only consistent detail most survivors could corroborate is the creature carried a dark wooden flute." - ] + ], + "id": "316" }, { "type": "entries", @@ -91334,7 +92121,8 @@ "page": 140, "entries": [ "Pipers use their enchanting music to lure victims into darkened alleys where they delight in killing. Their haunting melodies can steal a life as quickly as the flashing daggers they use when prey resist their bewitching tunes." - ] + ], + "id": "317" }, { "type": "entries", @@ -91342,9 +92130,11 @@ "page": 140, "entries": [ "The origins of this fey remain unclear. Some suggest Arch Daemons called them forth from the fey realm to lure mortals to an early death. Others contend they are dark fey seeking vengeance for their destroyed forests. Though normally loners, pipers sometimes work for evil beings on the promise of powerful magic." - ] + ], + "id": "318" } - ] + ], + "id": "315" }, { "type": "entries", @@ -91353,7 +92143,8 @@ "entries": [ "Grim pipers use dark wooden flutes fashioned from rare wood grown only in the remote Etharian woods. These instruments are of the highest quality, easily worth ten times the price of a typical instrument to discerning buyers.", "Additionally, a grim piper has a {@chance 10|10% chance|Grim Piper|The Grim Piper's Flute is magical.|The Grim Piper's Flute is nonmagical.} to be carrying either {@item pipes of haunting|DMG} or {@item pipes of the sewers|DMG}, chosen by the GM." - ] + ], + "id": "319" }, { "type": "entries", @@ -91366,7 +92157,8 @@ "page": 140, "entries": [ "The piper's insidious melody is filled with dark fey enchantments that draw the listener to it." - ] + ], + "id": "31b" }, { "type": "entries", @@ -91374,7 +92166,8 @@ "page": 140, "entries": [ "Once the luring melody is resisted, the listener is immune to its enchanting effect for a day." - ] + ], + "id": "31c" }, { "type": "entries", @@ -91382,9 +92175,11 @@ "page": 140, "entries": [ "In addition to the luring melody, the fey can damage the mind using cruel notes that make its targets less able to resist its effects." - ] + ], + "id": "31d" } - ] + ], + "id": "31a" }, { "type": "inset", @@ -91393,7 +92188,8 @@ "entries": [ "A grim piper makes a powerful companion for a more powerful and hard-hitting creature. This symbiotic relationship sees the grim piper neutralizing creatures with its song, allowing the powerful partner creature to focus on damaging resisting creatures without having too many heroes beating on it in concert.", "Grim pipers partnering with spellcasters also amplifies the difficulty of a combat encounter. Their song, when it successfully targets a creature, makes them more susceptible to spells as well. Disadvantage on saving throws can make normally resilient characters a little more fragile than normal." - ] + ], + "id": "31e" }, { "type": "statblock", @@ -91402,7 +92198,8 @@ "name": "Grim Piper", "page": 140 } - ] + ], + "id": "314" }, { "type": "entries", @@ -91433,7 +92230,8 @@ "page": 141, "entries": [ "Grinstagger is a mighty oni known throughout Etharis for his cruelty and unique appearance. One side of his body is rigid and plantlike, giving him a perpetual grin and a staggering gait. Hence his name. Oni are the subject of numerous tales and frightful children's rhymes, but Grinstagger is known and feared even among his kind." - ] + ], + "id": "321" }, { "type": "entries", @@ -91441,7 +92239,8 @@ "page": 141, "entries": [ "Grinstagger entered a pact with a fey queen in exchange for more arcane power. He never intended to become a slave to another, however. Using ancient magic, Grinstagger wrested control of his pact away from his patron. Enraged, she sent numerous servants to hunt down the rogue warlock, but he eluded or slew each one." - ] + ], + "id": "322" }, { "type": "entries", @@ -91449,9 +92248,11 @@ "page": 141, "entries": [ "Unable to subdue Grinstagger, the fey queen cursed the oni. With each use of his power, Grinstagger's flesh hardened into a woody substance. His face locked in a rictus and his right side stiffened, giving him a limp. But this punishment did little to deter Grinstagger, who redirected the curse, freeing himself from its continuing effects before slipping from his former patron's clutches." - ] + ], + "id": "323" } - ] + ], + "id": "320" }, { "type": "entries", @@ -91459,7 +92260,8 @@ "page": 142, "entries": [ "Grinstagger wears a {@item ring of mind shielding|DMG}, which he keeps {@condition invisible}. It becomes visible if he dies. When that happens, his soul enters the ring. While his soul is in the ring, he can telepathically communicate with any creature wearing it. A wearer can't prevent this communication." - ] + ], + "id": "324" }, { "type": "entries", @@ -91472,7 +92274,8 @@ "page": 142, "entries": [ "Grinstagger is a mighty oni cursed for breaking his pact with an archfey." - ] + ], + "id": "326" }, { "type": "entries", @@ -91480,7 +92283,8 @@ "page": 142, "entries": [ "The curse twisted Grinstagger's flesh when he used his arcane powers. He escaped the curse, but its previous effects remain, giving Grinstagger his unique appearance." - ] + ], + "id": "327" }, { "type": "entries", @@ -91488,9 +92292,11 @@ "page": 142, "entries": [ "Grinstagger retains the power he stole from his patron. He can curse others with his attacks." - ] + ], + "id": "328" } - ] + ], + "id": "325" }, { "type": "inset", @@ -91500,7 +92306,8 @@ "Grinstagger is a powerful being, and his goals are always power and survival. When it becomes clear that a foe is more powerful than he is, he'll make every effort to promise wealth and power in exchange for his life. Whether he can deliver on those promises is another story altogether.", "Grinstagger generally travels and lairs with minions who serve him until he no longer has a use for him. With the fey powers pursuing Grinstagger relentlessly, his minions are generally kept around as a buffer between the oni and his pursuers, and don't last long.", "If the characters make a deal with Grinstagger to gain his knowledge or assistance, they quickly come to learn that Grinstagger has many powerful enemies who attack frequently." - ] + ], + "id": "329" }, { "type": "statblock", @@ -91509,7 +92316,8 @@ "name": "Grinstagger", "page": 142 } - ] + ], + "id": "31f" }, { "type": "entries", @@ -91540,7 +92348,8 @@ "page": 143, "entries": [ "Grippers are the remains of forests, drained of life. Fungus gorged on the corpses. What remains, besides rot, are these pale, knotty beings of vine and mold that straddle the worlds of living and dead without being undead. The danger of a gripper is mostly that it can pass its rot along." - ] + ], + "id": "32c" }, { "type": "entries", @@ -91548,9 +92357,11 @@ "page": 143, "entries": [ "A gripper lacks senses typical to humanoids, but it can sense others by their spiritual presence and navigate via the echoes of its clicking." - ] + ], + "id": "32d" } - ] + ], + "id": "32b" }, { "type": "entries", @@ -91558,7 +92369,8 @@ "page": 143, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item brewer's supplies|PHB} can use the spore sacs from three grippers as a base for a {@item potion of malice|GHMG} {@homebrew |(see chapter 4)}. Making the potion takes 3 days of work and other reagents worth 100 gp, and the brewer must succeed on a {@dc 10} Intelligence or Wisdom check to get the mixture right." - ] + ], + "id": "32e" }, { "type": "entries", @@ -91571,7 +92383,8 @@ "page": 143, "entries": [ "The grippers got their name from the fact that they grab and constrict their prey. They usually bite what they grab." - ] + ], + "id": "330" }, { "type": "entries", @@ -91579,7 +92392,8 @@ "page": 143, "entries": [ "Grippers look woody, but they have a lot of soft parts, making them vulnerable to slashing damage." - ] + ], + "id": "331" }, { "type": "entries", @@ -91587,7 +92401,8 @@ "page": 143, "entries": [ "Grippers can release rot-inducing spores. If they haven't done so before they die, they swell with pressure before releasing the spores in a wider area." - ] + ], + "id": "332" }, { "type": "entries", @@ -91595,9 +92410,11 @@ "page": 143, "entries": [ "A gripper exists in a state between life and death yet not undead. It can sense spirits, even those within living beings, and it uses its clicking to navigate. Its ability to sense spirits extends into the Ethereal Plane." - ] + ], + "id": "333" } - ] + ], + "id": "32f" }, { "type": "statblock", @@ -91606,7 +92423,8 @@ "name": "Gripper", "page": 143 } - ] + ], + "id": "32a" }, { "type": "entries", @@ -91637,7 +92455,8 @@ "page": 144, "entries": [ "A being such as a {@creature treant|MM}, {@creature awakened tree|MM}, or {@creature dryad|MM} can become infected in an encounter with an aberration. Over weeks of painful mutation, what remains is an enormous, slimy tree stump with clouded eyes and a gaping maw. A grotesquerie is no longer a part of its ecosystem but a canker on the landscape. It can move but rarely chooses to do so when not in combat." - ] + ], + "id": "336" }, { "type": "entries", @@ -91645,7 +92464,8 @@ "page": 144, "entries": [ "A grotesquerie suborns the will of weak-minded woodland creatures. They kill and bring back the carcasses of the higher life forms the grotesquerie craves for sustenance." - ] + ], + "id": "337" }, { "type": "entries", @@ -91653,9 +92473,11 @@ "page": 144, "entries": [ "Regardless of how many minions it takes to get the job done, a grotesquerie summons more and more until its hunger is temporarily sated. Grotesqueries are capable of swallowing human-sized creatures whole, and it slowly digests any kind of material. Given time, the stones in its gizzard pulverize flesh, bone, and metal." - ] + ], + "id": "338" } - ] + ], + "id": "335" }, { "type": "entries", @@ -91663,7 +92485,8 @@ "page": 144, "entries": [ "The gizzard-stones of a dead grotesquerie are diamond-hard and may be used or sold as diamonds with an equivalent worth of 250 gp in spells or alchemical experiments." - ] + ], + "id": "339" }, { "type": "entries", @@ -91676,7 +92499,8 @@ "page": 145, "entries": [ "The seemingly harmless tree stump is a horrible abomination capable of eating and digesting human flesh." - ] + ], + "id": "33b" }, { "type": "entries", @@ -91684,9 +92508,11 @@ "page": 145, "entries": [ "The grotesquerie can control swarms of animals, and it vomits forth acidic bile to destroy attackers." - ] + ], + "id": "33c" } - ] + ], + "id": "33a" }, { "type": "inset", @@ -91694,7 +92520,8 @@ "name": "GM Advice:", "entries": [ "A grotesquerie might sit in the center of a large area and control more than just tiny woodland creatures. Larger beasts, or even corrupted fey, might serve the horror. In this case, the characters might think that something else is responsible for the awful conditions and multiple disappearances in the area. They'll be surprised when the rotten tree trunk in the center of the clearing is the real culprit." - ] + ], + "id": "33d" }, { "type": "statblock", @@ -91710,7 +92537,8 @@ "name": "Grotesquerie", "page": 145 } - ] + ], + "id": "334" }, { "type": "entries", @@ -91732,7 +92560,8 @@ "page": 146, "entries": [ "Even the longest-lived people of Etharis don't remember grudgels, but they remember their elders speaking of these dreaded creatures: humanoid monsters who used their ferocity and martial prowess to lay waste to towns before disappearing. These myths lingered, but the grudgels have returned. These beings, unlike those of the terrible tales, are measured and wise. They don't speak of their communal past, but they seem to carry an otherworldly knowledge with them. Grudgels look to the stars as if those far-flung orbs are memories rather than mysteries." - ] + ], + "id": "340" }, { "type": "entries", @@ -91741,9 +92570,11 @@ "entries": [ "Grudgels, now wandering in from the wilderness in small groups, are proving to be valuable members of the communities they join, assuming they're not killed on sight out of misguided fear. The grudgels employ advanced building and crafting techniques, and they share this knowledge, alongside a willingness to work. These traits help others overcome initial hesitation at the sudden appearance of an unusual stranger.", "Grudgels are often peaceful and helpful, but they know how to fight. They're as skilled at battle as they are at other trades. Some have training in advanced magic, which they use, as with their weapons, mostly to maintain peace." - ] + ], + "id": "341" } - ] + ], + "id": "33f" }, { "type": "entries", @@ -91752,7 +92583,8 @@ "entries": [ "Most grudgels carry a piece of glassy material called stryllum, which isn't from Etharis. This substance is handed down from parent to child. The more powerful a grudgel is, the larger the piece of stryllum they carry. Small pieces of stryllum can be sold for 10 gp, while bigger pieces fetch 100 gp in large markets.", "Someone who has proficiency with {@item jeweler's tools|PHB} can work stryllum into a piece of jewelry. Doing so requires 1 hour per 10 gp the stryllum is worth and materials worth as much as the stryllum. The jeweler must succeed on a {@dc 13} Intelligence or Wisdom check to configure the jewelry properly\u2014failure indicates the jewelry is attractive and valuable but nonmagical. Success results in a charm that can absorb 1 psychic damage per gp the stryllum in the piece is worth. The stryllum dulls as it absorbs damage, and the jewelry becomes brittle and worthless after absorbing as much psychic damage as it can." - ] + ], + "id": "342" }, { "type": "entries", @@ -91765,7 +92597,8 @@ "page": 146, "entries": [ "Grudgels were known to be fierce and dangerous warriors before disappearing from Etharis. The grudgels that now live throughout the land behave nothing like those legends, although their appearance hasn't changed." - ] + ], + "id": "344" }, { "type": "entries", @@ -91773,9 +92606,11 @@ "page": 146, "entries": [ "Every grudgel carries with them a piece of glass they call stryllum, which they guard jealously. Many believe it contains innate magic." - ] + ], + "id": "345" } - ] + ], + "id": "343" }, { "type": "image", @@ -91825,9 +92660,11 @@ "name": "Grudgel Battlemind", "page": 148 } - ] + ], + "id": "33e" } - ] + ], + "id": "2c6" }, { "type": "section", @@ -91863,7 +92700,8 @@ "page": 149, "entries": [ "Deceiving and manipulative, hags are prone to cursing mortals for anything from breaking a bargain to mere amusement. Hag-blighted beings are unfortunate souls who've angered a hag. Instead of slaying the person, the hag chooses a crueler fate and uses a hag-blight curse." - ] + ], + "id": "349" }, { "type": "entries", @@ -91871,7 +92709,8 @@ "page": 149, "entries": [ "Under a hag-blight curse, a victim's form becomes monstrous. The person's face becomes a permanent scowl and grows warts and pustules, and their teeth become fangs. Their body bloats, and the limbs twist. Despite these changes, the body is powerful and enduring." - ] + ], + "id": "34a" }, { "type": "entries", @@ -91879,9 +92718,11 @@ "page": 149, "entries": [ "Most people shun the hag-blighted for fear of the hag's ire. Only the brave or foolish dare seek out the hag to remove this affliction." - ] + ], + "id": "34b" } - ] + ], + "id": "348" }, { "type": "entries", @@ -91889,7 +92730,8 @@ "page": 149, "entries": [ "The blood of a dead hag-blighted person can be used to make a potion that ends any effect that changes a creature's shape. Someone who has proficiency with {@item alchemist's supplies|PHB} can distill the blood from one hag-blighted, along with reagents worth 50 gp, to make three doses of this potion in 4 hours. Doing so requires a successful {@dc 13} Intelligence or Wisdom check. This potion can be consumed, or it can be thrown as an improvised weapon, making a ranged attack against a creature. A creature exposed to this potion can't change shape for 10 minutes, while a creature who drinks the potion can't change shape for 1 hour." - ] + ], + "id": "34c" }, { "type": "entries", @@ -91902,7 +92744,8 @@ "page": 149, "entries": [ "Hag-blighted are mortals who have been cursed by a hag." - ] + ], + "id": "34e" }, { "type": "entries", @@ -91910,7 +92753,8 @@ "page": 149, "entries": [ "The hag-blight curse twists the body and diminishes the mind, but it increases strength and endurance and gives the person sharp teeth." - ] + ], + "id": "34f" }, { "type": "entries", @@ -91918,9 +92762,11 @@ "page": 149, "entries": [ "A hag-blighted person can vomit corrosive bile." - ] + ], + "id": "350" } - ] + ], + "id": "34d" }, { "type": "statblock", @@ -91929,7 +92775,8 @@ "name": "Hag-Blighted", "page": 149 } - ] + ], + "id": "347" }, { "type": "entries", @@ -91960,7 +92807,8 @@ "page": 150, "entries": [ "Infamous liars sometimes return as harvesters of lies after they die. These undead beings are capable of unerringly detecting falsehoods. The more lies one tells, the more attractive the liar's tongue becomes to the harvester." - ] + ], + "id": "353" }, { "type": "entries", @@ -91968,7 +92816,8 @@ "page": 150, "entries": [ "The harvester of lies is compelled to collect the tongues of liars and sew them into a long coat that it wears. This coat is the creature's most prized possession and without it, it cannot use its innate spellcasting." - ] + ], + "id": "354" }, { "type": "entries", @@ -91976,9 +92825,11 @@ "page": 150, "entries": [ "Harvesters of lies are stealthy hunters that slip into their target's home, harvest the victim's tongue, and leave without alerting others. The harvester appears as a normal humanoid, but its skin is mottled and purple, and its eyes sunken and glaring." - ] + ], + "id": "355" } - ] + ], + "id": "352" }, { "type": "entries", @@ -91986,7 +92837,8 @@ "page": 150, "entries": [ "If defeated, the harvester's {@item coat of lies|GHMG} {@homebrew |(see Chapter 4)} can be claimed." - ] + ], + "id": "356" }, { "type": "entries", @@ -91999,7 +92851,8 @@ "page": 150, "entries": [ "Harvesters of lies can detect when a lie is uttered from 1 mile away. They are attracted to lies, the more frequent the lies and the more outlandish, the greater the attraction." - ] + ], + "id": "358" }, { "type": "entries", @@ -92007,7 +92860,8 @@ "page": 150, "entries": [ "Harvesters are resistant to nonmagical weapons and necrotic damage, and immune to poison." - ] + ], + "id": "359" }, { "type": "entries", @@ -92015,9 +92869,11 @@ "page": 150, "entries": [ "The harvester wears a coat made of the severed tongues of its victims that allow it to cast several spells." - ] + ], + "id": "35a" } - ] + ], + "id": "357" }, { "type": "statblock", @@ -92026,7 +92882,8 @@ "name": "Harvester of Lies", "page": 150 } - ] + ], + "id": "351" }, { "type": "entries", @@ -92057,7 +92914,8 @@ "page": 151, "entries": [ "Hedrons are elementals of pure order. They see the world as a chaotic place that must be tamed. This view puts them at odds with reality." - ] + ], + "id": "35d" }, { "type": "entries", @@ -92065,7 +92923,8 @@ "page": 151, "entries": [ "As the purified essence of order, a hedron wants to impose perfection on its surroundings. Terrain smooths, objects refine, and animals warp into identical copies. This process is painful, often lethal, to creatures." - ] + ], + "id": "35e" }, { "type": "entries", @@ -92073,7 +92932,8 @@ "page": 151, "entries": [ "Hedrons are sapient beings, rigid in their terraforming efforts. The well-being of other entities is of no consequence to a hedron. An orderly corpse is just as good as a living clone." - ] + ], + "id": "35f" }, { "type": "entries", @@ -92081,9 +92941,11 @@ "page": 151, "entries": [ "A hedron doesn't require air, food, drink, or sleep." - ] + ], + "id": "360" } - ] + ], + "id": "35c" }, { "type": "entries", @@ -92091,7 +92953,8 @@ "page": 151, "entries": [ "The matter composing a hedron resolves into perfect geometric solids when the elemental collapses. These polyhedrons can be used to make fifty dice that land on a number the roller wants, provided the roller knows the dice work this way. These dice are worth 5 to 10 gp each to the right buyers." - ] + ], + "id": "361" }, { "type": "entries", @@ -92104,7 +92967,8 @@ "page": 151, "entries": [ "A hedron is an elemental aligned with law rather than traditional elements. It can manipulate and harm creatures and objects with invisible force." - ] + ], + "id": "363" }, { "type": "entries", @@ -92112,9 +92976,11 @@ "page": 151, "entries": [ "Hedrons exude an aura that transforms creatures and objects into \"orderly\" forms. For creatures, the body resists, and the process is painful and potentially lethal." - ] + ], + "id": "364" } - ] + ], + "id": "362" }, { "type": "statblock", @@ -92123,7 +92989,8 @@ "name": "Hedron", "page": 151 } - ] + ], + "id": "35b" }, { "type": "entries", @@ -92155,9 +93022,11 @@ "page": 152, "entries": [ "A cluster of hell's reaches is called a ring of fire. It's best avoided, much like a fairy circle." - ] + ], + "id": "367" } - ] + ], + "id": "366" }, { "type": "entries", @@ -92165,7 +93034,8 @@ "page": 152, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can use the remains of one ring of fire (or about a dozen hell's reaches) and reagents worth 25 gp to brew an oil that can be applied to armor in 10 minutes. One dose of this oil conveys resistance to fire damage to the armor and to the wearer while the armor is worn for 24 hours after the oil is applied. Brewing the oil requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "368" }, { "type": "entries", @@ -92178,9 +93048,11 @@ "page": 152, "entries": [ "Hell's reach is immune to fire. The liquid within the mushroom is flammable and bursts forth when the mushrooms take damage." - ] + ], + "id": "36a" } - ] + ], + "id": "369" }, { "type": "statblock", @@ -92196,7 +93068,8 @@ "name": "Ring of Fire", "page": 152 } - ] + ], + "id": "365" }, { "type": "entries", @@ -92227,7 +93100,8 @@ "page": 153, "entries": [ "A hermit skull belonged to a person so hateful that the hate reanimated the spirit after death. Lacking the power to animate a whole body, this monster's six oozing, ectoplasmic limbs extend from the skull as it scuttles around in search of life to destroy. In this task, the hermit skull is cunning enough to burrow into soil and wait for prey to pass nearby. Then, the skull attacks." - ] + ], + "id": "36d" }, { "type": "entries", @@ -92235,9 +93109,11 @@ "page": 153, "entries": [ "A hermit skull doesn't require air, food, drink, or sleep." - ] + ], + "id": "36e" } - ] + ], + "id": "36c" }, { "type": "entries", @@ -92245,7 +93121,8 @@ "page": 153, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can mix the dust and ectoplasmic remains of two hermit skulls with reagents worth 25 gp to create an elixir that duplicates a {@spell calm emotions} spell cast on the drinker. Creating the elixir requires 4 hours of work and a successful {@dc 10} Intelligence or Wisdom check." - ] + ], + "id": "36f" }, { "type": "entries", @@ -92258,7 +93135,8 @@ "page": 153, "entries": [ "Strong negative emotions in a living creature can cause them to rise again as an undead creature when they die. A hermit skull rises when a dying person has enough hatred in their heart to animate their remains, but only enough power is available to animate their skull." - ] + ], + "id": "371" }, { "type": "entries", @@ -92266,9 +93144,11 @@ "page": 153, "entries": [ "Hermit skulls lash out with their ectoplasmic limbs, which rot flesh and sap vitality." - ] + ], + "id": "372" } - ] + ], + "id": "370" }, { "type": "statblock", @@ -92277,7 +93157,8 @@ "name": "Hermit Skull", "page": 153 } - ] + ], + "id": "36b" }, { "type": "entries", @@ -92308,7 +93189,8 @@ "page": 154, "entries": [ "Servants of necromancers, hive haunts are undead swarms of eusocial insects whose drive to obey a queen has been replaced by controlling power of an animating spirit. A hive haunt is difficult to construct. Adventurers dealing with such a swarm best be wary of its creator, who might have further unseen traps lying in wait." - ] + ], + "id": "375" }, { "type": "entries", @@ -92316,7 +93198,8 @@ "page": 154, "entries": [ "Not only is the creation of a hive haunt a complex feat of magic, but it's also cruel. The necromancer must catch a large hive of eusocial insects and ritually feed them into a sacrificial victim, taking care to keep the insects and the victim alive. Spells enacted force the insects to devour the victim's soul from the inside, usurping it as the hive's new queen. The necromancer must then consume the original insect queen to seal command over their creation." - ] + ], + "id": "376" }, { "type": "entries", @@ -92324,7 +93207,8 @@ "page": 154, "entries": [ "The creation of a hive haunt erases the animating spirit's personality and, in most cases, its memory. But it doesn't reduce its intelligence. With their ability to send individual members of the hive into secure locations unnoticed, hive haunts can be employed as spies or stealthy assassins. Strongstomached necromancers have been known to carry hive haunts hidden in clothing, appearing unarmed to a casual observer." - ] + ], + "id": "377" }, { "type": "entries", @@ -92332,7 +93216,8 @@ "page": 154, "entries": [ "To maintain the animating spirit's potency, a hive haunt must frequently feed on the flesh and spirit of the living. Sapient creatures are more sustaining than animals. A necromancer in command of such a hive is driven to greater acts of kidnapping and violence." - ] + ], + "id": "378" }, { "type": "entries", @@ -92340,9 +93225,11 @@ "page": 154, "entries": [ "The hive haunt it requires neither air nor sleep." - ] + ], + "id": "379" } - ] + ], + "id": "374" }, { "type": "entries", @@ -92350,7 +93237,8 @@ "page": 154, "entries": [ "Once a hive haunt is defeated, its animating spirit departs the swarm, leaving behind only rotting insect carcasses. These bodies can be pounded into a small quantity of a valuable, colorfast green or red dye worth 50 gp." - ] + ], + "id": "37a" }, { "type": "entries", @@ -92363,7 +93251,8 @@ "page": 154, "entries": [ "An undead spirit powers a hive haunt. The hive haunt has traits like other undead creatures and swarms." - ] + ], + "id": "37c" }, { "type": "entries", @@ -92371,9 +93260,11 @@ "page": 154, "entries": [ "The hive haunt injects a {@condition restrained|PHB|restraining} poison and drains a victim's life force." - ] + ], + "id": "37d" } - ] + ], + "id": "37b" }, { "type": "statblock", @@ -92382,7 +93273,8 @@ "name": "Hive Haunt", "page": 154 } - ] + ], + "id": "373" }, { "type": "entries", @@ -92404,7 +93296,8 @@ "page": 155, "entries": [ "Hivewolves are a combination of ant and wolf. Covered in chitinous plates, with toothy jaws flanked by sharp mandibles, these monstrosities strip areas of animals and plants to feed their voracious hunger." - ] + ], + "id": "380" }, { "type": "entries", @@ -92412,7 +93305,8 @@ "page": 155, "entries": [ "Their insectile nature allows hivewolves to remain in contact in a way much like telepathy. If one hivewolf or pack encounters a tough foe, others quickly come to aid their allies." - ] + ], + "id": "381" }, { "type": "entries", @@ -92420,9 +93314,11 @@ "page": 155, "entries": [ "When moving to a new area, hivewolves establish a nest for their matriarch. From there, multiple packs set out to find and secure food for the bloated queen. If left unchecked, the queen produces enough progeny to threaten a whole region." - ] + ], + "id": "382" } - ] + ], + "id": "37f" }, { "type": "entries", @@ -92430,7 +93326,8 @@ "page": 155, "entries": [ "Someone who has proficiency with {@item smith's tools|PHB} can fashion a hivewolf matriarch's mandibles into a {@item caustic rapier|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 5 days of work and materials worth 200 gp. Somebody needs to cast {@spell Melf's Acid Arrow|PHB|acid arrow} on the weapon once during its crafting or {@spell acid splash} on it every day during its creation." - ] + ], + "id": "383" }, { "type": "entries", @@ -92443,7 +93340,8 @@ "page": 155, "entries": [ "Hivewolves are hybrid ant-wolves that relentlessly attack prey and devour edible plants." - ] + ], + "id": "385" }, { "type": "entries", @@ -92451,7 +93349,8 @@ "page": 155, "entries": [ "Hivewolves are aware of each other, potentially allowing them to react to threats across great distances." - ] + ], + "id": "386" }, { "type": "entries", @@ -92459,9 +93358,11 @@ "page": 155, "entries": [ "Hivewolves form nests around a matriarch, acting as one to protect her." - ] + ], + "id": "387" } - ] + ], + "id": "384" }, { "type": "statblock", @@ -92477,7 +93378,8 @@ "name": "Hivewolf Matriarch", "page": 155 } - ] + ], + "id": "37e" }, { "type": "entries", @@ -92509,7 +93411,8 @@ "entries": [ "Horror flits are nightmarish creatures that defy imagination. They start as small, sickly greengray oblong eyeless orbs of pulsating flesh, slick with slime. Clumps of dirt, pebbles, dry leaves, and nettles stick to them. These little creatures hunt in great swarms. Larger flits hunt in smaller groups, while the largest\u2014the breeders\u2014often hunt alone.", "All flits propel themselves by growing a series of pseudopods, which grasp ground, root, limb, and trunk, then fling the creature in the desired direction. Upon reaching prey, a flit's conical mouth, lined with rows of teeth, opens. Then the real terror begins." - ] + ], + "id": "38a" }, { "type": "entries", @@ -92518,7 +93421,8 @@ "entries": [ "The first glimpse, when a horror flit opens its mouth, is terrible enough, but what happens next is worse. Upon chomping down on their prey, the flit inverts the inner mouth, drilling into flesh. As the flit delves, feeding from the inside out, it discharges reproductive secretions.", "These aberrations reproduce by slaying other creatures. The more they kill, the more swarms they create. Swarm members that live long enough grow into larger horrors. A breeder has devoured so much that it can spontaneously reproduce, spewing swarms from its mouth." - ] + ], + "id": "38b" }, { "type": "entries", @@ -92526,9 +93430,11 @@ "page": 156, "entries": [ "It's unclear where these strange creatures came from or what their purpose is. Some assume they sprang from daemonic ichor. Others theorize they're from beyond the pale, a shadowy place between this world and another." - ] + ], + "id": "38c" } - ] + ], + "id": "389" }, { "type": "entries", @@ -92536,7 +93442,8 @@ "page": 157, "entries": [ "The reaction of most folks who have encountered a horror flit is, \"Burn it with fire!\" But a handful of naturalists seek out these creatures for a variety of purposes, paying handsomely for samples. Bounties for these creatures in urban areas range from 10 to 100 gp." - ] + ], + "id": "38d" }, { "type": "entries", @@ -92549,7 +93456,8 @@ "page": 157, "entries": [ "A horror flit has no eyes, but they sense their prey by means of vibrations in the air or in the water. They breed by infesting the flesh of their prey." - ] + ], + "id": "38f" }, { "type": "entries", @@ -92557,9 +93465,11 @@ "page": 157, "entries": [ "The largest of these creatures, called \"breeders\" by most, can spit out swarms of their young, especially when the breeder instinctively feels it might die. The creature normally reproduces more slowly, vomiting a new swarm every few days." - ] + ], + "id": "390" } - ] + ], + "id": "38e" }, { "type": "statblock", @@ -92591,7 +93501,8 @@ "name": "Horror Flit Swarm", "page": 157 } - ] + ], + "id": "388" }, { "type": "entries", @@ -92623,7 +93534,8 @@ "entries": [ "A fey creature of mischief rather than menace, the horror-out-the-box is so named because of its oddly shaped and distended legs and arms, the colors of its garments along its limbs resembling pleating like a child's toy, as well as its face, colored like a jester wearing a domino mask.", "A horror-out-the-box prefers to remain in areas with a strong fey presence, but outside of such environs it can be found in urban areas, where it might easily find its chaotic amusement." - ] + ], + "id": "393" }, { "type": "entries", @@ -92631,7 +93543,8 @@ "page": 158, "entries": [ "Though the horror-out-the-box is more a prankster than a villain, it shares the cruel sense of humor of many fey. It delights in havoc and chaos, whether by picking a pocket, hitting someone in the back from afar to start a fight, or insulting passersby." - ] + ], + "id": "394" }, { "type": "entries", @@ -92639,7 +93552,8 @@ "page": 158, "entries": [ "Because of its incredible jumping abilities and reach, a horror-out-the-box is well-suited to leaping or clambering over any obstacle in its path. Its arms can reach from a distant hiding place to cause trouble." - ] + ], + "id": "395" }, { "type": "entries", @@ -92647,9 +93561,11 @@ "page": 158, "entries": [ "A horror-out-the-box enjoys collecting shiny objects, and treasure is no exception. If sufficiently threatened or somehow bested, a horror can be convinced to reveal the location of its prized valuables, though this hoard could be comprised of nearly anything." - ] + ], + "id": "396" } - ] + ], + "id": "392" }, { "type": "entries", @@ -92657,7 +93573,8 @@ "page": 158, "entries": [ "The corrupting influence of a horror-out-the-box spreads to its treasure. Mixing the coins from a horror's collection with other coins can cause gold to turn to lead or gems to turn to glass. Use your favorite trinket table to randomly create a horror's \"hoard.\" There's a {@chance 50|50% chance|Horror-out-the-Box Hoard|The hoard contains a magic item.|The haord contains no magical items.} that the hoard contains a common or uncommon magic item." - ] + ], + "id": "397" }, { "type": "entries", @@ -92670,7 +93587,8 @@ "page": 158, "entries": [ "This creature looks like a perversion of a child's toy, but it's a fey creature that poses a threat to the peace in the area." - ] + ], + "id": "399" }, { "type": "entries", @@ -92678,9 +93596,11 @@ "page": 158, "entries": [ "A horror-out-the-box has an incredible reach and quick enough reactions to strike those who move carelessly around it." - ] + ], + "id": "39a" } - ] + ], + "id": "398" }, { "type": "statblock", @@ -92689,7 +93609,8 @@ "name": "Horror-out-the-Box", "page": 158 } - ] + ], + "id": "391" }, { "type": "entries", @@ -92711,7 +93632,8 @@ "page": 159, "entries": [ "Popularly known as an hourglass widow, these undead are created when legendary heroes perish while waiting for a loved one to return. The anguish of waiting, and of the overwhelming fear of loss, transforms the hero into a monster with the ultimate goal of destroying hope." - ] + ], + "id": "39d" }, { "type": "entries", @@ -92719,7 +93641,8 @@ "page": 159, "entries": [ "An hourglass widow has a magical hourglass embedded in its chest that allows it mastery over time. It can speed itself up and ignore a {@spell slow} spell or move freely in a {@spell time stop}." - ] + ], + "id": "39e" }, { "type": "entries", @@ -92727,9 +93650,11 @@ "page": 159, "entries": [ "The widow's ability to manipulate time allows it to unleash a devastating flurry of abilities before others can act." - ] + ], + "id": "39f" } - ] + ], + "id": "39c" }, { "type": "entries", @@ -92737,7 +93662,8 @@ "page": 159, "entries": [ "When the sand from the widow's hourglass is mixed with wine, it creates an elixir that when consumed prevents the creature from aging for {@dice 2d6 + 10} years. There is enough sand in the hourglass to create an elixir for two creatures. A creature cannot benefit from the sand of an hourglass widow more than once. The sand can be sold for 5,000 gp." - ] + ], + "id": "3a0" }, { "type": "entries", @@ -92750,7 +93676,8 @@ "page": 159, "entries": [ "Hourglass widows are undead who can control time to act more than once a round." - ] + ], + "id": "3a2" }, { "type": "entries", @@ -92758,7 +93685,8 @@ "page": 159, "entries": [ "Hourglass widows are resistant to cold, force, lightning, and necrotic. They are immune to poison and nonmagical attacks." - ] + ], + "id": "3a3" }, { "type": "entries", @@ -92766,9 +93694,11 @@ "page": 159, "entries": [ "Inexplicably, an hourglass widow can affect those trapped in a {@spell time stop}, {@spell imprisonment}, or other stasis effect." - ] + ], + "id": "3a4" } - ] + ], + "id": "3a1" }, { "type": "statblock", @@ -92777,7 +93707,8 @@ "name": "Hourglass Widow", "page": 159 } - ] + ], + "id": "39b" }, { "type": "entries", @@ -92808,7 +93739,8 @@ "page": 160, "entries": [ "Enterprising loggers. Hiding bandits. Hardy stonemasons. Treasure hunters. Many attempt to form bases of operation among the gigantic trunks and thick foliage of the Stillborn Forest. And many succeed at establishing thriving bases thanks to the ample bounty that the forest provides. Or at least until the hraptnon finds them. Then it's nothing but blood and screams." - ] + ], + "id": "3a7" }, { "type": "entries", @@ -92816,7 +93748,8 @@ "page": 160, "entries": [ "The hraptnon was born centuries ago, when a coven of hags lairing in the Stillborn Forest used magic to enhance the capabilities of a normal ogre who they'd enchanted to protect them. The coven died out, but the creature lived on to be adopted by another coven, which added more magical enhancements. This cycle continued decade after decade, and the resulting creature grew in size and power. Now the hraptnon is beyond control, with nothing in its soul except for an undying urge to eat those who wield magic." - ] + ], + "id": "3a8" }, { "type": "entries", @@ -92824,9 +93757,11 @@ "page": 160, "entries": [ "The secret of the hraptnon lives buried in the center the Stillborn Forest, beneath a pool of clear water in a grove of magical trees. Magical damage cannot harm the hraptnon while the heart rests in the pool. The grove is guarded by {@creature xakalonus|GHMG} the murderous offspring of the hraptnon." - ] + ], + "id": "3a9" } - ] + ], + "id": "3a6" }, { "type": "entries", @@ -92834,7 +93769,8 @@ "page": 161, "entries": [ "A central spike growing from the hraptnon can be fashioned into a spear or lance by a proficient weaponsmith succeeding on a {@dc 20} Intelligence ({@skill Arcana}) check. This takes 10 days of work and 1000 gp of components. The {@item Hraptnon Weapon|GHMG|spear or lance} acts as a +3 weapon that does an additional 7 ({@damage 2d6}) force damage on a successful hit. This magical weapon can affect the hraptnon, unlike other magical weapons." - ] + ], + "id": "3aa" }, { "type": "entries", @@ -92847,7 +93783,8 @@ "page": 161, "entries": [ "The hraptnon lives in the Stillborn Forest, and it has never been seen outside of the forest bounds." - ] + ], + "id": "3ac" }, { "type": "entries", @@ -92855,7 +93792,8 @@ "page": 161, "entries": [ "No magical spells or weapons can hurt the hraptnon, and its blood can spawn creatures known as {@creature xakalonus|GHMG}." - ] + ], + "id": "3ad" }, { "type": "entries", @@ -92863,9 +93801,11 @@ "page": 161, "entries": [ "The hraptnon cannot be permanently killed unless its heart, which rests in a magical pool in a grove at the center of the Stillborn Forest, is found and destroyed. This heart, known as the Stillborn Heart, could be sold to a sage for a large sum of gold." - ] + ], + "id": "3ae" } - ] + ], + "id": "3ab" }, { "type": "inset", @@ -92874,7 +93814,8 @@ "entries": [ "The hraptnon is a great example of a \"puzzle monster,\" a beast that cannot be defeated until its secrets are revealed. Puzzle monsters can be a great deal of fun, especially to challenge extremely powerful parties. Just when the players think they've scored a potentially easy victory, they find that the threat remains.", "The key to maximizing the impact of puzzle monsters like the hraptnon is to make sure not to reveal too much information too soon. Make the characters puzzle out the reality behind the monster, using resources and taking time to do so. When they are finally able to fully defeat the creature, their victory will be all the sweeter." - ] + ], + "id": "3af" }, { "type": "statblock", @@ -92883,7 +93824,8 @@ "name": "Hraptnon", "page": 161 } - ] + ], + "id": "3a5" }, { "type": "entries", @@ -92915,7 +93857,8 @@ "entries": [ "The {@spell Curse of Ravenous Hunger|GH} is reviled not only because of its destructiveness, but also due to the horrid transformation of victims. Before such unfortunates mature into their ultimate form, the curse compels them to devour all manner of creatures before the realization that only humanoid flesh fulfills their needs.", "The curse isn't limited to people. It can affect animals, including herbivores. Due to the influence of the Beast, these previously docile animals change drastically. They grow fangs and develop bizarre traits to match their new dietary needs." - ] + ], + "id": "3b2" }, { "type": "entries", @@ -92923,7 +93866,8 @@ "page": 162, "entries": [ "Ordinarily, one would never look twice at a dairy cow, but a carnivorous cow's larger horns and sharp hooves warrant attention. These bovines have rows of sharklike teeth but prefer to patiently devour slain prey. It's enough to make a hardy adventurer shudder when hearing a moo." - ] + ], + "id": "3b3" }, { "type": "entries", @@ -92931,7 +93875,8 @@ "page": 162, "entries": [ "The dread llama could never be mistaken for its docile kin. Its woolly coat turns bright, eye-catching red. Weavers prize this vermillion wool." - ] + ], + "id": "3b4" }, { "type": "entries", @@ -92939,7 +93884,8 @@ "page": 162, "entries": [ "The three-eyed gaze of the fearsome beast known as the edacious equine can addle the mind, preventing escape. The horse's maw resembles that of an alligator more than that of a friendly mare." - ] + ], + "id": "3b5" }, { "type": "entries", @@ -92947,9 +93893,11 @@ "page": 162, "entries": [ "The thunderous rumbling sound of a charging elephant bearing down on an enemy is scary enough. An elephant hunting for humanoid flesh and launching quills at its prey through its trunk can drive even the brave to terror." - ] + ], + "id": "3b6" } - ] + ], + "id": "3b1" }, { "type": "entries", @@ -92958,7 +93906,8 @@ "entries": [ "Wealthy epicures prize the meat of hunger-cursed carnivores, claiming it tastes better than anything else. Someone who has proficiency with {@item cook's utensils|PHB} can carve a beast's choice cuts in 1 hour, or 4 hours for an elephant. This meat fetches 100 gp times the creature's Challenge in the right markets. It spoils in hours if not preserved.", "Dread llama wool is worth 25 gp per llama. Someone who has proficiency in {@skill Animal Handling} or {@skill Survival} can sheer a slain llama correctly, as can someone who has proficiency with {@item weaver's tools|PHB}." - ] + ], + "id": "3b7" }, { "type": "entries", @@ -92971,9 +93920,11 @@ "page": 162, "entries": [ "Beasts who fall victim to the {@spell Curse of Ravenous Hunger|GH} transform into a hunger-cursed carnivore at an intermediate stage of the curse." - ] + ], + "id": "3b9" } - ] + ], + "id": "3b8" }, { "type": "statblock", @@ -93003,7 +93954,8 @@ "name": "Esurient Elephant", "page": 163 } - ] + ], + "id": "3b0" }, { "type": "entries", @@ -93025,7 +93977,8 @@ "page": 164, "entries": [ "The disease {@disease Tears of the Hungerer|GH} can turn a once prosperous area into a wasteland. The affliction mostly affects humanoids, but animals might be infected, too. If so, they grow bolder in their efforts to survive. Herbivore's hunt fleshy prey, and predators raid graveyards to dig up corpses to eat." - ] + ], + "id": "3bc" }, { "type": "entries", @@ -93035,7 +93988,8 @@ "Hungerer beasts don't become how they are by succumbing to the disease. That would be a natural end to these creatures, but little natural remains in them. The body changes to fit the extreme situation, turning a creature once skittish and peaceful into a ravenous predator.", "Some hungerer beasts resemble starving animals, with an unhealthy coat and a spark of desperation in their eyes. Others change in monstrous ways, becoming new beasts. As with the hungerer snake and its tail blade, a beast can develop new traits. An attack from such a beast might transmit {@disease Tears of the Hungerer|GH}.", "The change is so drastic that feeding a beast isn't enough to return it to the animal it once was. Only powerful magic can restore a transformed beast. Some hungerer beasts breed their affliction into their offspring. Even greater magic is required to alter that change." - ] + ], + "id": "3bd" }, { "type": "entries", @@ -93043,9 +93997,11 @@ "page": 164, "entries": [ "Hungerer beasts can be different in form, but they are united in their monstrousness and behavior. They are extremely aggressive. Pain doesn't faze them. They face fire and threats with fierceness. It quickly becomes clear to anyone dealing with such a beast that it wasn't created by nature." - ] + ], + "id": "3be" } - ] + ], + "id": "3bb" }, { "type": "entries", @@ -93053,7 +94009,8 @@ "page": 164, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or a {@item poisoner's kit|PHB} can use venom harvested from the hungerer snake to create one potion of poison that also exposes the drinker to {@disease Tears of the Hungerer|GH}. Producing the poison takes 2 hours, reagents worth 50 gp, and a successful {@dc 13} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "3bf" }, { "type": "entries", @@ -93066,7 +94023,8 @@ "page": 164, "entries": [ "Hungerer beasts change under the influence of the {@disease Tears of the Hungerer|GH} disease. The infection might not kill, but it makes the animal an extremely aggressive carrier of the illness. Under this influence, even creatures that were once docile become dangerous." - ] + ], + "id": "3c1" }, { "type": "entries", @@ -93075,7 +94033,8 @@ "entries": [ "Hungerer beasts leap into battle and can rush prey with incredible speed. The smell of blood can drive some berserk.", "Unusual features distinguish a hungerer creature. The bright blue body, crimson head, and daggerlike tail make a hungerer snake easy to identify, for instance." - ] + ], + "id": "3c2" }, { "type": "entries", @@ -93083,9 +94042,11 @@ "page": 164, "entries": [ "Healing magic such as {@spell greater restoration} or mightier healing can restore a hungerer creature to its normal state unless it was bred with the affliction, as hungerer snakes are. Only a {@spell wish} can undo that change." - ] + ], + "id": "3c3" } - ] + ], + "id": "3c0" }, { "type": "image", @@ -93148,7 +94109,8 @@ "page": 166, "entries": [ "As a bonus action, the beast can move up to its speed toward a hostile creature it can see." - ] + ], + "id": "3c5" }, { "type": "entries", @@ -93156,11 +94118,14 @@ "page": 166, "entries": [ "The beast has advantage on melee attack rolls against any creature that doesn't have all its hit points." - ] + ], + "id": "3c6" } - ] + ], + "id": "3c4" } - ] + ], + "id": "3ba" }, { "type": "entries", @@ -93184,7 +94149,8 @@ "Dwarf warriors are often thought of as tough as stone. But even these stalwart people are vulnerable to powerful curses. Dwarves mention such a cursed warrior in hushed tones among other dwarves. Such a creature, a hurrock, is to be pitied and feared.", "When a dwarf is cursed this way, their skin adopts a rocklike texture and hue. Their arms twist and harden, resembling a weapon and shield. The luxuriant beard they cultivated, the pride of any dwarf, becomes like metal wire. Most pronounced among these changes, their head bulges and distends in a mockery of familial great helms, their visage horrifying and unnatural. The mind snaps under the strain as their dwarf essence slowly leeches out of them.", "As a hurrock loses touch with their former life, they grow to prefer the safety and solace of the rocky depths. A hurrock burrows ever deeper into solid rock, occasionally coming across mine shafts and underground tributaries. Hurrocks can often be found delving alone, but groups can also form, whether they sought each other out or were cursed together." - ] + ], + "id": "3c9" }, { "type": "entries", @@ -93193,9 +94159,11 @@ "entries": [ "The cursed rock infecting a hurrock's body grows in strength over time, consuming more humanoid attributes in exchange for greater elemental affinity. An elder hurrock develops beyond any need for food and enters a trance state for four hours in lieu of normal sleep.", "Eventually, the curse changes an ancient hurrock into a creature with only the barest resemblance to a dwarf. The hurrock's weapon arm and shield arm have worn to nubs, and the creature can travel quickly on all four limbs. Cursed rock makes up three-quarters of its body mass, and grows larger. Where the hurrock's metal-infused beard once was, there is now a tangle of iron blades and spikes bristling from its jaw. The rock comprising most of its head now covers its eyes, obscuring its vision, so the hurrock relies upon its {@sense tremorsense|MM}. In its final form, the hurrock no longer sleeps or enters a trance and can't be rendered unconscious." - ] + ], + "id": "3ca" } - ] + ], + "id": "3c8" }, { "type": "entries", @@ -93203,7 +94171,8 @@ "page": 167, "entries": [ "The death of a hurrock causes the cursed stone to crumble and fall away as the curse dissipates. The curse hardens and polishes some of the victim's organs into gemstones. Normal hurrocks yield gems worth 100 gp, elder hurrocks produce gems worth 500 gp, and ancient hurrocks have gems worth 1,000 gp. Jewelers and those schooled in {@skill Arcana} can recognize these hurrock stones for what they are with a successful {@dc 15} Intelligence check. Those who recognize the gems might be less or more willing to trade for them, depending on the buyer's taste for cursed objects." - ] + ], + "id": "3cb" }, { "type": "entries", @@ -93216,9 +94185,11 @@ "page": 167, "entries": [ "Dwarves falling victim to a specific curse of the deep transform into monsters called hurrocks. Only adamantine or magic weapons are fully effective against them. Thunder seriously harms elder hurrocks, much as it does earth elementals." - ] + ], + "id": "3cd" } - ] + ], + "id": "3cc" }, { "type": "inset", @@ -93226,7 +94197,8 @@ "name": "GM Advice:", "entries": [ "Hurrocks lack a ranged attack, but their burrow ability more than compensates. Since they are mostly encountered deep underground in tight passageways, hurrocks can simply burrow through solid stone above, beneath, or around enemies until they are in a good position to attack softer targets with melee attacks." - ] + ], + "id": "3ce" }, { "type": "statblock", @@ -93267,9 +94239,11 @@ "name": "Hurrock", "page": 169 } - ] + ], + "id": "3c7" } - ] + ], + "id": "346" }, { "type": "section", @@ -93305,7 +94279,8 @@ "page": 170, "entries": [ "These creatures are cousins to {@creature mimic|MM|mimics}, with shapeshifting abilities that allow them to counterfeit animals. They can't get it quite right, however, as they appear to be covered in an inky substance. This normally leads them to hunt from a distance, hide in plain sight as other objects, and take more animalistic forms. Most can only take the form of Small or smaller creatures, ranging from cats to rats to dogs." - ] + ], + "id": "3d2" }, { "type": "entries", @@ -93313,9 +94288,11 @@ "page": 170, "entries": [ "The inkwalker can copy the sounds it hears and those of the prey it consumes to lure its prey into its den. With this, it normally stalks from afar, as its silhouette is convincing, yet its form's details are not. It is also able to speak brief phrases, mimicking people it has heard." - ] + ], + "id": "3d3" } - ] + ], + "id": "3d1" }, { "type": "entries", @@ -93323,7 +94300,8 @@ "page": 170, "entries": [ "Using the ink collected from 5 inkwalkers, a creature proficient in {@item calligrapher's supplies|PHB} can craft a {@item Spell Scroll (4th Level)|DMG|scroll} of {@spell polymorph} with a successful {@dc 15} Intelligence ({@skill Arcana}) check. Crafting this item takes 8 hours and costs 100 gp." - ] + ], + "id": "3d4" }, { "type": "entries", @@ -93336,7 +94314,8 @@ "page": 170, "entries": [ "The area around the lair of an inkwalker is full of small animal bones bleached white and stripped of all flesh." - ] + ], + "id": "3d6" }, { "type": "entries", @@ -93344,7 +94323,8 @@ "page": 170, "entries": [ "The inkwalker, being an advanced form of {@creature mimic}, can take the form of small animals, although they appear to be covered in tar or oil." - ] + ], + "id": "3d7" }, { "type": "entries", @@ -93352,9 +94332,11 @@ "page": 170, "entries": [ "The inkwalker is skilled in its art of {@skill deception}, and as a result, can ambush prey easily." - ] + ], + "id": "3d8" } - ] + ], + "id": "3d5" }, { "type": "statblock", @@ -93363,7 +94345,8 @@ "name": "Inkwalker", "page": 170 } - ] + ], + "id": "3d0" }, { "type": "entries", @@ -93394,7 +94377,8 @@ "page": 171, "entries": [ "Finding an old instrument can be cause for great excitement for a bard, but an insic quickly puts a damper on that feeling. This undead inhabits abandoned instruments. It jealously guards its silent home, preferring to keep the echoes of long-lost music to itself." - ] + ], + "id": "3db" }, { "type": "entries", @@ -93402,9 +94386,11 @@ "page": 171, "entries": [ "Many insics are born from the spirits of musicians torn apart by their craft or so dedicated to it that death couldn't stop them. Insics retain a connection to musical magic. They can also overpower the mind of a kindred spirit to perform again for a short time." - ] + ], + "id": "3dc" } - ] + ], + "id": "3da" }, { "type": "entries", @@ -93412,7 +94398,8 @@ "page": 171, "entries": [ "Insics prefer fine, old instruments that are valuable or would be if restored. Some such instruments are magical." - ] + ], + "id": "3dd" }, { "type": "entries", @@ -93425,7 +94412,8 @@ "page": 171, "entries": [ "An insic is a mass of shadows that likes to live inside old musical instruments. The best way to check for an insic is to shine a light into an instrument. If shadows persist, an insic could be there." - ] + ], + "id": "3df" }, { "type": "entries", @@ -93433,9 +94421,11 @@ "page": 171, "entries": [ "An old story tells of a famous musician who performed without rest, barely sleeping or eating for the better part of two years. He passed away from exhaustion. His lyre became the home of an insic soon after. Some suspect he had been possessed by one, perhaps the same one. Others think his spirit became the insic that inhabited his lyre." - ] + ], + "id": "3e0" } - ] + ], + "id": "3de" }, { "type": "statblock", @@ -93444,7 +94434,8 @@ "name": "Insic", "page": 171 } - ] + ], + "id": "3d9" }, { "type": "entries", @@ -93476,7 +94467,8 @@ "entries": [ "An ithjar is a monstrous, snakelike flying predator. It writhes through the clouds seeking prey with vision that rivals that of a raptor. Once an ithjar locates a potential meal, the ithjar flies in a strange, swirling fashion, reminiscent of a long-tailed kite. As the ithjar closes in, that curious flying pattern becomes a whirlwind of violence and death.", "Rows of slashing teeth line the crocodilian mouth of an ithjar. These fangs flay flesh from bone and can penetrate strong armor." - ] + ], + "id": "3e3" }, { "type": "entries", @@ -93485,7 +94477,8 @@ "entries": [ "Opposite the ithjar's mouth is a tail studded with spiked fins. The ithjar uses this tail to lash or ensnare prey. An ithjar's lithe form and chaotic movement allows it to evade and confuse foes. But that's not the only danger.", "The monster is hard to catch, escaping from a hold almost as quickly as a foe can wrestle it. An ithjar can quickly turn the tables on an enemy intent on capturing it. Its constricting coils can be as deadly as its bite." - ] + ], + "id": "3e4" }, { "type": "entries", @@ -93493,9 +94486,11 @@ "page": 172, "entries": [ "Ithjars have been seen hunting alone, in small groups, and in packs. Such packs have been described as a glistening hurricane of scales, teeth, and blood. But far worse than the common ithjar is the stormborn ithjar. Those monsters add to their ferocity with the elemental powers of a storm." - ] + ], + "id": "3e5" } - ] + ], + "id": "3e2" }, { "type": "entries", @@ -93504,7 +94499,8 @@ "entries": [ "Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with {@item leatherworker's tools|PHB} can make hide armor from the hide {@item Ithjar Hide Armor|GHMG|that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC}. Creating this armor takes 10 days. {@item Stormborn Ithjar Hide Armor|GHMG|Such hide armor fashioned from a stormborn ithjar} is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp.", "The central fang of a stormborn ithjar can be fashioned into a {@item Javelin of Ithjar Lightning|GHMG|javelin of lightning} that deals {@damage 2d8} lightning damage and {@damage 2d8} thunder damage instead of only {@damage 4d6} lightning damage. A creature hit by the javelin must also succeed on a {@dc 13} Strength saving throw or fall {@condition prone}. Someone who has proficiency with {@item smith's tools|PHB} can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast {@spell thunderwave} on the weapon three times during its creation." - ] + ], + "id": "3e6" }, { "type": "entries", @@ -93517,7 +94513,8 @@ "page": 173, "entries": [ "Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder." - ] + ], + "id": "3e8" }, { "type": "entries", @@ -93525,7 +94522,8 @@ "page": 173, "entries": [ "It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily." - ] + ], + "id": "3e9" }, { "type": "entries", @@ -93533,9 +94531,11 @@ "page": 173, "entries": [ "The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds." - ] + ], + "id": "3ea" } - ] + ], + "id": "3e7" }, { "type": "statblock", @@ -93551,9 +94551,11 @@ "name": "Stormborn Ithjar", "page": 173 } - ] + ], + "id": "3e1" } - ] + ], + "id": "3cf" }, { "type": "section", @@ -93589,7 +94591,8 @@ "page": 174, "entries": [ "Rising from corrupted earth like a tornado of blight and decay, a jespaith is a haze of poison swirling around the fossilized bones of ancient horrors. The buzzing, clanking mess seethes across the landscape, then burrows under the earth, only to reach up again to sow destruction. It moves like a strange, clawed serpent, sometimes splitting into tails and sections to reach its prey." - ] + ], + "id": "3ee" }, { "type": "entries", @@ -93597,7 +94600,8 @@ "page": 175, "entries": [ "As the jespaith moves across the land, it damages all in its path. Burrowing in and out of the soil, it scars the landscape. Rocks and boulders lurch up from unknown depths, foliage turns dry and black, and the jespaith ploughs the ground, transforming it into a jumble of dirt, rock, and devastation." - ] + ], + "id": "3ef" }, { "type": "entries", @@ -93605,7 +94609,8 @@ "page": 175, "entries": [ "It's believed that the jespaith is the strange incarnation of a fouled stretch of land. It's an embodiment of poison, hate, and maybe infernal reagents given a semblance of life to despoil the earth further. Once it has risen, a jespaith doesn't end its destruction until brave heroes put it down." - ] + ], + "id": "3f0" }, { "type": "entries", @@ -93613,7 +94618,8 @@ "page": 175, "entries": [ "While physically powerful, the jespaith is also a creature of poison and decay. A sickly haze clings to the creature in an effluvium of poison and corrupted, biting insect corpses. A jespaith can spew a jet of the congealed vapors as a concentrated acidic poison. Other times, this horror engulfs creatures within its body, gnashing them apart with its stone skeleton while allowing its poison to work." - ] + ], + "id": "3f1" }, { "type": "entries", @@ -93621,9 +94627,11 @@ "page": 175, "entries": [ "A jespaith doesn't require air, food, drink, or sleep." - ] + ], + "id": "3f2" } - ] + ], + "id": "3ed" }, { "type": "entries", @@ -93631,7 +94639,8 @@ "page": 175, "entries": [ "Many collectors of bizarre objects prize the fossils that make up a jespaith's skeleton, and poisoners and alchemists covet them for deadlier purposes. Grinding jespaith bones and adding them to poison increases the poison's saving throw DC by 1. One jespaith can produce 10 doses of such powder. Two doses can affect one poison with a cumulative DC increase, but further additions of the powder have no further effect." - ] + ], + "id": "3f3" }, { "type": "entries", @@ -93644,7 +94653,8 @@ "page": 175, "entries": [ "The jespaith is immune to acid, necrotic, and poison damage but vulnerable to radiant damage." - ] + ], + "id": "3f5" }, { "type": "entries", @@ -93652,7 +94662,8 @@ "page": 175, "entries": [ "The jespaith turns the ground around it into broken shards and upturned earth, making the monster easy to track." - ] + ], + "id": "3f6" }, { "type": "entries", @@ -93660,9 +94671,11 @@ "page": 175, "entries": [ "Not only can the jespaith spit a caustic stream of poison, but it can also grab and engulf creatures within its mass, crushing them with its strange, rocky skeleton and dissolving their flesh with acid." - ] + ], + "id": "3f7" } - ] + ], + "id": "3f4" }, { "type": "statblock", @@ -93671,9 +94684,11 @@ "name": "Jespaith", "page": 175 } - ] + ], + "id": "3ec" } - ] + ], + "id": "3eb" }, { "type": "section", @@ -93710,7 +94725,8 @@ "entries": [ "Hundreds of years ago, the clan Keppmir tried to make a living off the unyielding land. The settlers found meager fishing and game, few crops could grow, and little wood made the cold a daily challenge. After ten seasons, the king of the clan turned to praying to Gormadraug. He encouraged his people to do so, thinking that the Great Prismatic Wyrm would be impressed with their dedication and fervor.", "The prayers were heard, but the people were deceived. A powerful daemon appeared and claimed to be the avatar of Gormadraug. The king pleaded with the avatar, asking to keep his people warm and fed. The price was high\u2014the avatar demanded all the children of the settlement. The people thought that they could renegotiate for the children once they were comfortable, and an agreement was reached." - ] + ], + "id": "3fb" }, { "type": "entries", @@ -93719,7 +94735,8 @@ "entries": [ "Each member of the clan clasped arms with the avatar. At the last, as the king gripped the avatar, hope quickly changed to pain. The people fell to the ground, clutching their legs as they transformed into long, fishlike tails. Chains sprang from the ground and wrapped tightly around each lower torso, embedding into the red scales. Four horns sprouted from every head, and their teeth grew into fangs.", "As they felt suffocation creeping in, the avatar directed them to the water. It calmly explained they would always be warm in the water. They could eat anything, including each other, to make sure that they were never lacking in food. The avatar granted them long lives to remember the price they paid." - ] + ], + "id": "3fc" }, { "type": "entries", @@ -93729,7 +94746,8 @@ "Memory of the Keppmir clan faded, leaving only monsters behind. The king and his people actively hunt in the northern waters, devouring anything that crosses their path, including unfortunate sailors.", "Most keppmirs wait for their elite hunters to attack. These stalkers are skilled warriors and wear armor from whale bones. They have mastered hiding in dark waters, and they coordinate attacks on large ships, closing in silently and communicating with hand gestures. When the stalkers attack, other keppmirs dive after meat falling to the ocean floor.", "Keppmirs are capable of speech and might negotiate. But the influence of their infernal contract has twisted them into beings loath to enter bargains." - ] + ], + "id": "3fd" }, { "type": "entries", @@ -93737,9 +94755,11 @@ "page": 176, "entries": [ "The Keppmir King lives on. His tribe has ebbed and flowed over the years, but he hasn't aged. He vacillates between pride in keeping his tribe alive and the guilt of the price they paid. But if any of his people are harmed, he reacts brutally." - ] + ], + "id": "3fe" } - ] + ], + "id": "3fa" }, { "type": "entries", @@ -93748,7 +94768,8 @@ "entries": [ "Brave sailors hunt keppmirs for their horns. Someone who has proficiency with {@item alchemist's supplies|PHB} can use one horn combined with other reagents, including dried seaweed from the Sea of Turmoil, to create a {@item potion of glacial resistance|GHMG} {@homebrew |(see chapter 4)}. Creating the potion requires 4 hours of work and a successful {@dc 13} Intelligence ({@skill Arcana}) check.", "The ancient {@item Crown of the Keppmir King|GHMG} {@homebrew |(see chapter 4)} has never been removed from his massive horns. Anyone who could defeat the leader could claim this prize." - ] + ], + "id": "3ff" }, { "type": "entries", @@ -93761,7 +94782,8 @@ "page": 177, "entries": [ "The story of the Keppmir clan is known to many." - ] + ], + "id": "401" }, { "type": "entries", @@ -93769,9 +94791,11 @@ "page": 177, "entries": [ "A keppmir has a heated body, which provides them with some resistance to the cold. Although they attack ships and coastal settlements, they can't breathe air." - ] + ], + "id": "402" } - ] + ], + "id": "400" }, { "type": "inset", @@ -93780,7 +94804,8 @@ "entries": [ "Because of their need to breathe water, keppmir are less of a threat on land. If you want to make them a larger threat, make them amphibious instead. Additionally, if they ever gained access to magic that allowed them to breathe air, this could pose the same threat.", "Providing weapons that can also {@action grapple} on a successful attack, like some form of barbed spear, would allow keppmir to not only do extra fire damage, but also hold enemies underwater and provide a drowning risk." - ] + ], + "id": "403" }, { "type": "statblock", @@ -93803,7 +94828,8 @@ "name": "Keppmir King", "page": 177 } - ] + ], + "id": "3f9" }, { "type": "entries", @@ -93835,7 +94861,8 @@ "entries": [ "When strife strikes the wilds of Etharis, those living in the wilderness retreat to urban areas. Those unwilling or unable to flee to safety do what's necessary to survive. Most survive through cooperation and luck. Occasionally, however, a group embraces malevolent forces to stay alive. The Knifetooth Horde is one of those latter entities.", "The Knifetooth Horde isn't a name chosen by those within the horde. Most speak no language more sophisticated than grunts and gestures. The Knifetooth gained their name through the filing of their teeth to better eat raw meat. A raving band of homicidal brutes, they slaughter any who come into their territory, devouring their kills. It's hard to mistake members of the horde\u2014they ritualistically flay, mutilate, and pierce themselves and one another." - ] + ], + "id": "406" }, { "type": "entries", @@ -93845,9 +94872,11 @@ "Most members of the Knifetooth Horde are warriors. Hunters, who work in small groups, range along the unofficial borders of Knifetooth territory, looking for prey. Among the hunters are a few slayers, wild and fearless fighters inured to pain. They battle as if their purpose in life is to bring ruin to anyone or anything outside the horde.", "Rarely, a leader who has retained basic language skills and the ability to command fear and respect surfaces among the Knifetooth Horde. Such warlords serve as captains for raiding parties, if the Knifetooths used such terms.", "Even more rare than warlords, the only Knifetooths to command magic are called firebrands. No one knows exactly how these warlocks manage to gain their control of their purple-tinged fire, but they have learned to use their eldritch powers to great destructive effect." - ] + ], + "id": "407" } - ] + ], + "id": "405" }, { "type": "entries", @@ -93855,7 +94884,8 @@ "page": 178, "entries": [ "The tattered, scorched leathers of a Knifetooth firebrand can become infused with magic. Cleaning and fitting them takes someone who has proficiency with {@item leatherworker's tools|PHB} 5 days and materials worth 250 gp. The finished armor is {@item Knifetooth studded leather armor|GHMG|studded leather armor of resistance (fire) that also confers a +1 bonus to AC}." - ] + ], + "id": "408" }, { "type": "entries", @@ -93868,9 +94898,11 @@ "page": 178, "entries": [ "Members of the Knifetooth Horde are the remnants and descendants of those who have given into the malevolent supernatural forces of Etharis to survive. They are brutal warriors, and their warlocks control mystical violet fire." - ] + ], + "id": "40a" } - ] + ], + "id": "409" }, { "type": "statblock", @@ -93900,7 +94932,8 @@ "name": "Knifetooth Firebrand", "page": 179 } - ] + ], + "id": "404" }, { "type": "entries", @@ -93931,7 +94964,8 @@ "page": 180, "entries": [ "A living shrine listening for a longlost melody, the kokela sleeps, waiting for the one who returns that song. This mysterious tune can kill, but only the kokela\u2014this song's creator\u2014can use it to bring about the end of all things." - ] + ], + "id": "40d" }, { "type": "entries", @@ -93941,9 +94975,11 @@ "During the kokela's slumber, it emits a hum that kills anything nearby and eventually cracks stone and softens the earth. This vibration can also call an individual on the same plane as the kokela to find the kokela's lost song.", "Such a \"chosen one\" relentlessly seeks the song and anything that can aid in the search, from knowledge to wealth. When the task is complete, the kokela's hum guides the chosen one to it. In the kokela's presence, the chosen one succumbs to the kokela's dream. Thereby, the chosen one gains an audience with the slumbering aberration to remind it of the apocalypse song.", "Then, the kokela sings in the end of the world." - ] + ], + "id": "40e" } - ] + ], + "id": "40c" }, { "type": "entries", @@ -93951,7 +94987,8 @@ "page": 180, "entries": [ "Upon defeat, the kokela and its dream disappear, revealing its true form, a {@item malleus macabre|GHMG} {@homebrew |(see chapter 4)}, a blunt, jagged, bonelike object that jitters and peeps. A mortal can use this object, but it is a testament to the kokela. The kokela can be defeated, but it can never truly die." - ] + ], + "id": "40f" }, { "type": "entries", @@ -93964,7 +95001,8 @@ "page": 180, "entries": [ "The kokela is the remains of some long-dead or absent being. It slumbers, but it affects the world around it with its dreams, creating a nightmare landscape. The kokela also reverberates with a hum that can kill creatures and damage objects." - ] + ], + "id": "411" }, { "type": "entries", @@ -93972,7 +95010,8 @@ "page": 181, "entries": [ "Using magic on the kokela is risky. It can reflect at the caster, or the kokela might dream it out of existence. The kokela can suddenly disappear and reappear elsewhere in its bizarre environment." - ] + ], + "id": "412" }, { "type": "entries", @@ -93980,9 +95019,11 @@ "page": 181, "entries": [ "Tales tell of a priest who silenced the kokela for a time by rendering it unable to hear." - ] + ], + "id": "413" } - ] + ], + "id": "410" }, { "type": "inset", @@ -93990,7 +95031,8 @@ "name": "GM Advice:", "entries": [ "The kokela is an entity that is a mere reflection of the horror brought by the Aether Kindred, but that doesn't mean it isn't powerful. Living creatures in the vicinity of the slumbering kokela are constantly agitated, as the hum of the kokela's song slowly eats away at their psyches. Characters may find creatures in this area more hostile than normal. Also, the \"chosen one\" does anything in its power to find the source of the song." - ] + ], + "id": "414" }, { "type": "statblock", @@ -93999,9 +95041,11 @@ "name": "Kokela", "page": 181 } - ] + ], + "id": "40b" } - ] + ], + "id": "3f8" }, { "type": "section", @@ -94037,7 +95081,8 @@ "page": 182, "entries": [ "The Laethlyn, a powerful fey creature that works outside the politics of the fey courts, is deeply connected to the natural spaces of Etharis. They brook no intrusion by those who do not have those same interests at heart. The Laethlyn tends to plants and beasts of the wilderness, raising them to be both companions and defenses against incursions by the so-called civilized world. They also attempt to heal those creatures who've succumbed to the mutating powers of the Beast. However, if healing is impossible, they consider a quick death a mercy and an obligation. They also see lycanthropes and undead as abominations that need cleansing off the face of Etharis." - ] + ], + "id": "418" }, { "type": "entries", @@ -94045,7 +95090,8 @@ "page": 182, "entries": [ "After generations of walking the isolated forests of Etharis, the Laethlyn is a source of much esoteric lore. To those who prove themselves allies, rather than threats, the Laethlyn could be an unparalleled source of knowledge and history for druids and others who want a deeper understanding of the natural world or the things that endanger it." - ] + ], + "id": "419" }, { "type": "entries", @@ -94053,9 +95099,11 @@ "page": 182, "entries": [ "The Laethlyn appears as a lithe elven form with delicate antlers and the light fur of a deer. Closer examination, however, reveals that their fur hides strong vines and barbed thorns, which are devastating when used as weapons." - ] + ], + "id": "41a" } - ] + ], + "id": "417" }, { "type": "entries", @@ -94063,7 +95111,8 @@ "page": 183, "entries": [ "Rumors in ancient texts have it that planting the Laethlyn's heart in soil that has never been trodden upon by mortal foot and watering it daily for 30 days will grow a single sapling of great power. Any druid that subsequently expends 10 spell slots of 4th level or higher on the living sapling can magically shape it into a {@item staff of the woodlands|DMG}." - ] + ], + "id": "41b" }, { "type": "entries", @@ -94076,7 +95125,8 @@ "page": 183, "entries": [ "The old forests are sometimes protected by powerful fey like the Laethlyn, and travelers who enter without permission are often never heard from again." - ] + ], + "id": "41d" }, { "type": "entries", @@ -94084,7 +95134,8 @@ "page": 183, "entries": [ "Magical plants like {@creature thunderblossom|GHMG|thunderblossoms} and {@creature lightning vine|GHMG|lightning vines} are sometimes grown by the fey as a form of defense against intrusions into their domain." - ] + ], + "id": "41e" }, { "type": "entries", @@ -94092,7 +95143,8 @@ "page": 183, "entries": [ "Intelligent beasts are often companions of druids and fey creatures, which sometimes awaken them fully into sentient beings. The Laethlyn surrounds themselves with such creatures." - ] + ], + "id": "41f" }, { "type": "entries", @@ -94100,7 +95152,8 @@ "page": 183, "entries": [ "The Laethlyn has lived for centuries and has destroyed more than a few mortals, celestials, and fiends who sought their fealty." - ] + ], + "id": "420" }, { "type": "entries", @@ -94108,9 +95161,11 @@ "page": 183, "entries": [ "The Laethlyn supposedly knows where to find nature artifacts of great power that were hidden in their woods long ago. What properties these artifacts have is something only they know." - ] + ], + "id": "421" } - ] + ], + "id": "41c" }, { "type": "statblock", @@ -94119,7 +95174,8 @@ "name": "The Laethlyn", "page": 183 } - ] + ], + "id": "416" }, { "type": "entries", @@ -94150,7 +95206,8 @@ "page": 184, "entries": [ "The laneshi call their domain the Llana'Shi Empire. For most of its history, the leaders of the empire showed no interest in the activities of surface-dwelling peoples or the events of the surface world. Recently, this reluctance to engage with the world above the waves has changed, and agents of the empire go to air-covered lands with increasing regularity. The true purpose of these expeditions is unknown even to most laneshi." - ] + ], + "id": "424" }, { "type": "entries", @@ -94159,7 +95216,8 @@ "entries": [ "Pale humanoids from under the sea, laneshi are a rare sight on land. On the ocean's floor, the laneshi built an empire that runs on a philosophy of absolutes and necromantic magic. This empire divides its citizens into a warrior caste and mystic caste. Warriors have dominion over all that lives while mystics have responsibilities related to the dead and objects that never lived.", "Caste membership is determined at birth and dictates much about the life of a laneshi. Despite the caste names, their functions are much more expansive. Warriors form the bulk of the Llana'Shi Empire's army, but they also serve as the empire's diplomats. They are responsible for raising children, animal husbandry, and negotiating trade with others. Mystics serve society as loremasters, undertakers, and artisans." - ] + ], + "id": "425" }, { "type": "entries", @@ -94167,9 +95225,11 @@ "page": 184, "entries": [ "Each laneshi necromancer is a twin. The older of the two is allowed to live while the younger twin is sacrificed and has its spirit bound to the living one. This connection with the dead grants these mystics an intuitive grasp of necromantic magic. Laneshi culture has no taboos against such magic. Undead frequently accompany laneshi mystics." - ] + ], + "id": "426" } - ] + ], + "id": "423" }, { "type": "entries", @@ -94177,7 +95237,8 @@ "page": 185, "entries": [ "Laneshi prepared for combat often carry {@item spear|PHB|spears} or other weapons that function {@quickref underwater combat|PHB|3||underwater}. Some jewelry and other accessories considered pedestrian in the Llana'Shi Empire are significantly more valuable to surface dwellers, such as pearls, shells of deep-sea creatures, and aquatic predator teeth." - ] + ], + "id": "427" }, { "type": "entries", @@ -94190,7 +95251,8 @@ "page": 185, "entries": [ "Laneshi are an ancient aquatic species divided into two castes: warriors and mystics." - ] + ], + "id": "429" }, { "type": "entries", @@ -94198,9 +95260,11 @@ "page": 185, "entries": [ "Laneshi practice necromancy and employ mindless undead as laborers and soldiers." - ] + ], + "id": "42a" } - ] + ], + "id": "428" }, { "type": "statblock", @@ -94216,7 +95280,8 @@ "name": "Laneshi Necromancer", "page": 185 } - ] + ], + "id": "422" }, { "type": "entries", @@ -94247,7 +95312,8 @@ "page": 186, "entries": [ "The leeching willow looks like a normal willow tree. Hidden inside, however, is a powerful aberration, a massive brain with a nerve and circulatory system that runs throughout the tree. The brain and the tree are interconnected through every branch and root." - ] + ], + "id": "42d" }, { "type": "entries", @@ -94255,7 +95321,8 @@ "page": 186, "entries": [ "Instead of feeding through the sun or roots, the leeching willow feeds using psychic spores breathed in by creatures around it. The spores enter through the olfactory system and move into the brain. From there the leeching willow feeds on the electrical energies of the brain. The feeding process is slow and requires multiple sentient creatures infested for it to sustain the creature. Further, this process weakens those infected as their vigor is sapped and their mental energies drained." - ] + ], + "id": "42e" }, { "type": "entries", @@ -94263,7 +95330,8 @@ "page": 186, "entries": [ "The leeching willow can manipulate the memories of those infected, turning them into unwitting participants in the aberration's feeding. By using its basic motor functions, the aberration sneaks into humanoid villages and settlements, planting itself right in the center of the community in the middle of the night. Then it uses its memory-altering spores to trick the humanoids into thinking it's always been there." - ] + ], + "id": "42f" }, { "type": "entries", @@ -94271,7 +95339,8 @@ "page": 186, "entries": [ "Humanoids infected by the leeching spores become irrationally defensive about all trees in the area, specifically the leeching willow itself. They look perpetually tired, disregard their own hygiene, barely eat, and become sedentary. Communities infested by leeching spores die over the course of a few years as they wither away, attempting to blame their ills on exterior sources." - ] + ], + "id": "430" }, { "type": "entries", @@ -94279,7 +95348,8 @@ "page": 186, "entries": [ "The leeching spores require very delicate brain waves and psychic vibrations to survive and transfer the mental energies to the aberration. Strong external vibrations can disrupt the delicate connection between the aberration and the subject, potentially killing the spores within the brain and freeing the infested. These vibrations are strongest when they form harmonical vibrations that sound like ringing, especially that of bells." - ] + ], + "id": "431" }, { "type": "entries", @@ -94287,9 +95357,11 @@ "page": 186, "entries": [ "The ring of a large bell instantly disrupts all connections from the infested who can hear the ringing, destroying all spores within the same radius. For this reason, subconsciously, the leeching willow imparts memories onto the infested of strong hatred toward anything that can ring or vibrate in such a manner. All bells are gathered up and hidden far away where they cannot be heard (destroying them is difficult without making them ring). Common objects like silver utensils or glass are discarded and not used anywhere on the settlement either, for fear of any form of ringing." - ] + ], + "id": "432" } - ] + ], + "id": "42c" }, { "type": "entries", @@ -94298,7 +95370,8 @@ "entries": [ "A leeching willow is potent and powerful while inside of its protective tree form, but when severed from it and extracted, it's as weak and feeble as newborn lamb. The greatest treasure one can get from the aberration is the incredible font of knowledge it possesses about humanoids it has fed from.", "A book made from the pulp of the tree containing the aberration can be made into a {@item tome of clear thought|DMG}. This process requires a successful {@dc 20} Intelligence ({@skill Arcana}) check from a proficient bookmaker or sage, as well as 5000 gp of ink and other rare components used over 15 days." - ] + ], + "id": "433" }, { "type": "entries", @@ -94311,7 +95384,8 @@ "page": 187, "entries": [ "The air around you is sweet and delectable, it feels fresh as if you were high on a mountain. It's not a fragrance you recognize, and it doesn't smell like any food you have experience before, but it smells delicious all the same." - ] + ], + "id": "435" }, { "type": "entries", @@ -94319,7 +95393,8 @@ "page": 187, "entries": [ "The villager you see looks sickly and tired, as if they haven't got a good night's rest in over a week. Their muscles have deteriorated from lack of use, and they show no motivation for life or work." - ] + ], + "id": "436" }, { "type": "entries", @@ -94327,9 +95402,11 @@ "page": 187, "entries": [ "The spores in the air are magical in nature, and they give a psychic connection between those infected by the spores and the tree that emits the spores." - ] + ], + "id": "437" } - ] + ], + "id": "434" }, { "type": "statblock", @@ -94338,7 +95415,8 @@ "name": "Leeching Willow", "page": 187 } - ] + ], + "id": "42b" }, { "type": "entries", @@ -94369,7 +95447,8 @@ "page": 188, "entries": [ "Arch Daemon Malikir, corrupter of all that is good, crafted the first lenchtahg from the seraphic body of a captured member of Arch Seraph Empyreus's court. Taking glee in twisting a follower of the so-called \"Unbroken Seraph,\" the Arch Daemon killed the Seraph, distorted its spirit, and transformed it into a construct of smoke and flame, a being in constant agony, compelled to obey its demonic overlords." - ] + ], + "id": "43a" }, { "type": "entries", @@ -94377,7 +95456,8 @@ "page": 189, "entries": [ "A lenchtahg has lost its former identity, but Malikir's cruel design ensures that it remains sapient and in constant pain, aware of its enslavement. Malikir even went to the trouble of ensuring that a lenchtahg might recall memories of its past life as a further torment, though this trait drives the lenchtahg into bouts of uncontrolled rage." - ] + ], + "id": "43b" }, { "type": "entries", @@ -94385,9 +95465,11 @@ "page": 189, "entries": [ "Lenchtahgs possess many useful properties, such as magic resistance, rejuvenation, and the ability to absorb holy power to heal themselves. This latter trait is useful against the forces of the Seraphs. However, a lenchtahg is difficult to create. Even if capturing a Seraph alive were a straightforward task, the effort expended in transforming it into a lenchtahg is almost prohibitive, a luxury only afforded to Arch Daemons and their most powerful followers." - ] + ], + "id": "43c" } - ] + ], + "id": "439" }, { "type": "entries", @@ -94395,7 +95477,8 @@ "page": 189, "entries": [ "The severed head of a lenchtahg is a potent magic object. To the right buyer\u2014a necromancer, a daemon cultist, an evil alchemist, and the like\u2014a lenchtahg head is worth 750 gp. The servants of the Arch Daemon Malikir guard the secrets of binding a lenchtahg, but hags and other wicked creatures with magical skills possess knowledge to convert a lenchtahg head into a construct with similar unholy power." - ] + ], + "id": "43d" }, { "type": "entries", @@ -94408,7 +95491,8 @@ "page": 189, "entries": [ "Radiant damage heals a lenchtahg, which still has the flesh of a Seraph." - ] + ], + "id": "43f" }, { "type": "entries", @@ -94416,7 +95500,8 @@ "page": 189, "entries": [ "Dowsing a Lenchtahg with a lot of water or any holy water can temporarily weaken it." - ] + ], + "id": "440" }, { "type": "entries", @@ -94424,9 +95509,11 @@ "page": 189, "entries": [ "The lenchtahg's head must be consecrated in a holy ceremony or otherwise rid of its evil to avoid the lenchtahg's rejuvenation. But those with the right knowledge can use the head to craft a magical servitor." - ] + ], + "id": "441" } - ] + ], + "id": "43e" }, { "type": "inset", @@ -94434,7 +95521,8 @@ "name": "GM Advice:", "entries": [ "Those who use lenchtahg as troops in battle will use radiant magic to damage foes while at the same time healing the lenchtahg. This greatly heightens the strength of these monsters." - ] + ], + "id": "442" }, { "type": "statblock", @@ -94443,7 +95531,8 @@ "name": "Lenchtahg", "page": 189 } - ] + ], + "id": "438" }, { "type": "entries", @@ -94474,7 +95563,8 @@ "page": 190, "entries": [ "Before research led to the creation of the first soul vessel and lich, desperate wizards made many failed attempts in the pursuit of immortality. Given that trolls return to a hale, hearty state after most injuries, some wizards decided inserting the soul into a troll's body might be the right course. The results were poor." - ] + ], + "id": "445" }, { "type": "entries", @@ -94482,9 +95572,11 @@ "page": 190, "entries": [ "Most lich trolls look like a humanoid skull with burning eyes atop a troll's body. Due to the imperfect process, the creature lost some of its arcane power. It gained the benefit of the body of a regenerating giant." - ] + ], + "id": "446" } - ] + ], + "id": "444" }, { "type": "entries", @@ -94492,7 +95584,8 @@ "page": 190, "entries": [ "Someone who has proficiency with {@item jeweler's tools|PHB} or {@item woodcarver's tools|PHB} can fashion the skull of a lich troll into a {@item ring of regeneration|DMG}. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful {@dc 15} Intelligence or Wisdom check. Somebody must also cast {@spell greater restoration} on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a {@chance 75|25 percent chance|Lich Ring|Nothing occurs.|The Lich's soul takes over the body of the ring's wearer.} to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a {@spell hallow} spell with the everlasting rest effect, the tie to the lich's soul is broken" - ] + ], + "id": "447" }, { "type": "entries", @@ -94505,7 +95598,8 @@ "page": 190, "entries": [ "The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls." - ] + ], + "id": "449" }, { "type": "entries", @@ -94513,9 +95607,11 @@ "page": 190, "entries": [ "The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage." - ] + ], + "id": "44a" } - ] + ], + "id": "448" }, { "type": "statblock", @@ -94540,7 +95636,8 @@ "name": "Zombie Troll", "page": 191 } - ] + ], + "id": "443" }, { "type": "entries", @@ -94562,7 +95659,8 @@ "page": 192, "entries": [ "After a few months of gorging itself, a lindwyrm burrows deep into its underground lair where it slumbers, only stirring if something disturbs it. But in another hundred years, its hunger wakens it again." - ] + ], + "id": "44d" }, { "type": "entries", @@ -94570,7 +95668,8 @@ "page": 192, "entries": [ "Lindwyrms are voracious eaters, consuming all manner of crops, livestock, and people. If it can swallow it, it does, and lindwyrms have very big mouths." - ] + ], + "id": "44e" }, { "type": "entries", @@ -94578,9 +95677,11 @@ "page": 192, "entries": [ "With their long serpentine bodies and two large claws, lindwyrms can burrow nearly as fast as they can run above ground. Tremors can be a sign of an approaching lindwyrm." - ] + ], + "id": "44f" } - ] + ], + "id": "44c" }, { "type": "entries", @@ -94588,7 +95689,8 @@ "page": 192, "entries": [ "A dose of {@item lindwyrm venom|GHMG} {@homebrew |(see Chapter 4)} can be harvested by someone proficient with a {@item poisoner's kit|PHB} and succeeds on a {@dc 18} Dexterity ({@skill Sleight of Hand}) check, but this must be done within 1 hour of the lindwyrm's death. If the check fails by 5 or more, the harvester instead poisons themselves. This injury poison is worth 1,000 gp." - ] + ], + "id": "450" }, { "type": "entries", @@ -94601,7 +95703,8 @@ "page": 192, "entries": [ "Lindwyrms sleep for 100 years and when they waken are devastating to communities in its hunting area." - ] + ], + "id": "452" }, { "type": "entries", @@ -94609,7 +95712,8 @@ "page": 192, "entries": [ "Lindwyrms have a poisonous bite and may swallow creatures they bite." - ] + ], + "id": "453" }, { "type": "entries", @@ -94617,9 +95721,11 @@ "page": 192, "entries": [ "Lindwyrms can sense vibrations in the ground from as far away as 120 ft." - ] + ], + "id": "454" } - ] + ], + "id": "451" }, { "type": "inset", @@ -94627,7 +95733,8 @@ "name": "GM Advice:", "entries": [ "One exciting adventure seed could find a powerful enemy of the adventurers looking to waken and control a lindwyrm. Whether that plot succeeds or not is up to you, but a three-way battle between involving a lindwyrm and other foes should be memorable as the action ebbs and flows." - ] + ], + "id": "455" }, { "type": "statblock", @@ -94636,7 +95743,8 @@ "name": "Lindwyrm", "page": 192 } - ] + ], + "id": "44b" }, { "type": "entries", @@ -94667,7 +95775,8 @@ "page": 193, "entries": [ "With the rise of the Cult of Tormach throughout Unterland, the bloody ambitions of Speaker Schlei have come to fruition more and more. Under his orders, cultists devoted to the demented Arch Daemon of war fight one another to the death in single combat as an offering of sacrificial bloodshed. If both combatants die from their wounds and their combat is glorious, Tormach grants the devotees special favor." - ] + ], + "id": "458" }, { "type": "entries", @@ -94675,9 +95784,11 @@ "page": 193, "entries": [ "Tormach grafts combatants honored for their bloodthirsty sacrifice, together forming a four-armed, two-headed creature known as a lithobel. The creature's skin is transmuted into rough stone, and it is granted massive stone weapons capable of slaughtering a draft horse in a single swing. The hulking creature is then turned loose on the hapless population of Etharis, possessing only the drive to maim and kill any living creature unlucky enough to cross its path." - ] + ], + "id": "459" } - ] + ], + "id": "457" }, { "type": "entries", @@ -94685,7 +95796,8 @@ "page": 193, "entries": [ "The powdered stone of a lithobel's heads can be used in place of diamond dust for the {@spell stoneskin} spell. One lithobel produces powder worth 1,000 gp." - ] + ], + "id": "45a" }, { "type": "entries", @@ -94698,9 +95810,11 @@ "page": 193, "entries": [ "This foul creature is the result of a battle to the death between two followers of Tormach. It wants only blood. Poison is ineffective, and nonmagical attacks do the creature less harm." - ] + ], + "id": "45c" } - ] + ], + "id": "45b" }, { "type": "statblock", @@ -94709,7 +95823,8 @@ "name": "Lithobel", "page": 193 } - ] + ], + "id": "456" }, { "type": "entries", @@ -94731,7 +95846,8 @@ "page": 194, "entries": [ "Most warriors spend their entire lives perfecting their skill with their weapons, but a few lack the focus, skill, dedication, or patience for such a path. These warriors seek any edge over their foes, no matter the cost. Trickery or magic can provide that edge. Some turn to alchemy." - ] + ], + "id": "45f" }, { "type": "entries", @@ -94739,9 +95855,11 @@ "page": 194, "entries": [ "Potions are not a strange sight on the battlefield. Adventurers rarely leave the safety of town without at least a few healing potions, and some of the more exotic ones if they can afford it. Gaining the title of \"Living Crucible\" is a different matter. These warriors use alchemy to alter their own bodies in search of greater battle prowess. While this takes a toll on them in the long run, it also allows them to ingest unusual combinations of alchemical reagents for a quick boost in combat." - ] + ], + "id": "460" } - ] + ], + "id": "45e" }, { "type": "entries", @@ -94749,7 +95867,8 @@ "page": 194, "entries": [ "When looting a drug-crazed warrior, there is the possibility of finding {@dice 1d4} chemical compounds, like the ones they use in battle. Anyone consuming one of these compounds must make a {@dc 13} Constitution save or be {@condition poisoned} for 1 minute. On a natural 1 on the save, the creature dies. After 1 day, the compounds become inert and lose all special properties." - ] + ], + "id": "461" }, { "type": "entries", @@ -94762,7 +95881,8 @@ "page": 194, "entries": [ "Certain warriors take up alchemy to supplement their fighting skills with potent alchemical concoctions. They're often festooned in bandoliers of potions and vials, an array that lets them react to different situations with different potions." - ] + ], + "id": "463" }, { "type": "entries", @@ -94770,7 +95890,8 @@ "page": 194, "entries": [ "Beyond mere potion users, the warriors known as \"Living Crucibles\" alter their own physiology to better absorb alchemical reagents. Much like acclimating to a poison, they repeatedly subject themselves to extreme chemical compounds until their bodies adapt to the strain." - ] + ], + "id": "464" }, { "type": "entries", @@ -94778,9 +95899,11 @@ "page": 194, "entries": [ "The alchemical compounds used by Living Crucibles are toxic to anyone else. It is only through their unique physiologies that such poisons offer any benefit. These raw substances must be consumed within a day or they lose their efficacy." - ] + ], + "id": "465" } - ] + ], + "id": "462" }, { "type": "inset", @@ -94789,7 +95912,8 @@ "entries": [ "Other humanoid creatures who rely on melee attacks might be turned into living crucibles, to offer a wider array of choices for enemies to put in front of characters. Make the humanoid resistant or immune to poison, and then provide them with one of more of the bonuses from Battle Draught.", "Living crucibles might also be so besotted with volatile chemicals that interactions with extra heat, electricity, acid, or other agents could cause them to explode, with a devastating effect for anyone near them." - ] + ], + "id": "466" }, { "type": "statblock", @@ -94805,7 +95929,8 @@ "name": "Alchemical Berserker", "page": 194 } - ] + ], + "id": "45d" }, { "type": "entries", @@ -94837,7 +95962,8 @@ "entries": [ "A living toxin is an ooze at the pinnacle of the poisoner's art. It's poison that delivers itself to the victim. Living toxins are usually found around cities, hiding in sewers, and sliding along back alleys.", "Each living toxin begins as a mixture of poisons and alchemical ingredients. Whether by accident or ill intent, the mixture gains a semblance of life and often turns on its creator. The ooze escapes through the nearest grating or window, seeking out places to hide and hunt." - ] + ], + "id": "469" }, { "type": "entries", @@ -94845,7 +95971,8 @@ "page": 195, "entries": [ "When a living creature comes along, the ooze displays its most sinister trait. It launches itself at its victim's face and tries to force its way inside their body. Once there, the toxin attacks the body from within. After the interior is liquefied, the ooze escapes from the corpse." - ] + ], + "id": "46a" }, { "type": "entries", @@ -94853,9 +95980,11 @@ "page": 195, "entries": [ "A living toxin doesn't require sleep." - ] + ], + "id": "46b" } - ] + ], + "id": "468" }, { "type": "entries", @@ -94863,7 +95992,8 @@ "page": 195, "entries": [ "A living toxin breaks down into harmless goo once slain. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can combine the goo with other reagents or herbs worth 50 gp to create two doses of {@item Keoghtom's Ointment|DMG|restorative ointment}. Doing so requires 8 hours of work and a successful {@dc 10} Intelligence or Wisdom check." - ] + ], + "id": "46c" }, { "type": "entries", @@ -94876,7 +96006,8 @@ "page": 195, "entries": [ "Living toxins are poisonous mixtures given life. A living toxin attempts to force itself inside a host, attacking from within." - ] + ], + "id": "46e" }, { "type": "entries", @@ -94884,9 +96015,11 @@ "page": 195, "entries": [ "Effects that cure poisoning are highly effective against a living toxin." - ] + ], + "id": "46f" } - ] + ], + "id": "46d" }, { "type": "inset", @@ -94894,7 +96027,8 @@ "name": "GM Advice:", "entries": [ "It's not too difficult to imagine the existence of a sentient living toxin, capable of infecting a host but choosing when to inflict the poison damage instead of doing so automatically. Such a creature, if given the ability to communicate with a host telepathically, could blackmail a host into doing its bidding. Such creatures could serve evil masters." - ] + ], + "id": "470" }, { "type": "statblock", @@ -94903,7 +96037,8 @@ "name": "Living Toxin", "page": 195 } - ] + ], + "id": "467" }, { "type": "entries", @@ -94935,7 +96070,8 @@ "entries": [ "The fiendish lupilisks can be found in woodland areas or amid an infernal army. their impressive strength and agility, as well as their size, makes them perfect mounts for infernal cavalry. And their keen instincts mark them as an apex predator.", "Lupilisks prefer to play with their food, chasing and tormenting it before turning it to stone. The lupilisk then eats the rocky remains. As with a basilisk, the lupilisk's gullet reverses the petrification, turning stone to flesh once it reaches the creature's stomach." - ] + ], + "id": "473" }, { "type": "entries", @@ -94943,7 +96079,8 @@ "page": 197, "entries": [ "In the wild, lupilisks gather in packs. A dominant elder couple leads the pack, and other pack members are that couple's offspring. Juvenile males seek mates from other packs, while juvenile females decide whether to take visiting males as mates. A lupilisk pack is a family, its adult children leaving to form new packs." - ] + ], + "id": "474" }, { "type": "entries", @@ -94951,9 +96088,11 @@ "page": 197, "entries": [ "A lupilisk is more beast than fiend. They're aggressive and cruel, but they can be controlled if trained with firm discipline." - ] + ], + "id": "475" } - ] + ], + "id": "472" }, { "type": "entries", @@ -94961,7 +96100,8 @@ "page": 197, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a {@dc 15} Intelligence or Wisdom check. During the treatment time, somebody must also cast {@spell lesser restoration} on the fangs. After a successful treatment, someone who has proficiency with {@item jeweler's tools|PHB} can fashion the fangs, now blackened, into a necklace, creating a {@item periapt of proof against poison and Paralysis|GHMG|periapt of proof against poison}. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being {@condition petrified}." - ] + ], + "id": "476" }, { "type": "entries", @@ -94974,7 +96114,8 @@ "page": 197, "entries": [ "A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages." - ] + ], + "id": "478" }, { "type": "entries", @@ -94982,9 +96123,11 @@ "page": 197, "entries": [ "Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members." - ] + ], + "id": "479" } - ] + ], + "id": "477" }, { "type": "statblock", @@ -95016,7 +96159,8 @@ "width": 427, "height": 152 } - ] + ], + "id": "471" }, { "type": "entries", @@ -95047,7 +96191,8 @@ "page": 198, "entries": [ "Travelers who brave the wilds of Etharis plan their routes to avoid camping in the wilds on nights of the full moon. All know of the savage werewolves and other lycanthropes that roam the wilderness in search of victims, and few are willing to venture forth for fear of a bite from one of these creatures." - ] + ], + "id": "47c" }, { "type": "entries", @@ -95055,7 +96200,8 @@ "page": 198, "entries": [ "Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites a victim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill." - ] + ], + "id": "47d" }, { "type": "entries", @@ -95063,7 +96209,8 @@ "page": 198, "entries": [ "Regions like the Valikan Clans attempt to bring the curse under control. The strong druidic traditions make strides in dealing with cursed individuals. Those in tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only after years of training." - ] + ], + "id": "47e" }, { "type": "entries", @@ -95071,9 +96218,11 @@ "page": 198, "entries": [ "The typical presentation of lycanthropy leaves its victims dangerous enough, but sometimes there are alternate forms, even more dangerous than a typical cursed victim." - ] + ], + "id": "47f" } - ] + ], + "id": "47b" }, { "type": "entries", @@ -95082,7 +96231,8 @@ "entries": [ "Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the {@item cloak of the bat|DMG} or the {@item cloak of the manta ray|DMG}.", "Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHMG|lycan weapons} {@homebrew |(see Chapter 4)}. These weapons require a successful {@dc 15} Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work." - ] + ], + "id": "480" }, { "type": "entries", @@ -95095,7 +96245,8 @@ "page": 198, "entries": [ "Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what." - ] + ], + "id": "482" }, { "type": "entries", @@ -95103,7 +96254,8 @@ "page": 198, "entries": [ "In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion." - ] + ], + "id": "483" }, { "type": "entries", @@ -95111,9 +96263,11 @@ "page": 199, "entries": [ "While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties." - ] + ], + "id": "484" } - ] + ], + "id": "481" }, { "type": "statblock", @@ -95129,7 +96283,8 @@ "name": "Werebear Ascetic", "page": 199 } - ] + ], + "id": "47a" }, { "type": "entries", @@ -95160,7 +96315,8 @@ "page": 200, "entries": [ "Lyfaren are enormous burrowing creatures, looking like a massive rocky leach, that spend their lives surrounded by dirt, rock, and rubble. They can't see, but rather perceive the world through vibrations with their antenna, the only part of their bodies which can survive in open air. Lyfaren can sense the movement of an earthworm, as well as the feet of the bird that briefly landed to acquire that snack." - ] + ], + "id": "487" }, { "type": "entries", @@ -95168,7 +96324,8 @@ "page": 200, "entries": [ "Like the anglerfish and many other creatures, lyfaren lure in their preferred prey, humanoids, with the temptation of safety or curiosity. Their antenna closely resembles stacks of rock that we would call a cairn: a manmade stone marker indicating a trail or other location of interest. But as soon as you're within a few paces, they swallow you whole, leaving nothing to see." - ] + ], + "id": "488" }, { "type": "entries", @@ -95176,9 +96333,11 @@ "page": 200, "entries": [ "While slow and easy to avoid if you know what you're looking for, the lyfaren swallows even the strongest adventurers before they can fight back." - ] + ], + "id": "489" } - ] + ], + "id": "486" }, { "type": "entries", @@ -95186,7 +96345,8 @@ "page": 200, "entries": [ "The \"rocks\" that form the lyfaren's antenna can be cracked open, revealing what looks like beautiful crystals, much like a geode. There is a {@chance 25|25% chance|Lyfaren|The antenna can be turned into an elemental gem.|The antenna cannot be used to create an elemental gem.} that a lyfaren has an antenna that can be turned into a {@item Elemental Gem, Yellow Diamond|DMG|yellow diamond elemental gem}. This transformation requires someone proficient in the {@skill Nature} skill to succeed on a {@dc 15} Intelligence ({@skill Nature}) check while using 50 gp of other components. The process takes 4 hours." - ] + ], + "id": "48a" }, { "type": "entries", @@ -95199,7 +96359,8 @@ "page": 200, "entries": [ "Only the antennae and the maw of the lyfaren can survive outside of the earth. However, the maw can easily swallow up creatures the size of a horse, pulling it into its rock-filled gullet." - ] + ], + "id": "48c" }, { "type": "entries", @@ -95207,7 +96368,8 @@ "page": 200, "entries": [ "When trying to figure out if a cairn is manmade or deadly, look for a leaf, feather, or small piece of ribbon between the rocks. Man-made cairns are often decorated, while a lyfaren antenna may have bones or blood near it." - ] + ], + "id": "48d" }, { "type": "entries", @@ -95215,9 +96377,11 @@ "page": 200, "entries": [ "A lyfaren needs the pressure of being surrounded by dirt to survive, find a way to unearth one and the fight is over." - ] + ], + "id": "48e" } - ] + ], + "id": "48b" }, { "type": "statblock", @@ -95226,9 +96390,11 @@ "name": "Lyfaren", "page": 200 } - ] + ], + "id": "485" } - ] + ], + "id": "415" }, { "type": "section", @@ -95264,7 +96430,8 @@ "page": 201, "entries": [ "Magebane oozes were created by an irritable wizard to wreak havoc on rivals. Unfortunately for him, his creations got loose before he could unleash them, making him their first victim." - ] + ], + "id": "492" }, { "type": "entries", @@ -95272,7 +96439,8 @@ "page": 201, "entries": [ "Magebane oozes feed on magical energies. Although they can survive for years without feeding, they do so by going dormant. An active ooze shrivels quickly if it lacks a source of magic." - ] + ], + "id": "493" }, { "type": "entries", @@ -95280,7 +96448,8 @@ "page": 201, "entries": [ "Because their creator intended them to attack other wizards, he experimented to provide them greater intellect than most oozes. As a result, they strategize and can set traps for their prey." - ] + ], + "id": "494" }, { "type": "entries", @@ -95288,9 +96457,11 @@ "page": 201, "entries": [ "The Arcanist Inquisition has recently learned of the existence of magebane oozes, and inquisitors are in the process of capturing the strange oozes to use against their magic-wielding foes." - ] + ], + "id": "495" } - ] + ], + "id": "491" }, { "type": "entries", @@ -95298,7 +96469,8 @@ "page": 201, "entries": [ "Magebane oozes are a terrifying risk for even wellequipped adventurers. Even in death, some of their corrosive properties persist. Someone who makes a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check can carefully collect the remaining potent ooze into a vial. This can be turned into a {@item magebane bomb|GHMG} {@homebrew |(see Chapter 4)}. Making this item requires a proficient arcanist to spend 4 hours, use 100 gp of components, and succeed on a {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "496" }, { "type": "entries", @@ -95311,7 +96483,8 @@ "page": 201, "entries": [ "Magebane oozes feed on magic and quickly reduce magical weapons and armor to regular, non-magical versions of those weapons." - ] + ], + "id": "498" }, { "type": "entries", @@ -95319,7 +96492,8 @@ "page": 201, "entries": [ "Magebane oozes were created by a vengeful wizard who lost control of them before he could unleash them on his rivals." - ] + ], + "id": "499" }, { "type": "entries", @@ -95327,9 +96501,11 @@ "page": 201, "entries": [ "Some arcanists speak in hushed whispers of a particular mutation that occurs after magebane oozes have managed to devour enough magic. These magebane evolutions are nearly indestructible and can not only strip away magic, but store and then direct it back at the unlucky caster who loosed it." - ] + ], + "id": "49a" } - ] + ], + "id": "497" }, { "type": "inset", @@ -95337,7 +96513,8 @@ "name": "GM Advice:", "entries": [ "Magic is such a powerful force in the game that twisting it to use against characters can sometimes seem to be the only thing that can scare a character. A more powerful form of magebane ooze that collects and harnesses the destructive nature of magic used against them would be a terrifying prospect for high-level magic-wielding characters." - ] + ], + "id": "49b" }, { "type": "statblock", @@ -95346,7 +96523,8 @@ "name": "Magebane Ooze", "page": 201 } - ] + ], + "id": "490" }, { "type": "entries", @@ -95368,7 +96546,8 @@ "page": 202, "entries": [ "Mageplants don't come into being by ordinary means. Each was the result of magical experimentation or intentional cultivation by arcanists, druids, or other powerful creatures." - ] + ], + "id": "49e" }, { "type": "entries", @@ -95376,7 +96555,8 @@ "page": 202, "entries": [ "Mageplants usually look like mundane plant life, making them a particularly nasty hazard for those not trained in the differences. When that rose begins spitting fire or a vine drags you into the earth, it's not likely to be a good day." - ] + ], + "id": "49f" }, { "type": "entries", @@ -95384,7 +96564,8 @@ "page": 202, "entries": [ "These explosive plants look like small rose bushes that grow low to the ground. When active, they scuttle in and out of the fray, allowing their blooms to explode, sending seeds (and destruction) everywhere." - ] + ], + "id": "4a0" }, { "type": "entries", @@ -95392,7 +96573,8 @@ "page": 202, "entries": [ "These masses of vines grow small blue blooms that hum with electricity. They lash out, grappling living creatures to deliver heart-stopping shocks." - ] + ], + "id": "4a1" }, { "type": "entries", @@ -95400,9 +96582,11 @@ "page": 202, "entries": [ "These white-barked trees bear frosty blue leaves and snow-white blossoms. They enjoy leaching the warmth out of nearby living creatures." - ] + ], + "id": "4a2" } - ] + ], + "id": "49d" }, { "type": "entries", @@ -95410,7 +96594,8 @@ "page": 202, "entries": [ "The seeds from three thunderblossoms, two lightning vines, or one flash freeze can be worked into an oil that, when placed on a weapon, can allow that weapon to do damage corresponding to the nature of the plant. Making this oil requires someone proficient with the {@skill Nature} skill to succeed on a {@dc 15} Intelligence ({@skill Arcana}) check after spending 12 hours and 100 gp of components. This oil, when put on a melee weapon, deals an additional 6 ({@damage 1d12}) damage of the type based on the plant for 24 hours." - ] + ], + "id": "4a3" }, { "type": "entries", @@ -95423,7 +96608,8 @@ "page": 202, "entries": [ "All mageplants are created rather than occurring naturally. Most often druids or wizards are responsible for planting them in areas they want to protect." - ] + ], + "id": "4a5" }, { "type": "entries", @@ -95431,7 +96617,8 @@ "page": 202, "entries": [ "Thunderblossoms are a useful early warning system for identifying intruders. Planting a border of them can make it hard for someone to walk up on their creator undetected." - ] + ], + "id": "4a6" }, { "type": "entries", @@ -95439,7 +96626,8 @@ "page": 202, "entries": [ "Lightning vines are faster than most people suspect and can pick off incautious stragglers before anyone realizes they've fallen." - ] + ], + "id": "4a7" }, { "type": "entries", @@ -95447,9 +96635,11 @@ "page": 202, "entries": [ "Flash freeze trees are hard to stabilize without killing the original plant and thus relatively rare among mageplants. Powerful spellcasters sometimes awaken such trees to make them an even deadlier threat." - ] + ], + "id": "4a8" } - ] + ], + "id": "4a4" }, { "type": "image", @@ -95499,7 +96689,8 @@ "name": "Flash Freeze", "page": 203 } - ] + ], + "id": "49c" }, { "type": "entries", @@ -95533,7 +96724,8 @@ "page": 204, "entries": [ "Maiden's hair is a deadly plant found in remote forests. They resemble long flowing tufts of golden grass or moss, frequently hanging from tree limbs." - ] + ], + "id": "4ab" }, { "type": "entries", @@ -95541,7 +96733,8 @@ "page": 204, "entries": [ "The maiden's hair releases a poisonous scent, barely noticeable by most humanoids. However, intelligent creatures affected by this poison become enamored with the plant. Poisoned victims who survive encounters with maiden's hair describe visions of an attractive individual with long flowing hair calling them forward." - ] + ], + "id": "4ac" }, { "type": "entries", @@ -95549,9 +96742,11 @@ "page": 204, "entries": [ "Hags often cultivate these plants to protect their dismal lairs, leaving skeletons of past victims beneath the deadly plants to warn potential intruders of the danger." - ] + ], + "id": "4ad" } - ] + ], + "id": "4aa" }, { "type": "entries", @@ -95559,7 +96754,8 @@ "page": 204, "entries": [ "Individuals proficient with {@item weaver's tools|PHB} can use the fibrous remains of one maiden's hair to craft exceptionally resilient nets. An individual spending 8 hours and succeeding on a {@dc 10} Dexterity ({@skill Sleight of Hand}) check can craft a {@item net of maiden's hair|GHMG} {@homebrew |(see Chapter 4)}." - ] + ], + "id": "4ae" }, { "type": "entries", @@ -95572,7 +96768,8 @@ "page": 204, "entries": [ "The subtle scent released by maiden's hair is poisonous and can induce delirium in its victims." - ] + ], + "id": "4b0" }, { "type": "entries", @@ -95580,7 +96777,8 @@ "page": 204, "entries": [ "These plants are resistant to bludgeoning, piercing, and psychic damage." - ] + ], + "id": "4b1" }, { "type": "entries", @@ -95588,9 +96786,11 @@ "page": 204, "entries": [ "A powerful wind can disperse the maiden's hair's poisonous scent for a short time." - ] + ], + "id": "4b2" } - ] + ], + "id": "4af" }, { "type": "statblock", @@ -95615,7 +96815,8 @@ "name": "Maiden's Hair, Greater", "page": 205 } - ] + ], + "id": "4a9" }, { "type": "entries", @@ -95637,7 +96838,8 @@ "page": 206, "entries": [ "Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the {@quickref Vision and Light|PHB|2|0|darkness}." - ] + ], + "id": "4b5" }, { "type": "entries", @@ -95645,7 +96847,8 @@ "page": 206, "entries": [ "When a malcinder attacks, its body hardens like cooling lava, and flames glow through its skull. It harnesses this infernal fire within its whiplike tail to hurl flame." - ] + ], + "id": "4b6" }, { "type": "entries", @@ -95653,9 +96856,11 @@ "page": 206, "entries": [ "The strongest of malcinders leads a pack. This alpha is the largest in the group and the best hunter. A malcinder alpha draws attention so the pack can attack from all sides." - ] + ], + "id": "4b7" } - ] + ], + "id": "4b4" }, { "type": "entries", @@ -95663,7 +96868,8 @@ "page": 206, "entries": [ "When a malcinder dies, the flames within its body go out, and the corpse hardens like volcanic rock. The claws and fangs from one malcinder corpse make a powder that someone who has proficiency with {@item alchemist's supplies|PHB} can make into a {@item potion of speed|PHB}. Doing so requires other reagents worth 1,000 gp, 8 hours of work, and a successful {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "4b8" }, { "type": "entries", @@ -95676,7 +96882,8 @@ "page": 206, "entries": [ "Malcinders are fiends immune to fire." - ] + ], + "id": "4ba" }, { "type": "entries", @@ -95685,9 +96892,11 @@ "entries": [ "A malcinder alpha coordinates its pack efficiently. Slaying this leader can make the pack much less dangerous.", "Malcinders are prone to following stronger fiends. Therefore, a creature with fiendish ancestry can tame a malcinder." - ] + ], + "id": "4bb" } - ] + ], + "id": "4b9" }, { "type": "image", @@ -95721,7 +96930,8 @@ "name": "Malcinder Alpha", "page": 207 } - ] + ], + "id": "4b3" }, { "type": "entries", @@ -95752,7 +96962,8 @@ "page": 208, "entries": [ "A rare fiend, the malefic broker is an example of a diabolic middleman. Taking the form of a humanoid, the malefic broker hones its skills in negotiation and acquisition rather than its fiendish might. Greed motivates a malefic broker, who scrambles to acquire more souls for Gorodyn through deception and persuasion." - ] + ], + "id": "4be" }, { "type": "entries", @@ -95760,9 +96971,11 @@ "page": 208, "entries": [ "Despite a disdain for mortal wealth, a malefic broker carries gems, which the fiend uses to siphon pieces of souls fleeing the dying. When cornered, a malefic broker consumes these soul shards to gain eldritch might it can use to defend itself." - ] + ], + "id": "4bf" } - ] + ], + "id": "4bd" }, { "type": "entries", @@ -95770,7 +96983,8 @@ "page": 208, "entries": [ "Soul shards taken from the malefic broker fetch 250 gp each, or more, from rich collectors and arcanists. If crushed, added to water, and imbibed, each soul shard acts as a {@item potion of superior healing|DMG}. A malefic broker carries jewels worth at least 500 gp to turn into more soul shards." - ] + ], + "id": "4c0" }, { "type": "entries", @@ -95783,9 +96997,11 @@ "page": 208, "entries": [ "Malefic brokers collect souls, either through fiendish contracts or being near those who die. The soul shards they carry can power their fiendish abilities." - ] + ], + "id": "4c2" } - ] + ], + "id": "4c1" }, { "type": "statblock", @@ -95794,7 +97010,8 @@ "name": "Malefic Broker", "page": 208 } - ] + ], + "id": "4bc" }, { "type": "entries", @@ -95816,7 +97033,8 @@ "page": 209, "entries": [ "A minor daemon of Malikir, Arch Daemon of Pride, the Malikirian imp was created to tempt mortals into acting on their base desires and soothe their guilty consciouses with rapturous feelings of entitlement and certainty. It is said the Angel of Empyreus keeps one chained to elicit confessions and goad mortals into the very acts of sin the Angel of Empyreus seeks to punish." - ] + ], + "id": "4c5" }, { "type": "entries", @@ -95824,7 +97042,8 @@ "page": 209, "entries": [ "The imp is a wretched, bruised, shriveled creature that would almost inspire pity, were it not unmistakably fiendish. Its diminutive head resembles the skull of a bighorn sheep, and its sinuous body is covered in cracked and haggard scales." - ] + ], + "id": "4c6" }, { "type": "entries", @@ -95832,9 +97051,11 @@ "page": 209, "entries": [ "Before the Godswar, these imps would be exchanged as gifts and familiars by agents of Malikir to influential mages or court advisors to inspire selfishness, war, and hunger for power. They are s pies experts at gaining secrets and revealing them for maximum damage." - ] + ], + "id": "4c7" } - ] + ], + "id": "4c4" }, { "type": "entries", @@ -95844,7 +97065,8 @@ "If caught alone with a hostile foe, the imp pleads for its life and pledges to serve its new master. It gives its name, which a caster can use when casting {@spell find familiar} to summon and bind the imp as their familiar.", "An imp's scales and bones can be used to create a {@item Imp Potion of Fire Resistance|GHMG|potion of fire resistance} with a {@dc 15} Intelligence ({@skill Arcana}) ability check from a character proficient in {@item alchemist's supplies|PHB}. This takes 2 hours and 10 gp of materials. However, there's a {@chance 90|10% chance|Imp|The potion acts normally|The potion imparts fulnerability to all damage except fire.} that the person taking the potion will be vulnerable to all other damage.", "Eating the Malikirian imp's heart grants the ability to cast {@spell suggestion} once without using a spell slot. The DC to resist this spell is 10." - ] + ], + "id": "4c8" }, { "type": "entries", @@ -95857,7 +97079,8 @@ "page": 209, "entries": [ "Beware the multitudinous throngs of Malikir's progeny, for they can corrupt even the most pure-hearted and spur them to acts of sin and moral decay." - ] + ], + "id": "4ca" }, { "type": "entries", @@ -95865,7 +97088,8 @@ "page": 209, "entries": [ "Many a foolish warlock thought they had the upper hand when they received such a pathetic creature as their familiar, but they underestimated the imp at their peril." - ] + ], + "id": "4cb" }, { "type": "entries", @@ -95873,9 +97097,11 @@ "page": 209, "entries": [ "Despite archmages' divinations, no one quite knows how the Angel of Empyreus came to hold the chains of a Malikirian imp. This cannot be good news." - ] + ], + "id": "4cc" } - ] + ], + "id": "4c9" }, { "type": "inset", @@ -95883,7 +97109,8 @@ "name": "GM Advice:", "entries": [ "Play the Malikirian imp as the master manipulator it is. Its main weapon is its enemy's greed, so dig deep into whatever might tempt a character, and keep digging until you find a weakness. Often even if a character isn't greedy, the player is." - ] + ], + "id": "4cd" }, { "type": "statblock", @@ -95892,7 +97119,8 @@ "name": "Malikirian Imp", "page": 209 } - ] + ], + "id": "4c3" }, { "type": "entries", @@ -95924,7 +97152,8 @@ "entries": [ "These nocturnal visitors sit on a sleeping victim's chest, drawing out personal fears and driving poor souls to panic before suffocating them. Those who have survived a marra attack testified that when the creature came to visit, the victim felt a heavy weight on their chest before losing the ability to move.", "Survivor accounts also report the marra can shapechange, often becoming moths. In this form, a marra can enter rooms through keyholes or other tiny openings." - ] + ], + "id": "4d0" }, { "type": "entries", @@ -95932,9 +97161,11 @@ "page": 210, "entries": [ "Marra steal horses and other mounts, riding off into the twilight in search of victims. The animals are left exhausted and covered in sweat by dawn." - ] + ], + "id": "4d1" } - ] + ], + "id": "4cf" }, { "type": "entries", @@ -95943,7 +97174,8 @@ "entries": [ "A nightmare pine grows in the marra's wake. A proficient {@item woodcarver's tools|PHB} can fashion a {@item nightmare staff|GHMG} {@homebrew |(see Chapter 4)} from this stunted tree. Doing so takes 5 days of work, materials worth 100 gp, and someone to cast {@spell phantasmal force} on the staff each day.", "Near where a marra is slain, there is a {@chance 50|50% chance|Marra|An adder stone is nearby.|There is no item nearby.} of finding an {@item adder stone|GHMG} {@homebrew |(see Chapter 4)}." - ] + ], + "id": "4d2" }, { "type": "entries", @@ -95956,7 +97188,8 @@ "page": 210, "entries": [ "A marra is a fiend with power over dreams and sleep. It can't be frightened, and it can polymorph into a moth." - ] + ], + "id": "4d4" }, { "type": "entries", @@ -95964,9 +97197,11 @@ "page": 210, "entries": [ "A {@condition prone} or sleeping target is vulnerable to a marra's crushing psychic weight." - ] + ], + "id": "4d5" } - ] + ], + "id": "4d3" }, { "type": "statblock", @@ -95975,7 +97210,8 @@ "name": "Marra", "page": 210 } - ] + ], + "id": "4ce" }, { "type": "entries", @@ -95997,7 +97233,8 @@ "page": 211, "entries": [ "The maskenmagier can alter its appearance to take any humanoid form, but it is a cat-headed fiend with a humanoid body. Driven by a desire to grow more powerful, the maskenmagier makes masks and consumes souls." - ] + ], + "id": "4d8" }, { "type": "entries", @@ -96006,9 +97243,11 @@ "entries": [ "Carved from wood and painted with natural pigments on a neutral base of glue and crushed seashell, the masks a maskenmagier offers portray a beast. Each mask allows the wearer to transform into that animal.", "A maskenmagier is a clever spellcaster artful at negotiation and hungry for power. It offers people the opportunity to escape life's troubles through mask magic. A deal consists of a proposal that covers the terms each party expects. Accepting the mask seals the agreement and makes the contract binding." - ] + ], + "id": "4d9" } - ] + ], + "id": "4d7" }, { "type": "entries", @@ -96016,7 +97255,8 @@ "page": 211, "entries": [ "Those who defeat a maskenmagier discover a {@item mask of the maestro|GHMG} {@homebrew |(see chapter 4)}." - ] + ], + "id": "4da" }, { "type": "entries", @@ -96029,7 +97269,8 @@ "page": 211, "entries": [ "The maskenmagier is immune to being {@condition poisoned} or {@condition charmed}." - ] + ], + "id": "4dc" }, { "type": "entries", @@ -96037,7 +97278,8 @@ "page": 211, "entries": [ "The masks that the maskenmagier offers are cursed." - ] + ], + "id": "4dd" }, { "type": "entries", @@ -96045,9 +97287,11 @@ "page": 211, "entries": [ "A maskenmagier can devour a humanoid's soul, allowing the fiend to take on an uncanny copy of the person's form." - ] + ], + "id": "4de" } - ] + ], + "id": "4db" }, { "type": "statblock", @@ -96056,7 +97300,8 @@ "name": "Maskenmagier", "page": 211 } - ] + ], + "id": "4d6" }, { "type": "entries", @@ -96088,7 +97333,8 @@ "entries": [ "A mausgeist appears when a powerful spellcaster makes an infernal pact for immortality. Magic imbues each of a mausgeist's long whiskers, making the creature a deadly opponent.", "A mausgeist hungers for humanoid flesh, wandering cemeteries at night to dig up hearts and livers to feast upon. Breaking the curse of a mausgeist's existence requires it to refrain from killing or devouring humanoid flesh for a thousand days." - ] + ], + "id": "4e1" }, { "type": "entries", @@ -96096,7 +97342,8 @@ "page": 212, "entries": [ "A mausgeist can change its appearance through magical means. The creature retains some rodent characteristics even in humanoid form." - ] + ], + "id": "4e2" }, { "type": "entries", @@ -96104,9 +97351,11 @@ "page": 212, "entries": [ "A jungeist is a mausgeist before any pact gives it more power. This fiend is still a formidable foe, but it's easier to dispatch than a mausgeist." - ] + ], + "id": "4e3" } - ] + ], + "id": "4e0" }, { "type": "entries", @@ -96115,7 +97364,8 @@ "entries": [ "A mausgeist is a creature born of a hunger for undying power. Its remains can be harvested for their magical properties. Within the liver of a mausgeist is a {@item pearl of power}.", "Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item weaver's tools|PHB} can incorporate the hide of a mausgeist into a {@item cloak of the mausgeist|GHMG} {@homebrew |(see chapter 4)}. Doing so requires 10 days of work, extra materials worth 2,000 gp, and a successful {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "4e4" }, { "type": "entries", @@ -96128,7 +97378,8 @@ "page": 212, "entries": [ "A mausgeist is a fiend immune to poison and resistant to weapons that aren't silvered." - ] + ], + "id": "4e6" }, { "type": "entries", @@ -96136,9 +97387,11 @@ "page": 212, "entries": [ "A mausgeist can take humanoid form, but it still resembles a rodent in such a disguise. Even in that form, each of the fiend's whiskers can create a magical effect." - ] + ], + "id": "4e7" } - ] + ], + "id": "4e5" }, { "type": "statblock", @@ -96163,7 +97416,8 @@ "width": 505, "height": 184 } - ] + ], + "id": "4df" }, { "type": "entries", @@ -96194,7 +97448,8 @@ "page": 214, "entries": [ "A warrior who seeks lichdom does so in pursuit of glory in battle beyond death. These skilled fighters enter a bargain with an evil entity to evade the afterlife. Unlike wizards who seek arcane knowledge in their immortality, a warrior desires unmatched strength and prowess in battle. The arcane transformation causes a memori lich's physical form to decay but, in exchange, the undead form has supernatural strength and can call up fire to divide the battlefield. As with spellcasting liches that have individualized magical talents, each memori lich is unique." - ] + ], + "id": "4ea" }, { "type": "entries", @@ -96203,9 +97458,11 @@ "entries": [ "To transcend death, a warrior drinks a toxic concoction mixed with the blood of a powerful creature poured into the skull of a defeated enemy. Drinking the fluid causes immediate death and transformation into a memori lich, whose soul is pulled into the skull.", "The memento skull must be fed to sustain its magic. When a memori lich slays an opponent, the opponents fleeting spiritual energy feeds the memento skull through the memori lich. Most memori liches prefer stronger foes who have skills the lich can learn by consuming the stored energy." - ] + ], + "id": "4eb" } - ] + ], + "id": "4e9" }, { "type": "entries", @@ -96213,7 +97470,8 @@ "page": 214, "entries": [ "A memori lich's skull can be a primary component for a {@item mace of disruption|DMG}. Someone who has proficiency with {@item smith's tools|PHB} can incorporate the skull into the mace, which takes 10 days and other materials worth 2,000 gp to make. The mace must also have {@spell dispel evil and good} cast on it at least three times during its making." - ] + ], + "id": "4ec" }, { "type": "entries", @@ -96226,7 +97484,8 @@ "page": 214, "entries": [ "A memori lich is a warrior who became immortal through eldritch means." - ] + ], + "id": "4ee" }, { "type": "entries", @@ -96234,7 +97493,8 @@ "page": 214, "entries": [ "A memori lich has supernatural strength and prowess, along with resistances common to the undead. It takes magic weapons to effectively hurt one, and its form can't be changed." - ] + ], + "id": "4ef" }, { "type": "entries", @@ -96242,9 +97502,11 @@ "page": 214, "entries": [ "The magic that sustains a memori lich lies within a relic called a memento skull. To permanently kill the lich, one must destroy the skull." - ] + ], + "id": "4f0" } - ] + ], + "id": "4ed" }, { "type": "insetReadaloud", @@ -96259,7 +97521,8 @@ "name": "Memori Lich", "page": 214 } - ] + ], + "id": "4f1" }, { "type": "statblockInline", @@ -96288,7 +97551,8 @@ "width": 1102, "height": 264 } - ] + ], + "id": "4e8" }, { "type": "entries", @@ -96313,7 +97577,8 @@ "A meyana can be up to 7 feet tall. Its torso is most of that, with a long, grasping frond that resembles a clam shell. This torso frond is big enough to \"swallow\" an adult human. Inside these fronds, meyanas digest flesh into a nutrient goo the creature can absorb. A meyana uses leftover bones as tools, weapons, or decorations.", "Several stalks grow out of a meyana's body, and the meyana uses these to sense the environment. (A meyana has no head.) Holes in these stalks allow the meyana to communicate with vocalizations. Most meyanas speak {@language Sylvan|PHB}.", "Meyanas reproduce by shedding one mature \"hand.\" This pod then grows into a new meyana. An infant starts at about a foot long, but after feasting on meat, the baby can grow to full size in 6 months." - ] + ], + "id": "4f4" }, { "type": "entries", @@ -96323,9 +97588,11 @@ "Meyanas live in forests or other tropical, subtropical, or temperate climates. They camouflage themselves in thick vegetation, making their hunting easier. Meyanas live in sheltered thickets or wet underground areas. They prefer enclosed spaces to open ones.", "Despite their preferences, meyanas can survive in any area that supports plant growth. They can be a threat to any area in which they can gain a foothold. Only inadequate prey can slow their proliferation.", "Meyanas congregate in small tribes. Those tribes work together in a larger system that cooperates, shares food, and defends each other." - ] + ], + "id": "4f5" } - ] + ], + "id": "4f3" }, { "type": "entries", @@ -96333,7 +97600,8 @@ "page": 217, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can use the leaves of one adult meyana to brew a {@item potion of greater healing|DMG}. Doing so takes 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "4f6" }, { "type": "entries", @@ -96346,7 +97614,8 @@ "page": 217, "entries": [ "The woody, plantlike structure of a meyana makes the creature resistant to piercing damage. Anyone trapped in the plant's central body risks being quickly digested." - ] + ], + "id": "4f8" }, { "type": "entries", @@ -96354,9 +97623,11 @@ "page": 217, "entries": [ "Meyanas can sense the footfalls of those moving on the ground." - ] + ], + "id": "4f9" } - ] + ], + "id": "4f7" }, { "type": "statblock", @@ -96372,7 +97643,8 @@ "name": "Young Meyana", "page": 217 } - ] + ], + "id": "4f2" }, { "type": "entries", @@ -96394,7 +97666,8 @@ "page": 218, "entries": [ "Where the powers of fire and earth meet, sparks of elemental energy can ignite a faint light of sentience between the two elements. These sootlings are amorphous creatures, folding and stretching into various beastlike shapes. If allowed to thrive between the elements of fire and earth, the sootling eventually grows into a mjork unless magic keeps its development halted." - ] + ], + "id": "4fc" }, { "type": "entries", @@ -96403,7 +97676,8 @@ "entries": [ "A mjork is a creature as filled with chaos as the fires that fueled it, and as solid as the rock that gave it shape. The elemental looks like a humanoid of volcanic rock, moving with a jagged, stilted gait. Small cracks accent its surface, revealing a pulsating flame within. Heat emanates from the mjork's body, burning those who come too close and leaving singed, sooty tracks where it moves.", "As they grow larger, mjorks specialize. Some focus on their solid, rocky shape and charging through foes. Others emphasize fire, allowing their internal flames to sheathe the body. Still others embrace smoke and ash. Some of these ashers grow from sootlings who barely survived their emergence and became attached to their sooty origins." - ] + ], + "id": "4fd" }, { "type": "entries", @@ -96411,7 +97685,8 @@ "page": 218, "entries": [ "Mjorks have a narrow worldview, having been raised in the grind and heat of volcanic stone. To them, the environment they spawned from is the only place of safety they have known, and they wish to spread it across the world. To bring about this ideal, mjorks wander sparsely inhabited areas where they spread fires and watch the world around them burn. These expeditions of destruction last until the mjork returns to the volcanic area that gave it life." - ] + ], + "id": "4fe" }, { "type": "entries", @@ -96419,9 +97694,11 @@ "page": 218, "entries": [ "A mjork doesn't require food, drink, or sleep." - ] + ], + "id": "4ff" } - ] + ], + "id": "4fb" }, { "type": "entries", @@ -96430,7 +97707,8 @@ "entries": [ "Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2|0|heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.", "The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using {@item jeweler's tools|PHB} can increase their value as semiprecious stones." - ] + ], + "id": "500" }, { "type": "entries", @@ -96443,7 +97721,8 @@ "page": 218, "entries": [ "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes." - ] + ], + "id": "502" }, { "type": "entries", @@ -96451,9 +97730,11 @@ "page": 218, "entries": [ "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them {@sense blindsight}." - ] + ], + "id": "503" } - ] + ], + "id": "501" }, { "type": "image", @@ -96539,11 +97820,14 @@ "page": 221, "entries": [ "A sootling can partner with another creature as a familiar, forming a telepathic bond with this willing partner. While the two are bonded, the partner can sense what the sootling senses while they are within 1 mile of each other. If the partner harms the sootling, the sootling ends the telepathic bond and ceases being a familiar." - ] + ], + "id": "505" } - ] + ], + "id": "504" } - ] + ], + "id": "4fa" }, { "type": "entries", @@ -96565,7 +97849,8 @@ "page": 222, "entries": [ "Across Etharis, and particularly in the city-state of Liesech, kobolds are associated with vermin and plague. Sewer-dwelling kobolds, known as morbus kobolds by the few scholars who study such beings, seem immune to the diseases they carry. Worse, these kobolds move from region to region spreading outbreaks. If a gathering of morbus kobolds is found in a sewer system, where they prefer to take up residence, local officials are quick to put a bounty on the creatures before they bring about a health crisis." - ] + ], + "id": "508" }, { "type": "entries", @@ -96575,7 +97860,8 @@ "Morbus kobolds worship the Filth Grazer, a creature they claim blessed morbus kobolds with resilience against plague and other ailments on the condition that they helped spread the diseases they carry. Morbus kobolds believe that commitment to spread plagues did not end with their ancestors, but that the blessing must be renewed. This dogma allowed morbus kobolds to flourish at the expense of other people.", "Guided by their beliefs, morbus kobolds live in nomadic clans. These clans stop in a settlement long enough to infect locals with diseases from other regions, contract local diseases, then move on. Morbus kobolds consider it a point of pride when their efforts produce a pandemic, particularly if the disease is as severe as {@disease the Weeping Pox|GH}.", "Morbus kobolds obsess about losing the Filth Grazer's blessing. If a morbus kobold expresses doubts about spreading disease or the existence of the Filth Grazer, they face banishment or worse. Most loyally spend their days wallowing in filth, training giant rats, and carrying out plots to spread infection." - ] + ], + "id": "509" }, { "type": "entries", @@ -96584,9 +97870,11 @@ "entries": [ "Built like other kobolds, morbus kobolds stand out with their jaundice and webbed feet. Some morbus kobolds have functioning gills, a trait these kobolds believe signifies the Filth Grazer's favor. One can often smell a morbus kobold before seeing it, owing to their sewer homes and filthy habits.", "Morbus kobolds who survive long enough become elders. These elders show cosmetic signs of diseases they've carried over their lifetime, such as bloodshot eyes, discolored skin, and raspy voices punctuated with coughing fits. Disease growths protrude from an elder's body, each a mark of worthiness in morbus kobold beliefs." - ] + ], + "id": "50a" } - ] + ], + "id": "507" }, { "type": "entries", @@ -96594,7 +97882,8 @@ "page": 222, "entries": [ "Someone who has proficiency with {@skill Medicine} can attempt a {@dc 13} Wisdom ({@skill Medicine}) check to extract the largest tumor from a morbus kobold elder. If this check succeeds, someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can wrap the tumor with herbs and reagents worth 200 gp. The wrapped tumor must be left in open air so it receives daily sunlight for 7 days. Someone must cast {@spell lesser restoration} on the tumor during this time. At the end of the process, the tumor can be polished and set in a necklace, making a {@item periapt of health}." - ] + ], + "id": "50b" }, { "type": "entries", @@ -96607,7 +97896,8 @@ "page": 222, "entries": [ "Morbus kobolds are a known for spreading disease. Despite their role in propagating contagions, they are immune to the effects of all known diseases." - ] + ], + "id": "50d" }, { "type": "entries", @@ -96615,7 +97905,8 @@ "page": 222, "entries": [ "The first documented record of an encounter with a morbus kobold was in the city of Liesech during the early days of {@disease the Weeping Pox|GH}. Shortly after this encounter, {@disease the Weeping Pox|GH} began spreading in nearby regions." - ] + ], + "id": "50e" }, { "type": "entries", @@ -96623,9 +97914,11 @@ "page": 222, "entries": [ "The largest tumors in morbus kobold elders can be treated then dried in sunlight to create a ward against diseases." - ] + ], + "id": "50f" } - ] + ], + "id": "50c" }, { "type": "statblock", @@ -96650,7 +97943,8 @@ "name": "Morbus Kobold Elder", "page": 223 } - ] + ], + "id": "506" }, { "type": "entries", @@ -96681,7 +97975,8 @@ "page": 224, "entries": [ "Those carrying bright torches or lanterns at night risk catching the attention of the mothfolk. These winged 7-foot-tall humanoids with large moth wings fly across the night sky searching for bright lights." - ] + ], + "id": "512" }, { "type": "entries", @@ -96689,7 +97984,8 @@ "page": 224, "entries": [ "Mothfolk are often found around disasters, relishing the mayhem." - ] + ], + "id": "513" }, { "type": "entries", @@ -96697,9 +97993,11 @@ "page": 224, "entries": [ "The mothfolk have giant red glowing eyes. Creatures that stare too long into them are terrified at what those eyes reveal." - ] + ], + "id": "514" } - ] + ], + "id": "511" }, { "type": "entries", @@ -96707,7 +98005,8 @@ "page": 224, "entries": [ "The mothfolk's eyes glow with arcane potential. Someone collecting 10 mothfolk eyes can craft a {@item mace of terror|DMG}. This requires a proficient weaponsmith to succeed on a {@dc 15} Intelligence ({@skill Arcana}) check after 5 days of work and using 500 gp of components." - ] + ], + "id": "515" }, { "type": "entries", @@ -96720,7 +98019,8 @@ "page": 224, "entries": [ "The mothfolk are fast fliers, making it impossible to land {@action opportunity attack|PHB|opportunity attacks} on them at times." - ] + ], + "id": "517" }, { "type": "entries", @@ -96728,7 +98028,8 @@ "page": 224, "entries": [ "The mothfolk are drawn to disasters." - ] + ], + "id": "518" }, { "type": "entries", @@ -96736,9 +98037,11 @@ "page": 224, "entries": [ "The mothfolk's eyes can cause paranoia in those who look too deeply into them." - ] + ], + "id": "519" } - ] + ], + "id": "516" }, { "type": "statblock", @@ -96747,7 +98050,8 @@ "name": "Mothfolk", "page": 224 } - ] + ], + "id": "510" }, { "type": "entries", @@ -96778,7 +98082,8 @@ "page": 225, "entries": [ "When an evil humanoid falls in the Black Mire, vines find the body. They wrap the corpse, strip away flesh, and create two belts of bones that cross the chest. After transformation, the sapient and emotionless mouruge contends with eternal hunger for flesh. It roams and consumes all corpses, while the bones around its body rattle a warning." - ] + ], + "id": "51c" }, { "type": "entries", @@ -96786,7 +98091,8 @@ "page": 225, "entries": [ "Some mouruges were so powerful in life that their personality carries into undeath. This phenomenon is so rare that no one attempts to become a mouruge. Such a kindled mouruge hunts down and devours those it hated in life. This hatred manifests in mastery of soul fire." - ] + ], + "id": "51d" }, { "type": "entries", @@ -96794,9 +98100,11 @@ "page": 225, "entries": [ "The mouruge doesn't require air, food, drink, or sleep." - ] + ], + "id": "51e" } - ] + ], + "id": "51b" }, { "type": "entries", @@ -96804,7 +98112,8 @@ "page": 225, "entries": [ "The bones of one mouruge can be ground into a powder. When combined with raw meat, mud, and other reagents worth 100 gp, the mixture creates a magical substance known as {@item gristaline|GHMG} {@homebrew |(see chapter 4)}." - ] + ], + "id": "51f" }, { "type": "entries", @@ -96817,7 +98126,8 @@ "page": 225, "entries": [ "A mouruge is driven by the need to eat flesh, favoring that of their enemies during their living years." - ] + ], + "id": "521" }, { "type": "entries", @@ -96825,9 +98135,11 @@ "page": 225, "entries": [ "Kindled mouruges can control fire, and they are vulnerable to holy water. Such a mouruge has more self-awareness and can be reasoned with." - ] + ], + "id": "522" } - ] + ], + "id": "520" }, { "type": "statblock", @@ -96852,7 +98164,8 @@ "name": "Kindled Mouruge", "page": 226 } - ] + ], + "id": "51a" }, { "type": "entries", @@ -96883,7 +98196,8 @@ "page": 227, "entries": [ "Any muddy or swampy area could hide a grotesque surprise. Mud zombies form from piles of gore. At rest, they look like mounds of remains, but when roused, each becomes a writhing mass of muckcovered limbs. These limbs can split from the mass and continue fighting." - ] + ], + "id": "525" }, { "type": "entries", @@ -96891,9 +98205,11 @@ "page": 227, "entries": [ "A mud zombie doesn't require air, food, drink, or sleep." - ] + ], + "id": "526" } - ] + ], + "id": "524" }, { "type": "entries", @@ -96901,7 +98217,8 @@ "page": 227, "entries": [ "Mud zombies often contain or still wear equipment and jewelry left on the zombie's constituent parts." - ] + ], + "id": "527" }, { "type": "entries", @@ -96914,7 +98231,8 @@ "page": 227, "entries": [ "Mud zombies look like large piles of gore." - ] + ], + "id": "529" }, { "type": "entries", @@ -96922,9 +98240,11 @@ "page": 227, "entries": [ "Stories tell of these writhing masses breaking into smaller monsters when attacked." - ] + ], + "id": "52a" } - ] + ], + "id": "528" }, { "type": "inset", @@ -96932,7 +98252,8 @@ "name": "GM Advice:", "entries": [ "For some added fun and challenge, add a ranged attack for the mud zombie, where it throws grasping hands at enemies. These hands attack at {@hit 5}, doing 6 ({@damage 1d6 + 3}) damage on a successful attack. A hand continues to claw at the targeted creature for that damage each round until the target escapes the claw (escape {@dc 13})." - ] + ], + "id": "52b" }, { "type": "statblock", @@ -96941,7 +98262,8 @@ "name": "Mud Zombie", "page": 227 } - ] + ], + "id": "523" }, { "type": "entries", @@ -96972,7 +98294,8 @@ "page": 228, "entries": [ "Mukads are big, sapient insectile creatures that scrabble feverishly in the darkness beneath towns and cities. They serve the Aether Kindred and prepare for the return of their extraplanar masters. A gathering of mukads is known as an infestation." - ] + ], + "id": "52e" }, { "type": "entries", @@ -96980,7 +98303,8 @@ "page": 228, "entries": [ "Many sages believe the mental powers of mukads come from a connection to Pharazorthok. Some have suggested individual mukads are physical manifestations of a fragment of an Aether Kindred's mind." - ] + ], + "id": "52f" }, { "type": "entries", @@ -96990,9 +98314,11 @@ "Mukads are bizarre humanoid-sized centipedes with tough greenish-black carapaces. A mukad walks on hundreds of thin legs, providing rapid movement across walls and ceilings. Also, each mukad has two clawed hands and a pair of venom-filled mandibles.", "Mukads come in sizes and shapes based on their place in the infestation hierarchy and their stage of growth. Larvae, each about the size of a house cat, are voracious. They form swarms to devour whatever they can and grow quickly. Most larvae grow into workers, about as large as a human child. These workers can specialize in colony defense, growing a little larger and becoming droners or warriors.", "All these mukads issue from progenitors. Mukad progenitors are central to a mukad infestation. These massive leaders direct the infestation's activities and implant prey with a reproductive substance from which larvae emerge to expand the infestation." - ] + ], + "id": "530" } - ] + ], + "id": "52d" }, { "type": "entries", @@ -97007,7 +98333,8 @@ "name": "Mukad Venom", "page": 228 } - ] + ], + "id": "531" }, { "type": "entries", @@ -97020,7 +98347,8 @@ "page": 228, "entries": [ "The mandibles of these sapient centipedal aberrations contain a paralytic poison." - ] + ], + "id": "533" }, { "type": "entries", @@ -97028,7 +98356,8 @@ "page": 228, "entries": [ "Mukads are telepathic, and some have psychic powers to enthrall, distract, and cause pain." - ] + ], + "id": "534" }, { "type": "entries", @@ -97036,9 +98365,11 @@ "page": 228, "entries": [ "Progenitor mukads can inject already {@condition paralyzed} creatures with a strange \"poison\" that causes a creature to be {@condition paralyzed} for a day. The substance creates an ectoplasmic \"cocoon\" from which mukad larvae eventually emerge to feed on the {@condition paralyzed} victim." - ] + ], + "id": "535" } - ] + ], + "id": "532" }, { "type": "statblock", @@ -97109,9 +98440,11 @@ "name": "Mukad Progenitor", "page": 231 } - ] + ], + "id": "52c" } - ] + ], + "id": "48f" }, { "type": "section", @@ -97147,7 +98480,8 @@ "page": 232, "entries": [ "Nacambras come out at night. They \"bite\" a victim's shadow, pinning the unfortunate in place and magically sucking blood through the shadow." - ] + ], + "id": "539" }, { "type": "entries", @@ -97155,7 +98489,8 @@ "page": 232, "entries": [ "A nacambra resembles a hornless goat, but has large ears and a long, flexible tail that can be used as a whip. It's often seen walking backwards with its head lowered between its hind legs." - ] + ], + "id": "53a" }, { "type": "entries", @@ -97163,7 +98498,8 @@ "page": 232, "entries": [ "A nacambra exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench serves as a defense mechanism." - ] + ], + "id": "53b" }, { "type": "entries", @@ -97171,7 +98507,8 @@ "page": 232, "entries": [ "Although the nacambra usually stalks easy prey, sometimes it emerges from its lair in search of children, who it kills to harvest their hearts, which its master uses to fashion amulets." - ] + ], + "id": "53c" }, { "type": "entries", @@ -97179,9 +98516,11 @@ "page": 232, "entries": [ "Those who possess the power to command nacambras are sorcerers called nacambraan, said to keep nacambras in jars made of clay." - ] + ], + "id": "53d" } - ] + ], + "id": "538" }, { "type": "entries", @@ -97189,7 +98528,8 @@ "page": 233, "entries": [ "The scent glands of a nacambra contain a toxin. Harvesting the glands without releasing noxious fumes requires a successful {@dc 15} Wisdom ({@skill Medicine} or {@skill Survival}) check by someone who has proficiency with a {@item poisoner's kit|PHB}. The poisonous substance can then be mixed with fortified wine and turned into a {@item potion of poison|DMG} with a successful {@dc 15} Intelligence check in one hour using the kit." - ] + ], + "id": "53e" }, { "type": "entries", @@ -97202,7 +98542,8 @@ "page": 233, "entries": [ "A nacambra is a nocturnal creature and has sensitivity to sunlight." - ] + ], + "id": "540" }, { "type": "entries", @@ -97210,7 +98551,8 @@ "page": 233, "entries": [ "A nacambra has magic resistance." - ] + ], + "id": "541" }, { "type": "entries", @@ -97218,9 +98560,11 @@ "page": 233, "entries": [ "A nacambra can attach itself to a victim's shadow and magically draw blood through it." - ] + ], + "id": "542" } - ] + ], + "id": "53f" }, { "type": "statblock", @@ -97245,7 +98589,8 @@ "name": "Nacambraan Sorcerer", "page": 233 } - ] + ], + "id": "537" }, { "type": "entries", @@ -97276,7 +98621,8 @@ "page": 234, "entries": [ "A mix of black and fiery red, these large spiders glow with infernal heat. Fiends spawn nether spiders in the Netherworld to patrol and defend strongholds. They slip into Etharis to hunt for fresh prey, which they reduce to ashy sludge to drink." - ] + ], + "id": "545" }, { "type": "entries", @@ -97284,9 +98630,11 @@ "page": 234, "entries": [ "The webs of a nether spider are resistant to flame, and they absorb light, making a nether spider lair extremely dark." - ] + ], + "id": "546" } - ] + ], + "id": "544" }, { "type": "entries", @@ -97294,7 +98642,8 @@ "page": 234, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item cook's utensils|PHB} can prepare the venom glands of a nether spider with spices worth 10 gp to create a soup equivalent to two {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}. Doing so requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check. Failure by 5 or more on this check causes the soup to ignite before it can be bottled." - ] + ], + "id": "547" }, { "type": "entries", @@ -97307,7 +98656,8 @@ "page": 234, "entries": [ "Nether spider venom is a toxin and a magical substance that burns victims from the inside out. These spiders are resistant to fire damage." - ] + ], + "id": "549" }, { "type": "entries", @@ -97315,9 +98665,11 @@ "page": 234, "entries": [ "The webs of a nether spider aren't just sticky, but they also absorb light. They're immune to fire damage but vulnerable to cold." - ] + ], + "id": "54a" } - ] + ], + "id": "548" }, { "type": "statblock", @@ -97326,7 +98678,8 @@ "name": "Nether Spider", "page": 234 } - ] + ], + "id": "543" }, { "type": "entries", @@ -97357,7 +98710,8 @@ "page": 235, "entries": [ "Night serpents are violet-scaled snakes native to the infernal realms, who's poisonous bite temporarily paralyzes its victims." - ] + ], + "id": "54d" }, { "type": "entries", @@ -97365,7 +98719,8 @@ "page": 235, "entries": [ "Night serpents are attracted to fiends or mortals who wield great power. They frequently sneak into the lairs of those who oppose the ones they serve to kill them when they are unprepared. Eventually the night serpents grow bored of those they follow and turn on them as well." - ] + ], + "id": "54e" }, { "type": "entries", @@ -97373,9 +98728,11 @@ "page": 235, "entries": [ "Night serpents are creatures of darkness. They are less effective in the light and are vulnerable to radiant effects." - ] + ], + "id": "54f" } - ] + ], + "id": "54c" }, { "type": "entries", @@ -97383,7 +98740,8 @@ "page": 235, "entries": [ "The night serpent's hollowed teeth are perfect for crossbow bolt heads. Someone who collects the fangs of a night serpent can create a {@item paralyzing bolt|GHMG} {@homebrew |(see Chapter 4)} with a successful {@dc 10} Intelligence ({@skill Nature}) check by someone proficient with {@item woodcarver's tools|PHB}. Crafting this item takes 1 hour and costs 20 gp per bolt." - ] + ], + "id": "550" }, { "type": "entries", @@ -97396,7 +98754,8 @@ "page": 235, "entries": [ "Night serpents are a poisonous wildlife from the depths of the infernal planes. Bright lights put them at a disadvantage and radiant damage is effective against them." - ] + ], + "id": "552" }, { "type": "entries", @@ -97404,7 +98763,8 @@ "page": 235, "entries": [ "Night serpents are resistant to nonmagical weapons and cannot be harmed by necrotic or poison damage." - ] + ], + "id": "553" }, { "type": "entries", @@ -97412,9 +98772,11 @@ "page": 235, "entries": [ "A night serpents bite {@condition paralyzed|PHB|paralyzes} its victim for a short time." - ] + ], + "id": "554" } - ] + ], + "id": "551" }, { "type": "statblock", @@ -97423,7 +98785,8 @@ "name": "Night Serpent", "page": 235 } - ] + ], + "id": "54b" }, { "type": "entries", @@ -97445,7 +98808,8 @@ "page": 236, "entries": [ "Native to Castinella, nolids are monstrous rodents that have adapted to harsh deserts. Hunting venomous prey has also rendered nolids immune to poison, which they can convert to a painkiller. They are also territorial, stalking, slaying, and devouring other rodents in their area." - ] + ], + "id": "557" }, { "type": "entries", @@ -97453,7 +98817,8 @@ "page": 236, "entries": [ "Nolids vocalize when defending their territory by howling so loudly it can frighten other creatures. Building trust with a nolid takes time, but is possible. Food must be plentiful, and dominance asserted through training. Nolids are fierce defenders once bonded and are willing to die to protect their handler." - ] + ], + "id": "558" }, { "type": "entries", @@ -97461,9 +98826,11 @@ "page": 236, "entries": [ "Some nolids have adapted to urban living to become nolidirs, merging humanoid features with larger arms and walking on two legs. Nolidirs are rare enough to be used as cautionary tales to children if they don't go to bed on time. These creatures hunt verminous abominations to claim their territory." - ] + ], + "id": "559" } - ] + ], + "id": "556" }, { "type": "entries", @@ -97471,7 +98838,8 @@ "page": 236, "entries": [ "A nolid's carcass can provide enough edible meat for one Medium humanoid for 10 days. Someone with proficiency in {@item alchemist's supplies|PHB} can use all the blood from one nolid or nolidir mixed with mountain laurel worth 20gp to brew two {@item Potion of Poison Resistance|DMG|potions of resistance (poison)}. Doing so requires a successful {@dc 14} Intelligence check using the supplies and 4 hours of work." - ] + ], + "id": "55a" }, { "type": "entries", @@ -97484,7 +98852,8 @@ "page": 236, "entries": [ "A nolid is immune to poison." - ] + ], + "id": "55c" }, { "type": "entries", @@ -97492,9 +98861,11 @@ "page": 236, "entries": [ "A nolid's high-pitched howl can cause an enemy to become frightened, and its blood can be fashioned into a potion to nullify poison." - ] + ], + "id": "55d" } - ] + ], + "id": "55b" }, { "type": "statblock", @@ -97510,9 +98881,11 @@ "name": "Nolidir", "page": 236 } - ] + ], + "id": "555" } - ] + ], + "id": "536" }, { "type": "section", @@ -97548,7 +98921,8 @@ "page": 237, "entries": [ "The learned theorize that oblivion stalkers are related to {@creature shadow|MM|shadows}, sharing traits manifesting from the same dark corners of reality. It's a fair point; these foul undead are similarly strange, crawling from the dark to feed upon the living. Lacking the fluid nature of {@creature shadow|MM|shadows}, they are a more overt threat\u2014a legion marching forth from nothingness." - ] + ], + "id": "561" }, { "type": "entries", @@ -97556,7 +98930,8 @@ "page": 237, "entries": [ "Oblivion stalkers are creatures of strange fixations and dark rituals. These beings whistle, sing, or howl before they strike, and they attack only those who hear those sounds, though it's uncertain how the stalkers could know such a thing. Oblivion stalkers don't harm children, though they have left countless orphans. Among animals, oblivion stalkers feed only on canines such as wolves." - ] + ], + "id": "562" }, { "type": "entries", @@ -97564,7 +98939,8 @@ "page": 237, "entries": [ "Oblivion stalkers come at least in pairs, favoring trios and sometimes hunting in sizable packs. This habit isn't a preference, though. Oddly, if a pack of oblivion stalkers is reduced to a single member, the remaining creature often dissipates into nothingness." - ] + ], + "id": "563" }, { "type": "entries", @@ -97572,7 +98948,8 @@ "page": 237, "entries": [ "Oblivion stalkers appear as a shadowy and hazy version of how they appeared in life. The larger the oblivion stalker, the more powerful. When the stalker kills a living creature, its essence manifests in the shadowy corners of the multiverse and join the ranks of these horrors. However, the process is not immediate. Small stalkers typically take the form of dogs or small humanoids. Larger stalkers can take on a multitude of forms, but share similar abilities." - ] + ], + "id": "564" }, { "type": "entries", @@ -97580,9 +98957,11 @@ "page": 237, "entries": [ "An oblivion stalker doesn't require air, food, drink, or sleep." - ] + ], + "id": "565" } - ] + ], + "id": "560" }, { "type": "entries", @@ -97590,7 +98969,8 @@ "page": 237, "entries": [ "There is a {@chance 25|25% chance|Oblivion Stalker|A gemstone is left behind.|Nothing is left behind.} that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a {@chance 90|10% chance|Oblivion Stalker Gem|The gem has no special properties.|The gem attracts additional Oblivion Stalkers.} that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A {@spell remove curse} makes the gemstone safe." - ] + ], + "id": "566" }, { "type": "entries", @@ -97603,7 +98983,8 @@ "page": 237, "entries": [ "An oblivion stalker is at disadvantage in daylight." - ] + ], + "id": "568" }, { "type": "entries", @@ -97611,7 +98992,8 @@ "page": 237, "entries": [ "An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons." - ] + ], + "id": "569" }, { "type": "entries", @@ -97619,9 +99001,11 @@ "page": 237, "entries": [ "If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks." - ] + ], + "id": "56a" } - ] + ], + "id": "567" }, { "type": "insetReadaloud", @@ -97630,7 +99014,8 @@ "entries": [ "Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a {@creature wolf|MM} might retain the Pack Tactics trait. Similarly, a {@creature boar|MM} could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim {@condition prone}.", "Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities." - ] + ], + "id": "56b" }, { "type": "statblockInline", @@ -97704,7 +99089,8 @@ } } } - ] + ], + "id": "55f" }, { "type": "entries", @@ -97726,7 +99112,8 @@ "page": 240, "entries": [ "The ogre of the vale is a newly-minted baron who gained his title through long years of gruesome warfare, where he also gained a taste for blood... literally. None know if desperation or moral rot caused him to first eat human flesh, but gorging himself on a cannibal's diet turned a mortal man into an overgrown and brutish monster. This petty tyrant now gives himself over to gluttony, hedonism, and casual violence, and he takes his harvest from his people, casually feasting on them, growing his bloated and greasy body from atop a gilded palanquin." - ] + ], + "id": "56e" }, { "type": "entries", @@ -97734,7 +99121,8 @@ "page": 240, "entries": [ "This monstrous tyrant rules with an iron fist in Grey Spine, near the Raevan border. It is a war-torn and ravaged land, full of small, isolated baronies and cantons, and beset by mountain bandits. Those who rule here do so via rough justice and fear, attracting all manner of sadistic lackies to enforce their dominion. While this region is home to many monsters, the commonfolk fear the monsters who rule over them the most." - ] + ], + "id": "56f" }, { "type": "entries", @@ -97742,9 +99130,11 @@ "page": 240, "entries": [ "The ogre's castle is a haven for all manner of scum: violent criminals, bloodthirsty soldiers, sadists, and blasphemers. His inner circle are cannibals on their way to becoming ogres themselves, and vampire diplomats are frequent guests of the ogrish baron. Cults to Sitri, Malikir, and Tormach abound in his domain. He even keeps a barn full of monstrous pigs, known as {@creature ogre swine|GHMG}, who devour the ogre's grisly leftovers. The ogre of the vale wields his authority with petty vindictiveness and wanton cruelty, abusing his power to the fullest and hiding behind the pretense of law when it suits him all while his minions keep an eye out for promising prey among the peasants." - ] + ], + "id": "570" } - ] + ], + "id": "56d" }, { "type": "entries", @@ -97753,7 +99143,8 @@ "entries": [ "The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2|0|darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.", "When the bile is used as a component in casting a spell that requires a Dexterity saving throw, the DC increases by 1. This can be done 4 times with the bile from one ogre of the vale." - ] + ], + "id": "571" }, { "type": "entries", @@ -97766,7 +99157,8 @@ "page": 240, "entries": [ "Life is cruel to the folk who live in the western hills and valleys along the Raevo and Soma border. Raids and skirmishes are common, and the lords and barons of that country cruel and hard." - ] + ], + "id": "573" }, { "type": "entries", @@ -97774,7 +99166,8 @@ "page": 240, "entries": [ "The baron earned the nickname \"ogre of the vale\" due to his enormous size and his enormous capacity for casual violence. Locals are rightly terrified of his henchmen kidnapping them in the night." - ] + ], + "id": "574" }, { "type": "entries", @@ -97782,9 +99175,11 @@ "page": 240, "entries": [ "They say that the socalled \"ogre of the vale\" regularly eats his commonfolk who are freshly butchered in the baron's own kitchens. Rumor is he even feeds the scraps to his overgrown hogs." - ] + ], + "id": "575" } - ] + ], + "id": "572" }, { "type": "statblock", @@ -97793,7 +99188,8 @@ "name": "Ogre of the Vale", "page": 240 } - ] + ], + "id": "56c" }, { "type": "entries", @@ -97824,7 +99220,8 @@ "page": 241, "entries": [ "An ogre swine is a normal barnyard hog that has eaten too much humanoid flesh. Such pigs swell to a grotesque size. Their teeth, already good for an omnivorous diet, grow longer and more useful for cutting flesh." - ] + ], + "id": "578" }, { "type": "entries", @@ -97832,7 +99229,8 @@ "page": 241, "entries": [ "Once transformed, an ogre swine often eats its fellows, escapes its enclosure, eats the farmer, and escapes into the wild. From there, it hunts more tasty humanoid morsels. It also eats offal and refuse, or almost anything even remotely edible. When not eating, an ogre swine wallows in filth to ease its aching skin, stretched taught over its bulk. The creature soon exudes a stench that, for some reason, ogres find tolerable." - ] + ], + "id": "579" }, { "type": "entries", @@ -97840,9 +99238,11 @@ "page": 241, "entries": [ "As the ogre swine transforms, it also gains humanoid characteristics. Its piggish cleverness grows into malicious cunning. It understands more. Vocalizations can sound more humanlike, from crying to laughter. And the pig's hooves grow long and fingerlike." - ] + ], + "id": "57a" } - ] + ], + "id": "577" }, { "type": "entries", @@ -97850,7 +99250,8 @@ "page": 241, "entries": [ "Someone with proficiency with {@item leatherworker's tools|PHB} can use the hides of five ogre swine to make {@item pigskin armor|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 3 days of work and other materials worth 100 gp." - ] + ], + "id": "57b" }, { "type": "entries", @@ -97863,7 +99264,8 @@ "page": 241, "entries": [ "Rumors swirl that the Baron of the Vale has a special breed of immense swine on the grounds of his keep in the Grey Peaks. They say folk there go hungry but the baron won't butcher the herd." - ] + ], + "id": "57d" }, { "type": "entries", @@ -97871,9 +99273,11 @@ "page": 241, "entries": [ "Few know that pigs fed a steady diet of humanoid flesh grow monstrous and take on humanoid features and mannerisms. Such an ogre swine is a filthy beast. Its stink can cause other creatures to retch. Its mouth festers with disease. And it kills people, feasts on them, and naps on their remains." - ] + ], + "id": "57e" } - ] + ], + "id": "57c" }, { "type": "statblock", @@ -97882,7 +99286,8 @@ "name": "Ogre Swine", "page": 241 } - ] + ], + "id": "576" }, { "type": "entries", @@ -97923,7 +99328,8 @@ "entries": [ "An ogresh has wide features and a stout build. Apart from remarkable girth, ogresh are like humans in appearance. This similarity rarely allows them to pass as human, however, due to their sheer mass. Adolescent ogresh are about as large as the largest humans while elder ogresh can weigh as much as three or four humans combined.", "Their appetites match their mass. Ogresh wandering and integration traditions likely stem from the need to spread their population thinner. Lots of ogresh living together might have trouble providing for themselves. In a cosmopolitan setting, an ogresh stands out less, even with a big appetite." - ] + ], + "id": "581" }, { "type": "entries", @@ -97931,7 +99337,8 @@ "page": 242, "entries": [ "Ogresh spend their adolescence traveling. This journey develops social skills and ensures ample distance between the young ogresh and its elders. When a young ogresh encounters an elder during this time, the elder can hear about current affairs, and the youth can learn more of the history of their people." - ] + ], + "id": "582" }, { "type": "entries", @@ -97940,9 +99347,11 @@ "entries": [ "Ogresh provide entertainment and counsel to others. These beings are a rare sight, and even rarer still is seeing more than one ogresh in a settlement. Ogresh have a knack for languages and learning customs, and they like to be good neighbors.", "Although ogresh prefer service and diplomacy, some take up arms to defend their adopted homes. Others take the counselor role to a higher level, studying to provide good advice to community leaders." - ] + ], + "id": "583" } - ] + ], + "id": "580" }, { "type": "entries", @@ -97950,7 +99359,8 @@ "page": 243, "entries": [ "Defeated ogresh might carry currency from far-flung kingdoms, unusual herbs or spices, or letters from friends. Despite their wanderlust, ogresh rarely become adventurers, so magic items they possess are more likely to facilitate travel or comfort, such as a {@item bag of holding}, {@item helm of comprehending languages}, or {@item ring of animal influence}." - ] + ], + "id": "584" }, { "type": "entries", @@ -97963,9 +99373,11 @@ "page": 243, "entries": [ "Ogresh are big people known for their equally big hearts." - ] + ], + "id": "586" } - ] + ], + "id": "585" }, { "type": "inset", @@ -97973,7 +99385,8 @@ "name": "GM Advice:", "entries": [ "Though most ogresh are good-hearted creatures, little is worse than an evil one. They use their influence to corrupt whole communities. These communities tend to do the bidding of their ogresh leader, and often they are tricked into not even realizing their actions are vile. Such ogresh are as duplicitous others are kind." - ] + ], + "id": "587" }, { "type": "statblock", @@ -97989,7 +99402,8 @@ "name": "Ogresh Sage", "page": 243 } - ] + ], + "id": "57f" }, { "type": "entries", @@ -98020,7 +99434,8 @@ "page": 244, "entries": [ "Oozing vultures appear as avian creatures with red-tinged feathers that drip blood when they're hunting. This blood often attracts other predators, which the oozing vulture attacks when they approach expecting an easy meal." - ] + ], + "id": "58a" }, { "type": "entries", @@ -98028,7 +99443,8 @@ "page": 244, "entries": [ "The oozing vulture can smell an open wound over great distances, and the smell of blood causes it to slip into a ravenous frenzy." - ] + ], + "id": "58b" }, { "type": "entries", @@ -98036,9 +99452,11 @@ "page": 244, "entries": [ "While oozing vultures are frequently found in groups, their blood frenzy keeps them from working together as a flock like other avian creatures. However, they might enter symbiotic relationships with ground-dwelling creatures to maximize their hunting prospects. If caught and trained, oozing vultures can act as excellent guards or hunters." - ] + ], + "id": "58c" } - ] + ], + "id": "589" }, { "type": "entries", @@ -98046,7 +99464,8 @@ "page": 244, "entries": [ "An oozing vulture's feathers are prized by tailors and arcanists alike. A character can collect {@dice 2d10} feathers with a successful {@dc 10} Dexterity ({@skill Nature}) check. Each feather is worth 3 gp." - ] + ], + "id": "58d" }, { "type": "entries", @@ -98059,7 +99478,8 @@ "page": 244, "entries": [ "Oozing vultures have a vicious bite that can knock their victims {@condition prone}." - ] + ], + "id": "58f" }, { "type": "entries", @@ -98067,7 +99487,8 @@ "page": 244, "entries": [ "Oozing vultures can track the smell of blood over great distances." - ] + ], + "id": "590" }, { "type": "entries", @@ -98075,9 +99496,11 @@ "page": 244, "entries": [ "An oozing vulture is enraged by the smell of blood and gains advantage on attacks against wounded prey." - ] + ], + "id": "591" } - ] + ], + "id": "58e" }, { "type": "statblock", @@ -98086,7 +99509,8 @@ "name": "Oozing Vulture", "page": 244 } - ] + ], + "id": "588" }, { "type": "entries", @@ -98117,7 +99541,8 @@ "page": 245, "entries": [ "Much like a {@creature treant}, an ordeal tree is capable of movement or even speech, but it rarely does so, preferring to tempt victims into believing it's a magical tree." - ] + ], + "id": "594" }, { "type": "entries", @@ -98125,7 +99550,8 @@ "page": 245, "entries": [ "An ordeal tree only grants power to those with the capacity to do great evil. Those with pure hearts are simply murdered." - ] + ], + "id": "595" }, { "type": "entries", @@ -98133,9 +99559,11 @@ "page": 245, "entries": [ "The ordeal tree's blessing, if granted at all, comes with a curse." - ] + ], + "id": "596" } - ] + ], + "id": "593" }, { "type": "entries", @@ -98143,7 +99571,8 @@ "page": 245, "entries": [ "The heartwood of an ordeal tree can be turned into an incense that, when inhaled, acts as a cure for removing powerful curses. Obtaining the wood requires a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check by someone proficient with {@item woodcarver's tools|PHB}. Recovering and preparing this incense takes 15 days and costs 1000 gp, also requiring a successful {@dc 20} Intelligence ({@skill Religion}) check." - ] + ], + "id": "597" }, { "type": "entries", @@ -98156,7 +99585,8 @@ "page": 245, "entries": [ "Lashing yourself to an ordeal tree for 7 days can grant a petitioner power based on their heart's desire." - ] + ], + "id": "599" }, { "type": "entries", @@ -98164,7 +99594,8 @@ "page": 245, "entries": [ "The blessings of the ordeal tree often come with curses." - ] + ], + "id": "59a" }, { "type": "entries", @@ -98172,9 +99603,11 @@ "page": 245, "entries": [ "Ordeal trees only grant their blessings to those whose hearts are evil." - ] + ], + "id": "59b" } - ] + ], + "id": "598" }, { "type": "statblock", @@ -98183,7 +99616,8 @@ "name": "Ordeal Tree", "page": 245 } - ] + ], + "id": "592" }, { "type": "entries", @@ -98214,7 +99648,8 @@ "page": 246, "entries": [ "Travel in Etharis is a dangerous proposition. Those who venture beyond the safety of city walls often stick to the network of roads laid down during the Bürach Empire's heyday. These roads have their own perils, however, as evidenced by the outlaws who've made highway robbery their trade." - ] + ], + "id": "59e" }, { "type": "entries", @@ -98222,9 +99657,11 @@ "page": 246, "entries": [ "Outlaws of the road differ from usual thieving ruffians in several ways. Traversing the roads quickly and keeping pace with carriages and wagons means that this breed of bandit relies on horses or other mounts. Riding in on horseback makes stealth less of an option, so this path attracts those with a flair for the dramatic. When a traveler hears a gunshot and a boisterous laugh, an outlaw won't be far off." - ] + ], + "id": "59f" } - ] + ], + "id": "59d" }, { "type": "entries", @@ -98232,7 +99669,8 @@ "page": 246, "entries": [ "The {@item blackpowder pistol|GHPG|blackpowder pistols} outlaws favor are extremely rare and valuable. However, rough use and poor upkeep comes with a robber lifestyle, which means that the pistol requires maintenance before it can be used reliably. This maintenance costs 100 gp and must be performed by someone who has proficiency with {@item smith's tools|PHB} or {@item tinker's tools|PHB}. Without this refurbishing, the pistol breaks beyond repair the next time a shooter using it rolls a 1 on the {@dice d20} for an attack roll. This catastrophe occurs before any other trait can mitigate it unless the GM rules otherwise." - ] + ], + "id": "5a0" }, { "type": "entries", @@ -98245,7 +99683,8 @@ "page": 247, "entries": [ "Outlaws rely on speed and a decisive first strike to demoralize their quarry. Those in this profession often love a flamboyant lifestyle and the thrill of riding into danger." - ] + ], + "id": "5a2" }, { "type": "entries", @@ -98253,9 +99692,11 @@ "page": 247, "entries": [ "Outlaws prefer to use {@item blackpowder pistol|GHPG|blackpowder pistols} for an initial strike. The powerful attack and the loud noise strengthen the impact of the outlaw's arrival, causing many to give up without a further fight." - ] + ], + "id": "5a3" } - ] + ], + "id": "5a1" }, { "type": "inset", @@ -98263,7 +99704,8 @@ "name": "GM Advice:", "entries": [ "Hit and run tactics are a mainstay of outlaw tactics. Any outlaw worth their weight in blackpowder always has a contingency plan for when circumstances don't favor them. Using mounts means they can escape more easily, and often the paths they take while escaping are lined with traps that they can easily avoid, while pursuers must contend with them." - ] + ], + "id": "5a4" }, { "type": "statblock", @@ -98279,9 +99721,11 @@ "name": "Master Outlaw", "page": 247 } - ] + ], + "id": "59c" } - ] + ], + "id": "55e" }, { "type": "section", @@ -98317,7 +99761,8 @@ "page": 248, "entries": [ "Pactbreakers are constructs that seek out and punish those who enter bargains with otherworldly entities. Each is crafted in a distorted image of a warrior, angel, or another representation of justice." - ] + ], + "id": "5a8" }, { "type": "entries", @@ -98325,7 +99770,8 @@ "page": 248, "entries": [ "Followers of Solyma, the Arch Seraph of Justice, crafted the first pactbreakers. Bereft of her guidance, members of this sect decided to take vengeance on those who treat with fiends, evil fey and Aether Kindred. They forged pactbreakers to enforce their holy laws, using celestial magic and forces drawn from elemental chaos. This magic grants each pactbreaker the ability to alter its attacks." - ] + ], + "id": "5a9" }, { "type": "entries", @@ -98333,7 +99779,8 @@ "page": 249, "entries": [ "Pactbreakers have an instinctive sense, instantly recognizing those who make infernal, evil fey, or aberrant bargains. Those bound by such rules set off the construct's enhanced senses. A pactbreaker uses this ability to relentlessly pursue any warlock or fiendish thrall." - ] + ], + "id": "5aa" }, { "type": "entries", @@ -98341,9 +99788,11 @@ "page": 249, "entries": [ "A pactbreaker doesn't require air, food, drink, or sleep." - ] + ], + "id": "5ab" } - ] + ], + "id": "5a7" }, { "type": "entries", @@ -98351,7 +99800,8 @@ "page": 249, "entries": [ "The closest creature within 30 feet of a pactbreaker when it is destroyed absorbs a portion of the construct's chaotic energy. If more than one creature is that close, each creature rolls a {@dice d20}. The creature that rolls the highest or each creature that ties for highest gains the effects of a {@item potion of heroism}." - ] + ], + "id": "5ac" }, { "type": "entries", @@ -98364,7 +99814,8 @@ "page": 249, "entries": [ "Pactbreakers are constructs that hunt down mortal allies of fiends, evil fey, and aberrations. They can sense beings bound by bargains with such entities. Pactbreakers are resilient, resistant to normal weapons that aren't adamantine, and resistant to magic." - ] + ], + "id": "5ae" }, { "type": "entries", @@ -98372,7 +99823,8 @@ "page": 249, "entries": [ "A pactbreaker can shift its shape and weapon. This magic weapon disrupts magic gained from supernatural contracts and pacts." - ] + ], + "id": "5af" }, { "type": "entries", @@ -98380,9 +99832,11 @@ "page": 249, "entries": [ "A pactbreaker's weapon can adjust to exploit some of a foe's weaknesses. The construct can also fire a beam of force that grounds flying creatures." - ] + ], + "id": "5b0" } - ] + ], + "id": "5ad" }, { "type": "inset", @@ -98391,7 +99845,8 @@ "entries": [ "In the world of Grim Hollow, characters are going to face powerful temptation to gain power through contracts with evil or unscrupulous powers. Not only are there typical warlock pacts, but there are some transformations granted through dealings with unholy forces. The pactbreaker is a wonderful tool for the GM to use to provide suitable consequences for those deals.", "Introducing a pactbreaker at lower levels, before the characters are powerful enough to simply kill it, can make for a fun, recurring threat that the characters must first escape from, and then later deal with. The more toward evil the characters shift in their behaviors with the campaign, the more frequently the pactbreakers find and challenge them." - ] + ], + "id": "5b1" }, { "type": "statblock", @@ -98400,7 +99855,8 @@ "name": "Pactbreaker", "page": 249 } - ] + ], + "id": "5a6" }, { "type": "entries", @@ -98433,7 +99889,8 @@ "When the Primordials need champions and emissaries, they empower mortals with their elemental blessings, exalting them into panjaians. These panjaians bridge the gap between elemental and humanoid. Most panjaians look vaguely human with hair, eyes, and skin tones that reflect their elemental affinity.", "When fighting on behalf of their Primordial patron, a panjaian could never be mistaken for a normal mortal. They weaponize the elements. Towers of flame, rising walls of earth, grasping tendrils of water, and lightning arcing from outstretched fingertips are the chosen weapons of an enraged panjaian.", "Once a humanoid becomes a panjaian, their patron can't undo the process. Most panjaian's loyally serve their masters, allying with those who share the same creator. But if a threat is dire, or a quest critical, panjaians empowered by different Primordials work together to ensure success." - ] + ], + "id": "5b4" }, { "type": "entries", @@ -98442,7 +99899,8 @@ "entries": [ "Each panjaian is tied to a specific Primordial. Alondons serve the Lord of the Depths, Alondo. Morakeshi are the chosen of Lady Morakesh, ruler of Flamebourne and of fire. Empowered by the Living Mountain, Citrolach, citrolachi have mastery over earth and stone. Servants of the Queen of Air and Shadow, Ilhara, ilharans wield the power of wind and storm.", "Although they vary as humanoids do, panjaians have tendencies related to their element. Alondons prefer to remain neutral unless the outcomes are serious or impact them directly. Morakeshi are as charismatic as they are quick tempered. Citrolachi are the most stoic of the panjaians and the least likely to act out of impulse or passion. Ilharans are far more likely to act as spies and saboteurs than soldiers." - ] + ], + "id": "5b5" }, { "type": "entries", @@ -98451,9 +99909,11 @@ "entries": [ "Within the last decade, panjaians with the ability to manipulate coldfire\u2014a swiftly spreading, freezing, blue flame that plagues Grarjord\u2014have reappeared in the world. These servants of Gormadraug frighten other Primordials. Many speculate the reemergence of these panjaians is a sign of Gormadraug's return.", "But the origins of the panjaian gormadraugons are unknown to those outside their ranks. Their presumed patron, Gormadraug, has been dormant for some time, and the gormadraugons aren't sharing their origins. Pariahs among other panjaians, gormadraugons' motives are as enigmatic as their existence." - ] + ], + "id": "5b6" } - ] + ], + "id": "5b3" }, { "type": "entries", @@ -98461,7 +99921,8 @@ "page": 250, "entries": [ "Someone who has proficiency in {@skill Medicine} can attempt a {@dc 13} Wisdom ({@skill Medicine}) check to remove a panjaian's heart intact. Somebody who has proficiency with {@item alchemist's supplies|PHB} can treat the heart with reagents worth 100 gp in a process that takes 3 days and a successful {@dc 13} Intelligence or Wisdom check. This process, if successful, hardens the heart into an {@item elemental gem}: {@item Elemental Gem, Blue Sapphire|DMG|blue sapphire} for ilharan, {@item Elemental Gem, Yellow Diamond|DMG|yellow diamond} for citrolachi, {@item Elemental Gem, Red Corundum|DMG|red corundum} for morakeshi, and {@item Elemental Gem, Emerald|DMG|emerald} for alondon. What this process creates when used on the heart of a panjaian gormadraugon is unknown. History records no such act. (A {@item gem of brightness|DMG} is a good possibility, however.)" - ] + ], + "id": "5b7" }, { "type": "entries", @@ -98474,7 +99935,8 @@ "page": 251, "entries": [ "Panjaians first appeared near the end of the Primordial's war with the gods. Some scholars believe if panjaians had been created earlier, it might have changed the conflict's outcome." - ] + ], + "id": "5b9" }, { "type": "entries", @@ -98482,9 +99944,11 @@ "page": 251, "entries": [ "Every panjaian has an affinity for the element of their Primordial patron. This affinity manifests in resistances, control over the element, and the ability to wield that element as a weapon." - ] + ], + "id": "5ba" } - ] + ], + "id": "5b8" }, { "type": "inset", @@ -98492,7 +99956,8 @@ "name": "GM Advice:", "entries": [ "Since a panjaian can be created from any type of humanoid creature, the stats shown here can be used as a template for adding powers to other creatures. For example, there's nothing stopping you from creating an ogre ilharan. Creatures within the 4\u20138 CR range won't become too powerful if given some of the traits of the panjaian. Creatures lower than CR 4 would become a CR 6 monster and should just use the regular panjaian stat block. Creatures of CR 9 or higher don't gain much by adding the traits, but it could be a great mystery for the characters to unravel." - ] + ], + "id": "5bb" }, { "type": "statblock", @@ -98538,7 +100003,8 @@ "name": "Panjaian Ilharan", "page": 253 } - ] + ], + "id": "5b2" }, { "type": "entries", @@ -98569,7 +100035,8 @@ "page": 254, "entries": [ "Aether Kindred exist in the far reaches beyond normal space and time, but they aren't the only entities to inhabit those in-between places. Other strange entities writhe and swim in the nothingness between stars, hungering for energies they can sense just beyond the veil. Occasionally they taste freedom when a mage manages to open a thin crack, whetting the appetite of these strange beings and drawing them toward the known world." - ] + ], + "id": "5be" }, { "type": "entries", @@ -98577,9 +100044,11 @@ "page": 254, "entries": [ "Contact with the outer cosmos is rare, but a seeker of arcane knowledge might briefly touch the mind of a creature from that far realm. If that creature takes notice, it might be intrigued by the rich domain it senses. Such an entity perceives the mortal world as a fertile spawning ground, abundant with food for its offspring. And so, it sends forth a fragment of its will in the form of a larva to worm its way into the mind and body of the one foolish enough to contact it." - ] + ], + "id": "5bf" } - ] + ], + "id": "5bd" }, { "type": "entries", @@ -98587,7 +100056,8 @@ "page": 254, "entries": [ "A parasite warlock always has a blightworm within. In the typical blightworm warlock, the worm is immature and unable to live outside the host. Extracting a blightworm from the host requires someone who has proficiency in the {@skill Medicine} skill to succeed on a {@dc 15} Wisdom ({@skill Medicine}) check. The corpses of two such immature blightworms or one mature one can be used to create four doses of a potion that mimics the {@spell telepathic bond} spell for those who drink it at the same time while within 30 feet of each other and are willing to participate in the bond. Making this potion requires the blightworm or worms, reagents worth 250 gp, 8 hours of work, and a successful {@dc 15} Intelligence or Wisdom check." - ] + ], + "id": "5c0" }, { "type": "entries", @@ -98600,7 +100070,8 @@ "page": 254, "entries": [ "Parasite warlocks draw their power from a parasitic creature dwelling within them. The parasite, known as a blightworm, is from some other plane of existence." - ] + ], + "id": "5c2" }, { "type": "entries", @@ -98608,7 +100079,8 @@ "page": 255, "entries": [ "Blightworms exist to consume energy, draining worlds until they are depleted husks. Their hosts gain limited ability to siphon magic from their foes. The parasite does the same to its host, eventually merging into a unified being." - ] + ], + "id": "5c3" }, { "type": "entries", @@ -98616,9 +100088,11 @@ "page": 255, "entries": [ "The blightworm can survive the death of its host. It emerges from the corpse and attempts to infest a new body. The new host's soul departs and that of the original warlock takes its place, a horrific reward for service to otherworldly forces." - ] + ], + "id": "5c4" } - ] + ], + "id": "5c1" }, { "type": "inset", @@ -98626,7 +100100,8 @@ "name": "GM Advice:", "entries": [ "A parasitic blightworm infestation can be a devastating plot twist in a campaign. A trusted ally who falls prey to one can do irreparable harm to the characters. If this happens, give the characters subtle hints that their ally is acting differently, without stating it outright. The players will feel great if they figure it out based on your subtle clues, and they can solve the problem before it gets too far out of hand." - ] + ], + "id": "5c5" }, { "type": "statblock", @@ -98658,7 +100133,8 @@ "name": "Blightworm", "page": 256 } - ] + ], + "id": "5bc" }, { "type": "entries", @@ -98681,7 +100157,8 @@ "entries": [ "Appearing as yellowish, humanoidshaped clouds, pestas can be hard to spot due to their incorporeal form. During hot days, a pesta and a heat shimmer appear identical.", "Pestas are also called \"the farmer's shade.\" Most of their victims are found in or around fields. They blend in with the wheat and corn, and farmers have mistaken a pesta for a cloud of dust." - ] + ], + "id": "5c8" }, { "type": "entries", @@ -98689,7 +100166,8 @@ "page": 257, "entries": [ "Pestas are the risen souls of people who died of a disease while working under the hot sun. In their final moments, they cursed their life being cut short. This emotion kept their soul anchored as an angry reflection of what they were in life, bound to spread the disease that claimed them." - ] + ], + "id": "5c9" }, { "type": "entries", @@ -98697,9 +100175,11 @@ "page": 257, "entries": [ "The victims of a pesta appear drained of vitality and have an unhealthy yellow hue to their skin. No matter how vigorous they were in life, in death they look as if they spent months battling a horrid disease. Such bodies are wrapped in cloth to avoid touching them and burned soon after they're found. The pesta might be long gone, but the diseased corpse left behind can spawn another and continue to wreak havoc." - ] + ], + "id": "5ca" } - ] + ], + "id": "5c7" }, { "type": "entries", @@ -98707,7 +100187,8 @@ "page": 257, "entries": [ "Legend says that if you listen carefully, succeeding on a {@dc 15} Wisdom ({@skill Perception}) check if you're within 10 feet of the pesta when it perishes, the pesta reveals a cherished secret as it dissipates. Someone might also intuit this information with a successful {@dc 15} Wisdom ({@skill Insight}) check. This knowledge could lead to something valuable." - ] + ], + "id": "5cb" }, { "type": "entries", @@ -98720,9 +100201,11 @@ "page": 257, "entries": [ "The pesta can emit a noxious cloud that can infect victims with terrible diseases." - ] + ], + "id": "5cd" } - ] + ], + "id": "5cc" }, { "type": "insetReadaloud", @@ -98731,7 +100214,8 @@ "entries": [ "Some pestas are the undead victims of {@disease the Weeping Pox|GH}, carrying that disease. Those diseased by such a pesta's Plague Cloud or {@condition poisoned} by its aura are infected with {@disease the Weeping Pox|GH}. A humanoid infected with this disease must repeat a {@dc 15} Constitution saving throw every 24 hours, increasing its {@condition exhaustion} level by one on a failure. This {@condition exhaustion} can't be reduced until the disease is cured by magic.", "Until the first level of {@condition exhaustion} sets in, however, the victim has sharpened senses. When making an ability check or saving throw against anything other than the disease, they can add a {@dice d4} to ability checks or saving throws. A slight fever and overexcitement are the only signs this condition comes from {@disease the Weeping Pox|GH}." - ] + ], + "id": "5ce" }, { "type": "statblockInline", @@ -98751,7 +100235,8 @@ } } } - ] + ], + "id": "5c6" }, { "type": "entries", @@ -98782,7 +100267,8 @@ "page": 258, "entries": [ "When {@disease the Weeping Pox|GH} spread in Liesech, the call went out for any mage or physician who might be able to develop a cure for this horrible blight. This call led to an influx of healers and wizards, many hoping to gain fame and glory by solving the riddle of this new disease. They were unprepared for the situation that awaited them." - ] + ], + "id": "5d1" }, { "type": "entries", @@ -98791,9 +100277,11 @@ "entries": [ "Liesech was in a horrible state. The disease swept from person to person unhindered by treatments that science and magic could bring to bear. In desperation, the few healers who managed to avoid succumbing to the disease developed entirely new branches of magical alchemy in hopes of stemming the tide.", "Two groups emerged from this plague-ridden metropolis. One is the Morbus Doctore, who claimed victory over the disease with a secretive and costly cure. The other is an ununified host of would-be saviors, some twisted by the horrors they witnessed." - ] + ], + "id": "5d2" } - ] + ], + "id": "5d0" }, { "type": "entries", @@ -98801,7 +100289,8 @@ "page": 258, "entries": [ "Plague doctors are experts at medicinal arts and possess {@item alchemist's supplies|PHB}, {@item healer's kit|PHB|healer's kits}, and {@item herbalism kit|PHB|herbalism kits}. Once they progress into the more specialized alchemy, they might also have several concoctions, including many potions that mimic spells. See the {@class Wizard|PHB|Plague Doctor wizard tradition|Plague Doctor|GHPG} {@homebrew |in chapter 5 of Grim Hollow: The Players Guide} for more information on what a plague doctor might have or how these NPCs might be customized." - ] + ], + "id": "5d3" }, { "type": "entries", @@ -98814,7 +100303,8 @@ "page": 258, "entries": [ "In the wake of {@disease the Weeping Pox|GH}, many mages and scholars delved into the study of diseases. Those who learned the secrets of blending science and magic into alchemical concoctions are known as plague doctors." - ] + ], + "id": "5d5" }, { "type": "entries", @@ -98822,7 +100312,8 @@ "page": 259, "entries": [ "The repeated failures and deaths during the search for a cure for {@disease the Weeping Pox|GH} led to a new epidemic of unhinged magical alchemists. Some still seek to ply their trade, curing whatever sicknesses they come across. Others now see life itself as a disease in need of a cure." - ] + ], + "id": "5d6" }, { "type": "entries", @@ -98830,9 +100321,11 @@ "page": 259, "entries": [ "Inured to disease and suffering, some former physicians turned their alchemical concoctions to combat uses. They can heal themselves and throw volatile magical grenades that can afflict foes with disease symptoms." - ] + ], + "id": "5d7" } - ] + ], + "id": "5d4" }, { "type": "inset", @@ -98840,7 +100333,8 @@ "name": "GM Advice:", "entries": [ "For maximum surprise and effectiveness in challenging the characters, plague doctors are best used when the characters trust them. Perhaps the characters are relying on a doctor to help them in a situation where diseases are ravaging an area. A plague doctor is as likely to kill a character suffering from a disease (in the name of medicine, of course) than heal them." - ] + ], + "id": "5d8" }, { "type": "statblock", @@ -98856,7 +100350,8 @@ "name": "Master Plague Doctor", "page": 259 } - ] + ], + "id": "5cf" }, { "type": "entries", @@ -98887,7 +100382,8 @@ "page": 260, "entries": [ "Poffers are sheeplike creatures named after the typical poffer's bushy woolen coat. Alone, a poffer is docile and can make a nice, lowmaintenance pet. But flocks of poffers are aggressive, charging other creatures that come too close." - ] + ], + "id": "5db" }, { "type": "entries", @@ -98895,9 +100391,11 @@ "page": 260, "entries": [ "Ranching poffers is worth the risk. Although a flock of poffers can be dangerous, their wool is insulating in multiple ways. It can make warm, comfortable clothing that also protects the wearer from shocks." - ] + ], + "id": "5dc" } - ] + ], + "id": "5da" }, { "type": "entries", @@ -98905,7 +100403,8 @@ "page": 260, "entries": [ "People prize poffer wool for its insulating properties. Someone who has proficiency with {@item weaver's tools|PHB} can use the wool of five poffers to make one {@item suit of the lamb|GHMG} {@homebrew |(see chapter 4)}. Creating the suit takes 3 days." - ] + ], + "id": "5dd" }, { "type": "entries", @@ -98918,9 +100417,11 @@ "page": 260, "entries": [ "Multiple poffers in proximity to another creature can cause an incapacitating shock. The creatures are aggressive in flocks, and they trample fallen foes." - ] + ], + "id": "5df" } - ] + ], + "id": "5de" }, { "type": "statblock", @@ -98929,7 +100430,8 @@ "name": "Poffer", "page": 260 } - ] + ], + "id": "5d9" }, { "type": "entries", @@ -98954,7 +100456,8 @@ "A poppet is a doll with a spirit inside it. This spirit can be a cursed humanoid soul or a fiend. In either case, the doll can be permanently destroyed only if the curse binding the spirit to it is ended.", "Strong negative emotions can trap a spirit, as in the case of ghosts. With a poppet, a soul remains after a tragedy or negativity allows a fiend in. The evil that binds the spirit to the doll is so strong that anyone who picks up the poppet risks being cursed.", "As part of the curse, a poppet has a cherry-sized stone heart within its torso. When the doll is slain and the curse is removed, the seams tear or the poppet vanishes, and the heart clatters to the ground amid a bloodlike fluid. Properly treated, this gem is a potent talisman against fear (see Salvage)." - ] + ], + "id": "5e2" }, { "type": "entries", @@ -98964,7 +100467,8 @@ "A poppet can talk, saying simple phrases that have sinister meaning in context or with hindsight. The doll speaks when a situation calls for it. Whenever a particular poppet is about to attack, for instance, it might say, \"It's time to play.\"", "When a person, usually a child, bonds with a poppet, the doll uses telepathy to converse with that person. Amused adults think the child is talking to an imaginary friend, not recognizing the real threat it slowly turns its owner toward evil.", "When the opportunity presents itself, a poppet fiend strikes a deal. It makes a contract for that coveted pony, revenge on a bully, or getting out of chores. With each agreement, the owner descends further into wickedness." - ] + ], + "id": "5e3" }, { "type": "entries", @@ -98972,7 +100476,8 @@ "page": 261, "entries": [ "If the true nature of the poppet fiend remains undiscovered, it reveals its true nature when it believes its owner might accept this revelation. Stories tell of corrupted people working with a poppet fiend to continue the cycle of deceit and obtain their desires." - ] + ], + "id": "5e4" }, { "type": "entries", @@ -98980,9 +100485,11 @@ "page": 261, "entries": [ "A poppet that is a construct doesn't require air, food, drink, or sleep." - ] + ], + "id": "5e5" } - ] + ], + "id": "5e1" }, { "type": "entries", @@ -98990,7 +100497,8 @@ "page": 261, "entries": [ "Embedded in a poppet is a {@item telltale heart|GHMG} {@homebrew |(see Chapter 4)}. The faint whisper of the possessing spirit's memories, whether ghost or fiend, lives on in this bloodstone the size of a large cherry. For the stone to work, the poppet it was attached to must have been truly dispatched, its curse ended." - ] + ], + "id": "5e6" }, { "type": "entries", @@ -99003,7 +100511,8 @@ "page": 261, "entries": [ "These possessed dolls are resistant to damage. Magic weapons can kill it, as can adamantine or silver." - ] + ], + "id": "5e8" }, { "type": "entries", @@ -99011,7 +100520,8 @@ "page": 261, "entries": [ "Some poppets are possessed by unquiet spirits but others are fiendish. All are cursed." - ] + ], + "id": "5e9" }, { "type": "entries", @@ -99019,9 +100529,11 @@ "page": 261, "entries": [ "Embedded within a poppet is a bloodstone heart that can't be found until the poppet's curse is lifted." - ] + ], + "id": "5ea" } - ] + ], + "id": "5e7" }, { "type": "image", @@ -99064,7 +100576,8 @@ "width": 396, "height": 396 } - ] + ], + "id": "5e0" }, { "type": "entries", @@ -99095,7 +100608,8 @@ "page": 263, "entries": [ "A potbelly is a giant cursed by unseelie fey. What remains is the mockery of a giant filled with the desire to cook and consume other living beings. The giant's name comes from its new appearance. A cauldron hangs in the giant's abdomen. It contains a bizarre boiling oil, and the potbelly can use this vessel to cook foes." - ] + ], + "id": "5ed" }, { "type": "entries", @@ -99103,9 +100617,11 @@ "page": 263, "entries": [ "A potbelly always smiles and joyfully goes about murdering and cooking other creatures. It happily snacks on fried corpses from its belly pot while crushing other foes. Even at the edge of death, a potbelly keeps up this twisted good cheer." - ] + ], + "id": "5ee" } - ] + ], + "id": "5ec" }, { "type": "entries", @@ -99113,7 +100629,8 @@ "page": 263, "entries": [ "The cooking fluid in a potbelly's cauldron cools and evaporates quickly after the potbelly dies. Someone who has proficiency with {@item alchemist's supplies|PHB} can preserve some of the fluid within 1 minute of the fey giant's death. This sample can be used to create a {@item sizzling serum|GHMG} {@homebrew |(see chapter 4)}. Brewing this serum takes 4 hours and reagents worth 50 gp, and it requires a successful {@dc 13} Intelligence ({@skill Nature}) check." - ] + ], + "id": "5ef" }, { "type": "entries", @@ -99126,7 +100643,8 @@ "page": 263, "entries": [ "A potbelly is a giant cursed by fey magic. It can grab smaller creatures and cook them in its belly pot." - ] + ], + "id": "5f1" }, { "type": "entries", @@ -99134,9 +100652,11 @@ "page": 263, "entries": [ "A potbelly receives a supernatural boost from eating those who died in the giant's stomach cauldron." - ] + ], + "id": "5f2" } - ] + ], + "id": "5f0" }, { "type": "statblock", @@ -99145,7 +100665,8 @@ "name": "Potbelly", "page": 263 } - ] + ], + "id": "5eb" }, { "type": "entries", @@ -99176,7 +100697,8 @@ "page": 264, "entries": [ "Trolls infused with elemental forces serve the primordials. These primordial trolls are more cunning than their troll cousins, and their elemental nature affects their regeneration. Each type of primordial troll has abilities based on the primordial the trolls serve or have connections to." - ] + ], + "id": "5f5" }, { "type": "entries", @@ -99186,7 +100708,8 @@ "Favored by Lady Morakesh, fireborn trolls have a similar mercurial temperament. Their black eyes flash red when the troll is angered, in stark contrast to their charred, warty skin.", "Small clans of fireborn trolls can be found in mountainous regions across Etharis, but they're most common around Mount Vengeance and in the mist-covered expanse of southern Charneault. Fireborn trolls have been seen accompanying elves traveling to the Temple of the Mists, though the elves haven't said why.", "Fireborn trolls fight with their fangs and claws, like their normal kin, but a fireborn troll has a body hot enough to burn other creatures. Their leaders can summon magic flame and throw fiery spells at all who threaten them." - ] + ], + "id": "5f6" }, { "type": "entries", @@ -99196,7 +100719,8 @@ "As with their Primordial Lord Alondo, seaborn trolls prefer to be left alone. Their small familial communes are hidden along remote storm-wracked coasts, where the trolls hunt the waters.", "Seaborn troll skin ranges from slate blue to mossy green. They are built to easily navigate surging coastal tides. Among the waves, they hunt using wicked claws and an acidic bite.", "The most powerful seaborn trolls wield powers of acid and mist. They can conjure thick and sometimes caustic fog. These seaborn trolls spit acid at foes before disappearing into the mists." - ] + ], + "id": "5f7" }, { "type": "entries", @@ -99206,7 +100730,8 @@ "Rarely seen on the surface, stoneborn trolls are native to the underground realm of Stonereach. Therein, they grudgingly pledge fealty to Citrolach, lord of the underground realms, but their contemplatives ponder an existence unbeholden to the primordial lord's stubbornness.", "Stoneborn trolls are hulking, musclebound creatures sheathed in grey, warty skin as tough as rock. Their claws and teeth are harder than normal, as well, and can sheer through metal and flesh.", "Contemplative stoneborn trolls lead small clans of stoneborn. Though introspective, they aren't pacifists. Numerous unfortunate explorers who stumbled into the giant's territory have discovered that fact." - ] + ], + "id": "5f8" }, { "type": "entries", @@ -99215,9 +100740,11 @@ "entries": [ "Ilhara, the Queen of Air and Shadow, has a dedicated following of windborn trolls. They carry powerful confidence in their stormy souls. Windborn trolls are impatient to help their matron ascend to control Etharis.", "Mighty windborn can twist shadows, creating minor illusions to trick their enemies. The coloring of their smooth skin adjusts to their surroundings, making them difficult to spot and find. These infiltrators subtly pursue Ilhara's agenda. However, if subterfuge fails, they are cunning fighters who can hurl lightning." - ] + ], + "id": "5f9" } - ] + ], + "id": "5f4" }, { "type": "entries", @@ -99225,7 +100752,8 @@ "page": 264, "entries": [ "Nodules inside primordial trolls empower them with elemental traits. Someone who has proficiency in the {@skill Arcana} or {@skill Medicine} skill can extract these \"organs\" with a successful {@dc 13} Intelligence ({@skill Arcana}) or Wisdom ({@skill Medicine}) check. Somebody who has proficiency with {@item alchemist's supplies|PHB} can take the nodules from one troll, along with other reagents worth 100 gp, to refine an {@item elixir of elemental spittle|GHMG} {@homebrew |(see chapter 4)}. Making one elixir takes 1 day of work." - ] + ], + "id": "5fa" }, { "type": "entries", @@ -99238,7 +100766,8 @@ "page": 264, "entries": [ "Most primordial trolls have natural weapons empowered with elemental damage. Stoneborn trolls don't, but their strength and resilience make up for this lack." - ] + ], + "id": "5fc" }, { "type": "entries", @@ -99246,7 +100775,8 @@ "page": 264, "entries": [ "Powerful primordial trolls have magical abilities tied to their ancestry and traditions." - ] + ], + "id": "5fd" }, { "type": "entries", @@ -99254,9 +100784,11 @@ "page": 264, "entries": [ "Only the windborn troll's regeneration is sensitive to acid and fire like normal trolls. Cold and acid damage affect fireborn trolls, while seaborn trolls are susceptible to fire and magical cold. And acid and thunder temporarily shut down a stoneborn troll's regeneration." - ] + ], + "id": "5fe" } - ] + ], + "id": "5fb" }, { "type": "inset", @@ -99264,7 +100796,8 @@ "name": "GM Advice:", "entries": [ "Primordial trolls are dangerous in their own right, but they are likely to serve more powerful masters that have a mastery over the elements they're associated with. Conversely, lesser elemental creatures can be found serving elemental trolls." - ] + ], + "id": "5ff" }, { "type": "image", @@ -99358,7 +100891,8 @@ "name": "Windborn Troll Infiltrator", "page": 268 } - ] + ], + "id": "5f3" }, { "type": "entries", @@ -99389,7 +100923,8 @@ "page": 269, "entries": [ "A puck is a pixie whose hopes and dreams, loves and playfulness, have been erased by mistreatment, betrayal, or loss. Once a beautiful and merry being, a puck is now a sad, twisted monster. Once the transformation happens, the pixie's dust dissipates. Without pixie dust, a pixie can't fly, can't use its magic, and can't turn invisible. They lose their ability to commune with nature." - ] + ], + "id": "602" }, { "type": "entries", @@ -99397,7 +100932,8 @@ "page": 269, "entries": [ "Taking the place of pixie dust, puck dust allows the puck to retain magical powers that resemble those of a pixie. The substance corrupts soil, vegetation, and beast, and it enthralls plants and trees to do the puck's bidding. Plants under the dust's influence become telepathically and emotionally bonded to the puck. Despair drives these plants. Each feels the harm done to one." - ] + ], + "id": "603" }, { "type": "entries", @@ -99405,9 +100941,11 @@ "page": 269, "entries": [ "Pucks farm their glittering soil, using animals and other living creatures to produce fertilizer. The puck force feeds the grove's dead material and soil to animals and humanoids. After a ripening time, the puck opens these unfortunates up to take refined soil from their innards. The puck keeps the creatures alive until this grisly harvest, earning the terrible epithet \"corpse gardener.\"" - ] + ], + "id": "604" } - ] + ], + "id": "601" }, { "type": "entries", @@ -99415,7 +100953,8 @@ "page": 269, "entries": [ "A slain puck produces up to six pinches of puck dust, which are magical but less effective in the hands of a non-puck. Each dose can be used in one of two ways. Puck dust dispersed on a plant creature within reach of the disperser forces the plant to succeed on a {@dc 13} Wisdom saving throw as if {@spell charm monster} were cast upon it by the disperser. If the dust is dispersed on an inanimate shrub, it becomes an {@creature puck shrub|GHMG|evil awakened shrub with an Intelligence and Charisma score of 3}. Three doses scattered on a tree make it an {@creature puck tree|GHMG|evil awakened tree with an Intelligence and Charisma score of 3}. Either use of puck dust animates the plant for only 1 hour." - ] + ], + "id": "605" }, { "type": "entries", @@ -99428,7 +100967,8 @@ "page": 269, "entries": [ "The veil between the world and the fey world is thin here. A dark fey spirit has corrupted this place." - ] + ], + "id": "607" }, { "type": "entries", @@ -99436,7 +100976,8 @@ "page": 269, "entries": [ "The trees themselves are hindering your steps. They are in cahoots with a fey spirit. Anything you say or do is probably sensed by the spirit. Your senses might become targeted by the spirit. Do not trust anything you see." - ] + ], + "id": "608" }, { "type": "entries", @@ -99444,9 +100985,11 @@ "page": 269, "entries": [ "You are within the domain of a puck, pitiful creatures who scorn humanity and dominate nature. It uses plants as its weapons and concealment as its defense. Finding it may prove difficult, as the forest will protect it, but once found, it is frail." - ] + ], + "id": "609" } - ] + ], + "id": "606" }, { "type": "entries", @@ -99462,7 +101005,8 @@ "name": "Puck", "page": 269 } - ] + ], + "id": "60a" }, { "type": "statblockInline", @@ -99505,7 +101049,8 @@ "name": "Puck Tree", "page": 271 } - ] + ], + "id": "600" }, { "type": "entries", @@ -99536,7 +101081,8 @@ "page": 272, "entries": [ "Slithering along faster than you'd expect on a glistening trail as clumpy and green as plague victim's snot, the putrefaction slug's brownish-red bodies writhe unnaturally, as if their innards are itching to escape. Their slithering mass vibrates and shakes loose a strange and dusty yellow miasma just before they spit, emitting a sulfuric stench." - ] + ], + "id": "60d" }, { "type": "entries", @@ -99544,9 +101090,11 @@ "page": 272, "entries": [ "Slugs target their victims with bile-colored spit, causing unfortunates to dissolve in a matter of moments. A slug's hunger is also its weakness. Once they've spewed their digestive juices and flesh begins to putrefy, a slug's instincts take over, and it begins to feed. That's not good for the victim, but the slug focuses on little other than the eating, which is an excellent time to strike for the kill." - ] + ], + "id": "60e" } - ] + ], + "id": "60c" }, { "type": "entries", @@ -99556,7 +101104,8 @@ "Putrefaction slugs ignore what they can't devour, making any treasure they possess incidental. But the glands that generate their digestive acid are prized by alchemists.", "Removing an intact slug gland requires a successful {@dc 12} Intelligence ({@skill Nature}) or Wisdom ({@skill Medicine}) check. Once removed, the gland must be stored in alcohol or similar preservative agents. Using four such glands, a person can create a more potent version of acid that renders a target that takes damage from the acid vulnerable to bludgeoning damage until the end of the thrower's next turn.", "These enhanced acids are called {@item slugger (vial)|GHMG|sluggers}, cost 40 gp, and weigh the same as a standard {@item Acid (vial)|PHB|vial of acid}. Creating a {@item slugger (vial)|GHMG|slugger} requires proficiency with {@item alchemist's supplies|PHB} and a successful {@dc 13} Intelligence check to use them in a process that takes 4 hours. Failure creates normal acid, while failure by 5 or more renders a useless result." - ] + ], + "id": "60f" }, { "type": "entries", @@ -99569,7 +101118,8 @@ "page": 272, "entries": [ "A putrefaction slug spits acid. This acid can dissolve a creature into a puddle of goo." - ] + ], + "id": "611" }, { "type": "entries", @@ -99577,9 +101127,11 @@ "page": 272, "entries": [ "The slug's digestive acid softens tissue, making it vulnerable to crushing and tearing. Water helps dilute this acid." - ] + ], + "id": "612" } - ] + ], + "id": "610" }, { "type": "statblock", @@ -99588,7 +101140,8 @@ "name": "Putrefaction Slug", "page": 272 } - ] + ], + "id": "60b" }, { "type": "entries", @@ -99611,7 +101164,8 @@ "entries": [ "{@disease The Weeping Pox|GH|Weeping Pox} is deadly to most creatures, but it can manifest differently. When a hill giant becomes infected, the fever sharpens the senses and creates a manic euphoria that never dissipates. Pustules form, and the flesh necrotizes, some sloughing off in strips and patches, but the disease doesn't kill the giant. Accompanying exhilaration pushes the sick giant to greater violence and depravity.", "The new flurry of mental activity impedes what little logic the giant had. This state makes the giant more arrogant. It believes no one can best it, physically or intellectually. Only death can convince the giant it's mistaken." - ] + ], + "id": "615" }, { "type": "entries", @@ -99620,9 +101174,11 @@ "entries": [ "Putrid giants believe the {@disease The Weeping Pox|GH|Weeping Pox} is a boon. They seek out those who have the pox or died from it. The giants consume infected flesh, believing doing so bolsters their power. No evidence supports this view, but reasoning with a healthy hill giant would be a challenge.", "Putrid giants kill and eat most other creatures. But their laziness competes with their depravity. A putrid giant might attract a following of morbus kobolds, who see the giant as a living representative of the Filth Grazer. This misbegotten clan serves the giant as further spreaders of its ailment, and the giant allows this service, likely eating only enough kobolds to keep the others servile." - ] + ], + "id": "616" } - ] + ], + "id": "614" }, { "type": "entries", @@ -99631,7 +101187,8 @@ "entries": [ "A putrid giant is such a haven for the {@disease The Weeping Pox|GH|Weeping Pox} that its gear and trinkets pose risk of exposure to the disease. It's best to burn the body and flee the area the giant inhabited with care and haste. However, the possessions of those the giant killed are scattered about its lair.", "A successful {@dc 20} Wisdom ({@skill Medicine}) check allows one to carefully remove the brain of a putrid giant. This brain, if treated with 200 gp worth of magical components, can be turned into a meal for 4 people. For 8 hours after eating the brain, a creature gains {@dice 4d6} temporary hit points." - ] + ], + "id": "617" }, { "type": "entries", @@ -99644,9 +101201,11 @@ "page": 273, "entries": [ "A putrid giant looks like it's undead, but it's still living and under the strange power of the {@disease The Weeping Pox|GH|Weeping Pox}. Contact with the giant can infect other creatures, as can touching objects the giant has recently handled." - ] + ], + "id": "619" } - ] + ], + "id": "618" }, { "type": "inset", @@ -99654,7 +101213,8 @@ "name": "GM Advice:", "entries": [ "The strange effect the {@disease The Weeping Pox|GH|Weeping Pox} has on hill giants might mutate them even further, including giving them a high enough Intelligence to allow them to start casting spells and reasoning much better than normal. Imagine a hill giant chieftain who figures this out: they would seek out the {@disease The Weeping Pox|GH|Weeping Pox} for all of their followers!" - ] + ], + "id": "61a" }, { "type": "statblock", @@ -99663,9 +101223,11 @@ "name": "Putrid Giant", "page": 273 } - ] + ], + "id": "613" } - ] + ], + "id": "5a5" }, { "type": "section", @@ -99701,7 +101263,8 @@ "page": 274, "entries": [ "Ancient arcanists once bred dragonlike creatures to protect their isolated homes. As often happens when arcanists interfere with the natural world, these drakes turned on their masters, destroyed their homes, stole their treasures, and buried themselves beneath the earth." - ] + ], + "id": "61e" }, { "type": "entries", @@ -99709,9 +101272,11 @@ "page": 274, "entries": [ "These drakes, suffused with the magic from their creators, found that they could hold sway over the tremors and power of the very mountains in which they took residence. When an unexpected tremor moves the ground, people of mountain villages say that two quake drakes are either warring or mating." - ] + ], + "id": "61f" } - ] + ], + "id": "61d" }, { "type": "entries", @@ -99727,7 +101292,8 @@ "name": "Quake Drake Hoard", "page": 274 } - ] + ], + "id": "620" }, { "type": "entries", @@ -99740,7 +101306,8 @@ "page": 274, "entries": [ "Quake drakes are the bane of precious metal or gem mines, or caravans carrying such things. More than one mine has been obliterated and collapsed by a quake drake." - ] + ], + "id": "622" }, { "type": "entries", @@ -99748,7 +101315,8 @@ "page": 274, "entries": [ "Be wary of collections of sand or rock spheres you find, that's from a quake drake belly." - ] + ], + "id": "623" }, { "type": "entries", @@ -99756,9 +101324,11 @@ "page": 274, "entries": [ "The quake drake is suffused with magic that shakes the earth and can stun a person with its tail attack." - ] + ], + "id": "624" } - ] + ], + "id": "621" }, { "type": "inset", @@ -99767,7 +101337,8 @@ "entries": [ "A single or pair of quake drakes would make a significant challenge for a lower-level party trying to remove the beasts from an old mine that they're using as a lair. Not only are the creatures themselves a threat, but the very setting itself could prove dangerous. Imagine dealing with the drakes and some other creatures dwelling in the area, while at the same time having to use skills in nature, engineering, and other fields to keep the entire place from crashing down on their heads.", "The key to making such an adventure tense and fun while still being manageable and fair is to ramp up the tension first. As the characters move into the lair, describe some cave-ins and rumblings. Then have the characters experience a slightly dangerous passage where {@skill Perception} and {@skill Investigation} checks can avoid the damage. At the end, and maybe even during a battle, the characters must reinforce supports or rock formations that are the only things holding up the ceiling." - ] + ], + "id": "625" }, { "type": "statblock", @@ -99776,7 +101347,8 @@ "name": "Quake Drake", "page": 274 } - ] + ], + "id": "61c" }, { "type": "entries", @@ -99807,7 +101379,8 @@ "page": 275, "entries": [ "A quiet one is horrifying to behold. They are vaguely humanoid with grey pebbled skin, a large ovoid head, sharp claws, and a massive, fanged maw." - ] + ], + "id": "628" }, { "type": "entries", @@ -99815,7 +101388,8 @@ "page": 275, "entries": [ "Quiet ones always generate an aura of absolute silence." - ] + ], + "id": "629" }, { "type": "entries", @@ -99823,9 +101397,11 @@ "page": 275, "entries": [ "Quiet ones eat fear and seek to panic their victims as much as possible before killing them." - ] + ], + "id": "62a" } - ] + ], + "id": "627" }, { "type": "entries", @@ -99833,7 +101409,8 @@ "page": 275, "entries": [ "The brain of a quiet one can be made into a meal for three people with a successful {@dc 10} Intelligence check by someone proficient with {@item cook's utensils|PHB}. Consuming the brain within 24 hours of the quiet one's death gives the eater advantage on saving throws against effects that cause the {@condition frightened} condition for 1 week. Crafting this meal takes 2 hours and costs 20 gp." - ] + ], + "id": "62b" }, { "type": "entries", @@ -99846,7 +101423,8 @@ "page": 275, "entries": [ "Quiet ones are so named for the constant aura of silence they generate." - ] + ], + "id": "62d" }, { "type": "entries", @@ -99854,7 +101432,8 @@ "page": 275, "entries": [ "A quiet one is immune to psychic and thunder damage." - ] + ], + "id": "62e" }, { "type": "entries", @@ -99862,9 +101441,11 @@ "page": 275, "entries": [ "Quiet ones feed on fear and gain temporary hit points from those with the {@condition frightened} condition." - ] + ], + "id": "62f" } - ] + ], + "id": "62c" }, { "type": "statblock", @@ -99873,7 +101454,8 @@ "name": "Quiet One", "page": 275 } - ] + ], + "id": "626" }, { "type": "entries", @@ -99902,7 +101484,8 @@ "page": 276, "entries": [ "A quoxxarie resembles a large ram stripped of parts of its skin with its innards exposed. It looks more like a gutted carcass than a living being. Mortals hesitate when they see a quoxxarie's impossible form. The quoxxarie doesn't. It charges its foes as they stand staring." - ] + ], + "id": "632" }, { "type": "entries", @@ -99911,7 +101494,8 @@ "entries": [ "Quoxxaries are mighty fiends, wrath incarnate, that fight at the vanguard of infernal armies. Some believe a quoxxarie is so bloodthirsty that only death can bring it peace. Fury is part of the creature's body. When unable to fight, a quoxxarie paces in anticipation of combat.", "Only another mighty fiend can control a quoxxarie, but risking a quoxxarie offers such a fiend a valuable soldier. An army with multiple quoxxaries is a powerful one. If their commander provides them with enough battles, the quoxxaries serve without much problem, and their fearsome reputation can keep enemies and rivals at bay." - ] + ], + "id": "633" }, { "type": "entries", @@ -99920,9 +101504,11 @@ "entries": [ "Legend says that all four types of quoxxaries\u2014red, black, white, and gray\u2014brought together make an inexorable force that can lead to worldwide destruction. Most scholars consider this belief to be hyperbole. It's true that quoxxaries of varied colors fighting alongside one another make for a deadly group, especially with their combined auras. The myth likely arises from how rare it is to see multiple quoxxaries together. Without enemies to fight, quoxxaries of differing colors turn on each other, making the likelihood of seeing four different ones together all the less likely.", "The four colors indicate unique traits. Red or izil quoxxaries are most common. The creature resembles a bloody carcass trailing gore, and its lust for battle is infectious. Black or ara quoxxaries are the smallest of these fiends, with the appearance of a burnt corpse. These quoxxaries weaken enemies and pollute the ground they walk on. White or oko quoxxaries resemble a pale, disease-ridden corpse, with a pestilential cloud hanging around it. The creatures appear weak, prone to stumbling and coughing, but they are as supernaturally sickening as their appearance suggests. Gray or boza quoxxaries are the rarest and most powerful, and they are also the most patient and circumspect in battle. A gray quoxxarie is skeletal, its ashy skin stretched tight over the bones, its desiccated organs giving off dust. This fiend brings pain and death with it, causing wounds to fester and refuse to heal. A gray quoxxarie prefers foes that are close to death." - ] + ], + "id": "634" } - ] + ], + "id": "631" }, { "type": "entries", @@ -99930,7 +101516,8 @@ "page": 279, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can brew and refine the blood of one quoxxarie with reagents worth 100 gp to make a {@item potion of relentlessness|GHMG} {@homebrew |(see chapter 4)}. The process takes 8 hours, and the alchemist must succeed on a {@dc 15} Intelligence or Wisdom check." - ] + ], + "id": "635" }, { "type": "entries", @@ -99943,7 +101530,8 @@ "page": 279, "entries": [ "The four kinds of quoxxarie are distinguished by their different colors. Red is the most common, while gray is the deadliest and rarest." - ] + ], + "id": "637" }, { "type": "entries", @@ -99951,7 +101539,8 @@ "page": 279, "entries": [ "Quoxxaries are aggressive, fast, and ruthless. They respond to attacks with crushing blows and are impossible to poison." - ] + ], + "id": "638" }, { "type": "entries", @@ -99959,9 +101548,11 @@ "page": 279, "entries": [ "Four quoxxaries of differing colors fighting alongside one another makes a deadly combination. Their auras complement each other, spelling big trouble for the quoxxaries' enemies." - ] + ], + "id": "639" } - ] + ], + "id": "636" }, { "type": "inset", @@ -99969,7 +101560,8 @@ "name": "GM Advice:", "entries": [ "Overlapping auras of quoxxaries can be both powerful and difficult to keep track of, potentially slowing combat. Use them with care. On the other hand, a powerful party that might be difficult to challenge in combats should find multiple quoxxaries can be part of a very tough fight." - ] + ], + "id": "63a" }, { "type": "image", @@ -100017,9 +101609,11 @@ "name": "Gray Quoxxarie", "page": 276 } - ] + ], + "id": "630" } - ] + ], + "id": "61b" }, { "type": "section", @@ -100059,7 +101653,8 @@ "page": 280, "entries": [ "A rabenhex haunts the woods where witches are said to dwell. This ravenlike bird has black feathers tinged with flecks of red. Its beak and talons are also red, making it look bloody." - ] + ], + "id": "63e" }, { "type": "entries", @@ -100067,9 +101662,11 @@ "page": 280, "entries": [ "Many believe killing a rabenhex brings bad luck, but much the opposite is true. Rarely, a rabenhex bears one golden feather. This enchanted feather is said to remove curses." - ] + ], + "id": "63f" } - ] + ], + "id": "63d" }, { "type": "entries", @@ -100077,7 +101674,8 @@ "page": 280, "entries": [ "A rabenhex has a {@chance 10|10 percent chance|Rabenhex|The Rabenhex has a enchanted feather.|The Rabenhex has no special feathers.} of having an {@item enchanted feather|GHMG} {@homebrew |(see chapter 4)} growing from its body." - ] + ], + "id": "640" }, { "type": "entries", @@ -100090,7 +101688,8 @@ "page": 280, "entries": [ "A rabenhex is swift in flight and doesn't provoke {@action opportunity attack|PHB|opportunity attacks}." - ] + ], + "id": "642" }, { "type": "entries", @@ -100098,9 +101697,11 @@ "page": 280, "entries": [ "A rabenhex can curse a creature within 60 feet of it. This curse makes it harder to hit the rabenhex or hags it might serve" - ] + ], + "id": "643" } - ] + ], + "id": "641" }, { "type": "statblock", @@ -100110,7 +101711,8 @@ "page": 280, "collapsed": true } - ] + ], + "id": "63c" }, { "type": "entries", @@ -100142,7 +101744,8 @@ "entries": [ "Ravens of ill omen are larger than normal ravens. A plume of feathers, red and white, and alabaster eyes set it further apart from its kin. These regal ravens also have magical influence over fortune. This prescience causes misfortune for the raven's enemies and good luck for fellow corvids.", "Ravens are harbingers of misfortune. A raven of ill omen is the embodiment of this belief. When one appears, battlefield deaths increase, pestilence spreads quickly, and misery abounds." - ] + ], + "id": "646" }, { "type": "entries", @@ -100150,9 +101753,11 @@ "page": 281, "entries": [ "Contrary to popular superstition, ravens of ill omen aren't beasts. These mischievous creatures are fey who actively spread misfortune. They influence ravens and sometimes ally with other fey, drawing unwitting creatures into traps and nasty schemes through mimicry and other tricks." - ] + ], + "id": "647" } - ] + ], + "id": "645" }, { "type": "entries", @@ -100160,7 +101765,8 @@ "page": 281, "entries": [ "Many people believe the crown feather of the raven of ill omen bestows good fortune, while others insist the opposite is true. Someone can sit with such a feather for 1 hour and attempt to attune to it, making a {@dc 10} Charisma check. On a success, the feather acts as a {@item stone of good luck|DMG}. On a failure, the feather seems to be a {@item stone of good luck|DMG}, but the GM secretly subtracts 2 from ability checks and saving throws after the player adds the \"luckstone's\" +1. The ill-fortune feather is cursed. Until the curse is removed, the attuned user can't discard it. The good-fortune feather crumbles to dust if the user rolls a 1 on a death saving throw. The ill-fortune feather crumbles, ending the curse, if the user rolls a 20 on a death saving throw." - ] + ], + "id": "648" }, { "type": "entries", @@ -100173,7 +101779,8 @@ "page": 281, "entries": [ "The raven of ill omen is a creature that can speak and mimic sounds and voices. Those the raven deems enemies might quickly find that luck has abandoned them." - ] + ], + "id": "64a" }, { "type": "entries", @@ -100181,9 +101788,11 @@ "page": 281, "entries": [ "This raven is no beast, but rather a devious fey keen to bestow misfortune on mortals." - ] + ], + "id": "64b" } - ] + ], + "id": "649" }, { "type": "statblock", @@ -100192,7 +101801,8 @@ "name": "Raven of Ill Omen", "page": 281 } - ] + ], + "id": "644" }, { "type": "entries", @@ -100215,7 +101825,8 @@ "entries": [ "Long ago, folk believed a few hags were kind, that most hags bared their fangs, but others lent a hand. This inspired the notion that some hags could blend into mortal society. In truth, the \"nice\" hags learned to catch more flies with honey\u2014a little kindness goes a long way when deceiving mortals.", "A schism formed among hags. A majority of hags saw those who pretended to be kind as an anathema. Covens convened to perform one of the most unholy curses hags ever produced. This curse set a hag who transgressed apart and made her mortal, marking her in scarlet: a red hag." - ] + ], + "id": "64e" }, { "type": "entries", @@ -100223,7 +101834,8 @@ "page": 282, "entries": [ "A red hag can't change her form. She knows no magic to disguise herself. She must get along in her natural form, that of a middle-aged human. Unable to trick mortals using deceptive magic, they instead rely on more common deceptions and wit. Once a red hag feels she has pushed her luck in one settlement, risking revealing her true nature, she moves on to the next." - ] + ], + "id": "64f" }, { "type": "entries", @@ -100232,7 +101844,8 @@ "entries": [ "A red hag subtly manipulates people to gain trust and friendship before preying on a target. To do so, the hag uses magic to {@condition charmed|PHB|charm} the target, then to make the target forget it was {@condition charmed}. Over time, the process makes a creature feel genuine fondness for the hag, or more.", "The hag's touch saps the will to live and express, energizing the hag and extending her life. If a red hag all but kills a target with this draining, the creature can lose their voice to the hag forever. The hag can speak in the voices she has stolen." - ] + ], + "id": "650" }, { "type": "entries", @@ -100240,9 +101853,11 @@ "page": 282, "entries": [ "As with other hags, red hags seek hag partners to form covens and increase their magic. Such covens usually involve only red hags, and they often create a situation or seek work that brings them into contact with mortals vulnerable to manipulation. Coven members can also perform a ritual that allows a coven member to take a mortal's body. The hag's curse makes even this \"transformation\" temporary, but the theft gives the red hag opportunities she lacks in her normal form. And a youthful body can further stave off the hag's mortal decline." - ] + ], + "id": "651" } - ] + ], + "id": "64d" }, { "type": "entries", @@ -100307,9 +101922,11 @@ "Any magic that protects the target from possession prevents the ritual from succeeding. The target can also make a {@dc 14} Charisma saving throw, preventing the ritual's completion on a success. A successful save also means the target is immune to the effects of the ritual for 24 hours.", "If the ritual works, the target's soul departs the body, the red hag's body dies, and her soul possesses the target's body. The hag has the target's Strength, Dexterity, and Constitution, but otherwise, she retains her statistics. The hag's new body has three levels of {@condition exhaustion} when the ritual ends, and each level can be removed only by a long rest. Further, until this {@condition exhaustion} ends, any effect that ends or prevents possession causes the new body to become {@condition paralyzed} for the effect's duration as the hag's mental connection to the body breaks.", "Once the {@condition exhaustion} ends, the hag's soul and the new body unite. Over the course of three years and three days, the new body changes back into the hag's original form. The hag still gains the benefit of the body's age when she took possession of it." - ] + ], + "id": "653" } - ] + ], + "id": "652" }, { "type": "entries", @@ -100317,7 +101934,8 @@ "page": 282, "entries": [ "Red hags maintain readiness to flee their current living arrangements. They carry their most precious belongings with them. These objects are treasures that might have some malevolent emotional value to the hag, like a trophy. Red hags are willing to use this wealth to bargain with attackers or other beings." - ] + ], + "id": "654" }, { "type": "entries", @@ -100330,7 +101948,8 @@ "page": 282, "entries": [ "A red hag is a mortal fey cursed to absorb life from people to avoid aging and dying. This kind of hag can drain a person's vigor to heal herself." - ] + ], + "id": "656" }, { "type": "entries", @@ -100338,7 +101957,8 @@ "page": 282, "entries": [ "Red hags are subtle rather than mighty foes. Their enchantments are potent, and a red hag can make a victim forget they were {@condition charmed}. These hags rarely attack directly when manipulation can work. And those the hag drains can lose their voices, which the hag keeps and uses." - ] + ], + "id": "657" }, { "type": "entries", @@ -100346,9 +101966,11 @@ "page": 282, "entries": [ "Three red hags can form a coven that puts more magic at each member's disposal. A red hag coven can perform a ritual to steal the body of a mortal, sending that person's soul to the afterlife as the hag's soul possesses it. Red hags enact this ritual most often to stave off aging. The hag's curse causes her to slowly transform back into herself." - ] + ], + "id": "658" } - ] + ], + "id": "655" }, { "type": "image", @@ -100395,7 +102017,8 @@ } } } - ] + ], + "id": "64c" }, { "type": "entries", @@ -100417,7 +102040,8 @@ "page": 284, "entries": [ "This storm giant took up Maligant's call to arms during the war between the Four Divines. Once part of a celestial host, it's now a lost veteran and skilled holy warrior who hunts down fiends and anyone who gets in its path. People who've seen it call it the \"Remorseful Storm.\"" - ] + ], + "id": "65b" }, { "type": "entries", @@ -100425,7 +102049,8 @@ "page": 284, "entries": [ "Driven by a strict adherence to its own unmoored sense of morality, it tracks down and faces its rivals at any cost. It wanders the Unterland province, seeking to find and destroy followers of Tormach. And often it believes everyone follows Tormach." - ] + ], + "id": "65c" }, { "type": "entries", @@ -100433,9 +102058,11 @@ "page": 284, "entries": [ "The Remorseful Storm's morals have become corrupted by its solitude as deeply as its sorrow has intensified. Its remorse for divine loss results in lashing out, while often apologizing as it does." - ] + ], + "id": "65d" } - ] + ], + "id": "65a" }, { "type": "entries", @@ -100443,7 +102070,8 @@ "page": 284, "entries": [ "Someone who collects the tears of the Remorseful Storm can drink the liquid, which acts as a {@item potion of lightning resistance|DMG}. With a successful {@dc 15} Intelligence ({@skill Arcana}) check, a proficient alchemist can spend 8 hours and use 100 gp of components to create a {@item grenade of remorse|GHMG} {@homebrew |(see Chapter 4)}." - ] + ], + "id": "65e" }, { "type": "entries", @@ -100456,7 +102084,8 @@ "page": 284, "entries": [ "The Remorseful Storm seeks to battle fiends and is reluctant to believe that anything it encounters isn't complicit with them." - ] + ], + "id": "660" }, { "type": "entries", @@ -100464,7 +102093,8 @@ "page": 284, "entries": [ "Due to its storm giant nature, the Remorseful Storm is immune to lightning and thunder, and resistant to cold." - ] + ], + "id": "661" }, { "type": "entries", @@ -100472,9 +102102,11 @@ "page": 284, "entries": [ "Remorseful Storm cannot be killed as long as it is still landing blows on its enemy." - ] + ], + "id": "662" } - ] + ], + "id": "65f" }, { "type": "inset", @@ -100482,7 +102114,8 @@ "name": "GM Advice:", "entries": [ "The Remorseful Storm might gain followers who share its mania for chasing down supposed evil-doers. It might provide a benefit similar to its Relentless Zeal to them, giving the characters a hint at what they might face later." - ] + ], + "id": "663" }, { "type": "statblock", @@ -100491,7 +102124,8 @@ "name": "Remorseful Storm", "page": 284 } - ] + ], + "id": "659" }, { "type": "entries", @@ -100514,7 +102148,8 @@ "entries": [ "Lanky, long-limbed, and stooped, a restless lumberer is a giant scarred by contact with the Aetheric Kindred. Restless lumberers once cast their slumbering minds abroad into the far reaches of the multiverse, communing with cosmic beings in somnolent bliss. This left them vulnerable to the nightmares of the Kindred as they waged war on the gods of Etharis, which shattered the minds of the restless lumberers.", "Having seen cosmic horrors firsthand, some restless lumberers seeks to thwart the Kindred's influence by denying them the dreams of mortals. Other restless lumberers work to restore the Kindred, seeing resistance to their immense power as pointless. They collect strange sleepers for this purpose." - ] + ], + "id": "666" }, { "type": "entries", @@ -100522,7 +102157,8 @@ "page": 285, "entries": [ "The most infamous restless lumberer dwelt in the abandoned vaults of Stehlenwald in the Rauland province of the Bürach Empire. Other cities house restless lumberers, but they largely keep to themselves. The different factions are, however, known to fight each other, causing minor earthquakes and sinkholes. They lair in old cellars, bricked-up vaults, and derelict tunnels, often burying themselves in sleepless hibernation, contemplating the collections of strange objects and items of eldritch significance taken from dreamers' homes that predict when the Kindred's dreams seep into the nightmares of mortal sleepers." - ] + ], + "id": "667" }, { "type": "entries", @@ -100530,9 +102166,11 @@ "page": 285, "entries": [ "Lumberers who fight against the Kindred keep dreamers awake by rattling foundations, knocking on walls, or shouting to prevent them from sleeping until the dreams pass. They may kidnap sleeping people out of their beds, taking them to their lair. Restless lumberer devotees of M'rorcameleth are particularly fond of people with peculiar or mystical dreams." - ] + ], + "id": "668" } - ] + ], + "id": "665" }, { "type": "entries", @@ -100541,7 +102179,8 @@ "entries": [ "A restless lumberer's lair is home to its collection of arcane curios and eldritch paraphernalia and might contain any number of spell components, spell foci, or magic scrolls.", "The brain of a restless lumberer has been molded and washed over by countless waves of psychic energy from the Aetheric Kindred. A proficient jeweler can take the powdered brain of a restless lumberer and combine it with 1000 gp of components to create a {@item ring of nightmares|GHMG} {@homebrew |(see Chapter 4)}. This requires 5 days of work and a successful {@dc 20} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "669" }, { "type": "entries", @@ -100554,7 +102193,8 @@ "page": 285, "entries": [ "Local sightings report hearing houses groaning and rattling and feeling the ground thump with an irregular beat." - ] + ], + "id": "66b" }, { "type": "entries", @@ -100562,7 +102202,8 @@ "page": 285, "entries": [ "The merchants league found their secure vault empty recently, including their collection of ancient temple scrolls. The entire floor was gone and a gaping tunnel leading deep into the undercity left in its place." - ] + ], + "id": "66c" }, { "type": "entries", @@ -100570,9 +102211,11 @@ "page": 285, "entries": [ "Legend says the lumberer was once a dream-walking giant who witnessed a gods' death and now lurks in forgotten vaults beneath the city collecting interesting dreamers." - ] + ], + "id": "66d" } - ] + ], + "id": "66a" }, { "type": "statblock", @@ -100581,7 +102224,8 @@ "name": "Restless Lumberer", "page": 285 } - ] + ], + "id": "664" }, { "type": "entries", @@ -100612,7 +102256,8 @@ "page": 286, "entries": [ "A resurrection horror is spawned the midnight after a creature who died on unhallowed ground is returned to life. The horror seeks to return the resurrected creature to death." - ] + ], + "id": "670" }, { "type": "entries", @@ -100620,7 +102265,8 @@ "page": 286, "entries": [ "Resurrection horrors unerringly move toward the resurrected creature, no matter how far away they may be, killing anything that tries to interfere." - ] + ], + "id": "671" }, { "type": "entries", @@ -100628,9 +102274,11 @@ "page": 286, "entries": [ "Resurrection horrors are massive undead built of the bones of many bodies and the unhallowed dirt the returned creature died upon." - ] + ], + "id": "672" } - ] + ], + "id": "66f" }, { "type": "entries", @@ -100638,7 +102286,8 @@ "page": 286, "entries": [ "The grave dirt of a resurrection horror can be refined to create a pouch of dirt that when sprinkled as an action works as a {@i scroll of} {@spell protection from energy|PHB|protection from necrotic energy} and {@spell protection from evil and good} with a 30-minute duration. The process requires a successful {@dc 20} Intelligence ({@skill Arcana}) check by someone proficient in the {@skill Religion} skill who works for 8 hours and uses 300 gp worth of additional components." - ] + ], + "id": "673" }, { "type": "entries", @@ -100651,7 +102300,8 @@ "page": 286, "entries": [ "Resurrection horrors appear when someone who died on unhallowed ground is later magically returned to life. The horror hunts down and attempts to kill the being returned to life." - ] + ], + "id": "675" }, { "type": "entries", @@ -100659,7 +102309,8 @@ "page": 286, "entries": [ "Resurrection horrors are resistant to cold, necrotic, and psychic damage, and immune to poison." - ] + ], + "id": "676" }, { "type": "entries", @@ -100667,9 +102318,11 @@ "page": 286, "entries": [ "Resurrection horrors can unleash a blast of bone shards and dirt that does piercing and necrotic damaged and causes those damage by it to bleed uncontrollably." - ] + ], + "id": "677" } - ] + ], + "id": "674" }, { "type": "statblock", @@ -100678,7 +102331,8 @@ "name": "Resurrection Horror", "page": 286 } - ] + ], + "id": "66e" }, { "type": "entries", @@ -100710,7 +102364,8 @@ "entries": [ "Powerful fey abduct mortals, dragging them into the fey realm to serve as entertainers, servants, or adopted family. Most mortals taken this way are never heard from again, but a rare few manage to escape the clutches of their fairy kidnappers and find their way back. These changed people, the returned, come back to a life that has moved on without them.", "The returned cope with their trauma in many ways. Some wage a personal war against the fey, while others struggle to take back the life stolen from them. In either case, the returned passionately pursue their goals and recruit others to help." - ] + ], + "id": "67a" }, { "type": "entries", @@ -100718,7 +102373,8 @@ "page": 287, "entries": [ "Mortals who spend extensive time in the fey realms change irreversibly. The most obvious signs are physical or cosmetic, such as iridescent irises or footsteps that sound like distant thunder, but the alterations run deeper. Magic of the fey realms seeps into the soul of a returned, whether they want it or not. Many returned enjoy these magical powers. Others limit their use of fey magic, afraid they might attract the attention of their abductors. A few turn their eldritch skills to revenge, including imparting a psychic resonance that allows weapons to harm the body and mind." - ] + ], + "id": "67b" }, { "type": "entries", @@ -100726,9 +102382,11 @@ "page": 287, "entries": [ "The fear returned have about using magic has some foundation in fact. Each time a returned casts a spell, a cosmetic trait, such as eye color or the sound of the voice, changes randomly and permanently." - ] + ], + "id": "67c" } - ] + ], + "id": "679" }, { "type": "entries", @@ -100736,7 +102394,8 @@ "page": 287, "entries": [ "The bones, hair, and sinew of a returned retain magic antithetical to the fey. Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item tinker's tools|PHB} can spend 3 days working with these materials, along with reagents an alchemist recommends worth 250 gp. If the artisan succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check, they can build {@item dimensional shackles} that work only on the fey." - ] + ], + "id": "67d" }, { "type": "entries", @@ -100749,7 +102408,8 @@ "page": 287, "entries": [ "Those abducted by the fey and later escape back to the mortal world are known as the returned. Time in the fey realms makes such people prone to cosmetic changes and able to use fey magic." - ] + ], + "id": "67f" }, { "type": "entries", @@ -100757,9 +102417,11 @@ "page": 287, "entries": [ "An old story tells of a prince who was stolen by the fey only to fight his way back to his kingdom. After his return, he went decades without cutting his hair. When he died an old king, his daughter cut his hair and used it to bind the fey who long ago kidnapped her father." - ] + ], + "id": "680" } - ] + ], + "id": "67e" }, { "type": "statblock", @@ -100768,7 +102430,8 @@ "name": "Returned Hunter", "page": 287 } - ] + ], + "id": "678" }, { "type": "entries", @@ -100799,7 +102462,8 @@ "page": 288, "entries": [ "Rarely straying far from where they died and never willingly wandering into areas of warmth and sunlight, rime hungers are frostcovered, sickly blue corpses that haunt frozen regions in continuous search for victims." - ] + ], + "id": "683" }, { "type": "entries", @@ -100807,7 +102471,8 @@ "page": 288, "entries": [ "Rime hungers devour all forms of living flesh but crave that of sapient creatures. It's believed their undead state is a curse brought on by cannibalism they engaged in to stave off their original demise." - ] + ], + "id": "684" }, { "type": "entries", @@ -100815,7 +102480,8 @@ "page": 288, "entries": [ "While they are slow and will not follow their prey into warm lands, rime hungers track prey with the persistence of the dead while in colder lands." - ] + ], + "id": "685" }, { "type": "entries", @@ -100823,9 +102489,11 @@ "page": 288, "entries": [ "A rime hunger doesn't require air, food, drink, or sleep." - ] + ], + "id": "686" } - ] + ], + "id": "682" }, { "type": "entries", @@ -100833,7 +102501,8 @@ "page": 288, "entries": [ "Rime hungers sometimes carry the treasures they had in life. Some sages claim a rime hunger tongue dissolves in a {@item potion of cold resistance}, doubling the potion's duration. However, many alchemists consider this claim to be bunk." - ] + ], + "id": "687" }, { "type": "entries", @@ -100846,7 +102515,8 @@ "page": 288, "entries": [ "A rime hunger is immune to cold and vulnerable to fire damage. It can't be {@condition poisoned}." - ] + ], + "id": "689" }, { "type": "entries", @@ -100854,9 +102524,11 @@ "page": 288, "entries": [ "One should avoid the grasp of rime hungers. They can feed on the life and warmth of creatures they hold, which strengthens the rime hunger." - ] + ], + "id": "68a" } - ] + ], + "id": "688" }, { "type": "statblock", @@ -100865,7 +102537,8 @@ "name": "Rime Hunger", "page": 288 } - ] + ], + "id": "681" }, { "type": "entries", @@ -100896,7 +102569,8 @@ "page": 289, "entries": [ "Rougaugh are mutated creatures that fell prey to the transformative powers of the Beast. These aberrations were once humanoids, but as they lay dying at the feet of the Beast, they were reborn into something out of a nightmare. They took a quadrupedal form, and their ribcages grew into vicious spines emerging from their backs. Yet their heads and faces still have a resemblance to their old selves." - ] + ], + "id": "68d" }, { "type": "entries", @@ -100904,7 +102578,8 @@ "page": 289, "entries": [ "Rougaugh are created by the Beast for the sole purpose of destroying and pillaging heavily populated areas. Imbued with an unholy strength, rougaugh can use their head to batter down doors or their spines to tear flesh from bone. They do not eat their victims, as they lap up the blood to sustain themselves." - ] + ], + "id": "68e" }, { "type": "entries", @@ -100912,9 +102587,11 @@ "page": 289, "entries": [ "The intelligence that was once present within the rougaugh has been horribly twisted. With hatred and madness fueling its actions, a rougaugh destroys anything put before it, but it also knows when to retreat from a battle it cannot win, using tactics seemingly beyond such a bestial creature." - ] + ], + "id": "68f" } - ] + ], + "id": "68c" }, { "type": "entries", @@ -100922,7 +102599,8 @@ "page": 289, "entries": [ "The rougaugh's thick purple blood carries a powerful enhancement. Someone who gathers the blood from two rougaugh can create an {@item oil of sharpness} by a proficient alchemist who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check. Crafting this item takes 16 hours and requires 400 gp of components." - ] + ], + "id": "690" }, { "type": "entries", @@ -100935,7 +102613,8 @@ "page": 289, "entries": [ "The spines of the rougaugh were what is left of its ribcage before its transformation, and these spines can be expelled with great force to damage foes." - ] + ], + "id": "692" }, { "type": "entries", @@ -100943,7 +102622,8 @@ "page": 289, "entries": [ "It is rumored that rougaugh were once humanoids who died in the presence of the Beast, and now they seek to destroy anything natural and beautiful in the world." - ] + ], + "id": "693" }, { "type": "entries", @@ -100951,9 +102631,11 @@ "page": 289, "entries": [ "The rougaugh has a natural defense in its spines, making attacking one in melee combat a dangerous proposition." - ] + ], + "id": "694" } - ] + ], + "id": "691" }, { "type": "statblock", @@ -100962,7 +102644,8 @@ "name": "Rougaugh", "page": 289 } - ] + ], + "id": "68b" }, { "type": "entries", @@ -101002,7 +102685,8 @@ "page": 290, "entries": [ "Runa Banasár was the leader of a northern tribe in time long forgotten. She lived for the thrill of the hunt, and her rare skills kept her clan fed for many years. Runa grew bored hunting wild game and left her home many times, exploring farther and farther to find bigger challenges. She returned home months or years later with the trophies from countless monsters and beasts." - ] + ], + "id": "697" }, { "type": "entries", @@ -101010,9 +102694,11 @@ "page": 290, "entries": [ "During her travels, Runa learned the ritual to become a {@creature memori lich|GHMG}. She feared aging and death. To become immortal and avoid frailty, Runa was willing to do whatever was required. She eventually slaughtered her clan to become a lich and maintain that status. Runa still travels the world, looking for fierce enemies and souls to maintain her undeath." - ] + ], + "id": "698" } - ] + ], + "id": "696" }, { "type": "entries", @@ -101025,7 +102711,8 @@ "page": 290, "entries": [ "\"I can conquer anything, including death.\"" - ] + ], + "id": "69a" }, { "type": "entries", @@ -101033,7 +102720,8 @@ "page": 290, "entries": [ "\"My strength has carried me from life to immortality. I'll meet any challenge.\"" - ] + ], + "id": "69b" }, { "type": "entries", @@ -101041,9 +102729,11 @@ "page": 290, "entries": [ "\"I'm no coward. I'll never back down from a fight.\"" - ] + ], + "id": "69c" } - ] + ], + "id": "699" }, { "type": "entries", @@ -101051,7 +102741,8 @@ "page": 290, "entries": [ "Runa's prized possession is her +3 handaxe, which she calls {@item Coldrazor|GHMG} {@homebrew |(see chapter 4)}. From her wanderings, she also carries trinkets worth at least 10,000 gp whether in raw value or to collectors." - ] + ], + "id": "69d" }, { "type": "entries", @@ -101064,7 +102755,8 @@ "page": 291, "entries": [ "Runa Banasár belonged to the Stál clan and was one of the most powerful warriors who ever walked the North. Her axe, {@item Coldrazor|GHMG}, is almost as legendary as she is." - ] + ], + "id": "69f" }, { "type": "entries", @@ -101072,9 +102764,11 @@ "page": 291, "entries": [ "Folklore says that, because of her cruel slaughtering of her kin, Runa sacrificed her shapechanging ability and instead channels death and fiery rage. In fact, her form is unchangeable." - ] + ], + "id": "6a0" } - ] + ], + "id": "69e" }, { "type": "statblock", @@ -101083,9 +102777,11 @@ "name": "Runa Banasár", "page": 291 } - ] + ], + "id": "695" } - ] + ], + "id": "63b" }, { "type": "section", @@ -101121,7 +102817,8 @@ "page": 292, "entries": [ "Sand giants live in nomadic tribes, each ruled by a monarch and spiritual leaders dubbed callers. They scavenge materials from anything left in the desert, and they rob and hunt as they move from one oasis to the next. Sand giant raiders rarely kill creatures the giants can force to labor for the tribe. But death might be preferable to servitude in the wastelands." - ] + ], + "id": "6a4" }, { "type": "entries", @@ -101129,7 +102826,8 @@ "page": 292, "entries": [ "Born into the lands of shifting dunes, sandstorms, and unforgiving temperature extremes, sand giants have adapted to survive. They navigate with all their senses and rarely become lost. A lifetime of crossing shifting dunes makes sand giants nimble in rough terrain. Sand giants can also go for long periods without food and water, and their skin is conditioned to natural heat and cold." - ] + ], + "id": "6a5" }, { "type": "entries", @@ -101137,9 +102835,11 @@ "page": 292, "entries": [ "Sand giants travel far to pursue trade. They respect the laws of the lands they journey in, but they believe they are entitled to anything they can win through might and skill. A sand giant avoids costly battles, however, whether the price is being banned from a trading hub or death at the hands of a stronger foe." - ] + ], + "id": "6a6" } - ] + ], + "id": "6a3" }, { "type": "entries", @@ -101148,7 +102848,8 @@ "entries": [ "Sand giants value shows of wealth, and they carry their belongings in ornate packs. Every sand giant has valuable personal effects worth at least 100 gp in their packs.", "Sand giants are also expert cartographers, carrying detailed maps of the areas that they travel. A sand giant monarch carries maps worth up to 500 gp. Some might be more valuable to anyone interested in mapmaking, trade, or travel. One or more of these maps might show locations of potential treasure, such as ancient ruins in the desert." - ] + ], + "id": "6a7" }, { "type": "entries", @@ -101161,7 +102862,8 @@ "page": 293, "entries": [ "Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain|PHB|3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size." - ] + ], + "id": "6a9" }, { "type": "entries", @@ -101169,7 +102871,8 @@ "page": 293, "entries": [ "Sand giants enslave weaker creatures they encounter, forcing them to cook, clean, and haul spoils." - ] + ], + "id": "6aa" }, { "type": "entries", @@ -101177,9 +102880,11 @@ "page": 293, "entries": [ "{@creature Efreeti|MM|Efreet} have a long history of enslaving sand giants. In retribution, sand giants attack {@creature Efreeti|MM|efreet} on sight and leave no survivors." - ] + ], + "id": "6ab" } - ] + ], + "id": "6a8" }, { "type": "statblock", @@ -101202,7 +102907,8 @@ "name": "Sand Giant Monarch", "page": 293 } - ] + ], + "id": "6a2" }, { "type": "entries", @@ -101233,7 +102939,8 @@ "page": 294, "entries": [ "A scream thief springs forth when a human dies while stopping another creature from fulfilling an important goal. The phantom is cursed to an eternal undeath of having memories lie torturously out of reach, but the weight of their desire to remember their lives incites violence against mortals who intrude on their immortal prison." - ] + ], + "id": "6ae" }, { "type": "entries", @@ -101241,7 +102948,8 @@ "page": 294, "entries": [ "The site of their death is tainted with hate and regret. Psychic fragments, souls of the creatures the scream thief has killed, linger nearby, taunting the spirit with nonsensical murmurings." - ] + ], + "id": "6af" }, { "type": "entries", @@ -101249,7 +102957,8 @@ "page": 294, "entries": [ "When a scream thief kills an intelligent creature, tortured fragments of its spirit linger as vaporous orbs. The touch of these haunting forms withers the flesh, potentially adding another death to a cursed location." - ] + ], + "id": "6b0" }, { "type": "entries", @@ -101257,7 +102966,8 @@ "page": 294, "entries": [ "Psychic fragments call to the living. They yearn to join their fractured essence with a complete soul. They utter nonsensical words or phrases once spoken in life." - ] + ], + "id": "6b1" }, { "type": "entries", @@ -101265,9 +102975,11 @@ "page": 294, "entries": [ "When a scream thief lingers in one location, the fragments of the many spirits it has killed can swarm together, creating a frightening ghostly orb. A mind-numbing chattering of the individual fragments can confound the unwary." - ] + ], + "id": "6b2" } - ] + ], + "id": "6ad" }, { "type": "entries", @@ -101277,7 +102989,8 @@ "The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHMG} {@homebrew |(see Chapter 4)} if they succeed on a {@dc 15} Intelligence ({@skill Arcana}) check.", "A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a {@dc 13} Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.", "As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a {@dc 12} Constitution saving throw. A failed saving throw results in {@damage 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage." - ] + ], + "id": "6b3" }, { "type": "entries", @@ -101290,7 +103003,8 @@ "page": 294, "entries": [ "The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons." - ] + ], + "id": "6b5" }, { "type": "entries", @@ -101299,9 +103013,11 @@ "entries": [ "The touch of a scream thief drains life that magic cannot heal; only time and rest can.", "A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed." - ] + ], + "id": "6b6" } - ] + ], + "id": "6b4" }, { "type": "statblock", @@ -101324,7 +103040,8 @@ "name": "Psychic Fragment Swarm", "page": 295 } - ] + ], + "id": "6ac" }, { "type": "entries", @@ -101364,7 +103081,8 @@ "page": 296, "entries": [ "The disappearance of the gods shattered the governing order of the celestial host. Leaderless and adrift, the Arch Seraphs took it upon themselves to lead mortals to the path of righteousness. It became apparent that each Arch Seraph had a different idea of that path. Soon, each Arch Seraph led their own campaign against perceived evils, which usually meant whatever disagreed with their personal goals." - ] + ], + "id": "6b9" }, { "type": "entries", @@ -101372,9 +103090,11 @@ "page": 296, "entries": [ "Lacking the power of gods, the Arch Seraphs sought to spread their influence and increase their power by any means necessary. Mortals are the weapons and the prize in this conflict. Rather than entice with contracts, as Arch Daemons do, the Arch Seraphs chose to take a firm stance on doctrine. Either you're with them, or you're against them." - ] + ], + "id": "6ba" } - ] + ], + "id": "6b8" }, { "type": "entries", @@ -101382,7 +103102,8 @@ "page": 297, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can treat a seraph's feather to create a charm against falling. Creating the charm takes one celestial feather, 2 hours of work, and reagents worth 50 gp. When a creature that carries or wears the charm falls more than 15 feet, the charm triggers, slowing the rate of descent to 60 feet per round. Provided the creature touches ground again in 1 minute, the creature takes no falling damage and can land on its feet. Once one charm triggers, no other charm carried by the same creature triggers until the magic from the first charm ends. After a charm provides its magic for 1 minute or the user ceases falling, the charm crumbles to inert dust." - ] + ], + "id": "6bb" }, { "type": "entries", @@ -101395,7 +103116,8 @@ "page": 297, "entries": [ "After the gods' disappearance, the Arch Seraphs descended upon Etharis, seeking to impose their will and combat evil in person. Angels and lesser celestials have come to be a more common sight since then." - ] + ], + "id": "6bd" }, { "type": "entries", @@ -101403,9 +103125,11 @@ "page": 297, "entries": [ "An Arch Seraph can gift a worthy mortal with the might of a lesser celestial. These lesser celestials boast potent defenses and powers, allowing them to rush headlong to battle those they view as evil. Most lesser celestials are as uncompromising as their Arch Seraph leaders." - ] + ], + "id": "6be" } - ] + ], + "id": "6bc" }, { "type": "statblock", @@ -101421,7 +103145,8 @@ "name": "Celestial Campaigner", "page": 297 } - ] + ], + "id": "6b7" }, { "type": "entries", @@ -101443,7 +103168,8 @@ "page": 298, "entries": [ "These servants of the Arch Seraphs have morphed themselves to fit the needs of their leaders and the tasks on which they're sent. Some have taken their focus to extremes." - ] + ], + "id": "6c1" }, { "type": "entries", @@ -101451,9 +103177,11 @@ "page": 298, "entries": [ "Some Seraph servants barely resemble what they once were. And yet their essence remains intact, even when they may have lost their immortality and other celestial traits." - ] + ], + "id": "6c2" } - ] + ], + "id": "6c0" }, { "type": "entries", @@ -101463,7 +103191,8 @@ "Anyone who manages to collect five eyes of Zabriel can ingest all five at the rate of one per round. At the end of the fifth round, if the ingester succeeds on a {@dc 10} Wisdom ({@skill Insight}) check, they can cast the {@spell augury} spell. They need not ordinarily be able to cast the spell or to have any other material components to cast the spell in this manner.", "The wings that sprout from an Empyrean knight's back look like they're made from swords, in homage to the Arch Seraph they serve. Someone can attempt to attach the wings to their back as an action with a successful {@dc 15} Strength ({@skill Religion}) check. On a success, the wearer can fly as per the {@spell fly} spell for 10 minutes.", "The bloodied are a strange occurrence, and their chains are a powerful magical ward. Someone succeeding on a {@dc 15} Wisdom ({@skill Arcana}) check can attach them to their body for a brief time. On a success, the chains provide life protection as per the {@spell death ward} spell for 1 hour." - ] + ], + "id": "6c3" }, { "type": "entries", @@ -101476,7 +103205,8 @@ "page": 299, "entries": [ "Although all celestials were once united in service to the gods, in the time since their disappearance, the Arch Seraphs designs have seen many changes to their servants' nature." - ] + ], + "id": "6c5" }, { "type": "entries", @@ -101484,7 +103214,8 @@ "page": 299, "entries": [ "Eyes of Zabriel are spies, and their light literally shines on those around them, watching and judging with radiant energy." - ] + ], + "id": "6c6" }, { "type": "entries", @@ -101492,7 +103223,8 @@ "page": 299, "entries": [ "The chains of the bloodied can never be removed or their self-sacrifice will go unchecked, and they die instantly. The bloodied turn the damage dealt by violent foes back on them." - ] + ], + "id": "6c7" }, { "type": "entries", @@ -101500,9 +103232,11 @@ "page": 299, "entries": [ "Empyrean knights act as brutal and just servants of the righteous. Their attacks carry a radiant sting, and they never cease fighting someone they consider a foe." - ] + ], + "id": "6c8" } - ] + ], + "id": "6c4" }, { "type": "inset", @@ -101510,7 +103244,8 @@ "name": "GM Advice:", "entries": [ "While these Seraph servants generally act for the side of good, it's conceivable that the creatures could be corrupted to act on behalf of the forces of evil. Evil celestials or fiends might send one or more bloodied to sacrifice themselves before a larger assault takes place." - ] + ], + "id": "6c9" }, { "type": "image", @@ -101560,7 +103295,8 @@ "name": "The Bloodied", "page": 300 } - ] + ], + "id": "6bf" }, { "type": "entries", @@ -101591,7 +103327,8 @@ "page": 301, "entries": [ "Shadow maulers are weird predators with multiple eyes and multiple fanged mouths that can extend from the body on ephemeral flesh. They conceal themselves in the dark, waiting to kill any living creature that crosses their path. Cruel and calculating, a shadow mauler prefers to attack creatures alone or isolated from a group." - ] + ], + "id": "6cc" }, { "type": "entries", @@ -101599,9 +103336,11 @@ "page": 301, "entries": [ "Sunlight is the bane of a shadow mauler. The monsters might have originated from a place without such light. They dwell in lightless spots to avoid sunlight, which hinders their abilities, preventing them from being effective hunters." - ] + ], + "id": "6cd" } - ] + ], + "id": "6cb" }, { "type": "entries", @@ -101609,7 +103348,8 @@ "page": 301, "entries": [ "The ephemeral flesh of a shadow mauler is a silklike substance that appears to be made of shadow. Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item weaver's tools|PHB} can fashion a {@item cloak of elvenkind} from this material. Doing so takes 3 days and other materials worth 50 gp. This cloak loses its magic if exposed to sunlight for 8 hours or more." - ] + ], + "id": "6ce" }, { "type": "entries", @@ -101622,7 +103362,8 @@ "page": 301, "entries": [ "Shadow maulers are most potent in shadows. In sunlight, they become more solid and easier to hurt. They also have a hard time seeing, fighting, escaping, and hiding." - ] + ], + "id": "6d0" }, { "type": "entries", @@ -101630,9 +103371,11 @@ "page": 301, "entries": [ "The shadow mauler weakness to sunlight extends to a vulnerability to radiant damage." - ] + ], + "id": "6d1" } - ] + ], + "id": "6cf" }, { "type": "statblock", @@ -101641,7 +103384,8 @@ "name": "Shadow Mauler", "page": 301 } - ] + ], + "id": "6ca" }, { "type": "entries", @@ -101672,7 +103416,8 @@ "page": 302, "entries": [ "Cursing an enemy requires an enormous amount of work and personal power. However, these efforts are for naught without the inclusion of the forbidden metal known as Shadowsteel. The frequent use of Shadowsteel takes its toll upon the mage handling it. In using it, the mage binds their soul, a bit at a time, to the energies of the fell metal. Those who use Shadowsteel can end up feeling its effects even after death." - ] + ], + "id": "6d4" }, { "type": "entries", @@ -101680,7 +103425,8 @@ "page": 302, "entries": [ "Sometime between a week and a year after a mage steeped in the use of Shadowsteel dies, their body rises, reinforced with shards of the metal. A Shadowsteel ghoul is no flesh-eater, but it resembles a ghoul with its gangly limbs and hairless, hunched body. Undeath has given the Shadowsteel ghoul a cruel nature and a strong desire to infect living creatures with the curses it carries. A Shadowsteel ghoul instinctively seeks out carriers of Shadowsteel, hoping to consume their supply of the substance." - ] + ], + "id": "6d5" }, { "type": "entries", @@ -101688,9 +103434,11 @@ "page": 302, "entries": [ "Once a Shadowsteel ghoul has amassed and absorbed enough Shadowsteel, the creature's physiology changes. The cursed metal brings back memories and mental acuity, allowing the fallen mage to reclaim some of their arcane power. The Shadowsteel shards embedded in the ghast's skin grow, forming gleaming plates. A miasma follows the creature, an extension of their magic resistance, diminishing the resistances of others around the ghast. More potent curses are transmitted through the ghast's claws." - ] + ], + "id": "6d6" } - ] + ], + "id": "6d3" }, { "type": "entries", @@ -101698,7 +103446,8 @@ "page": 303, "entries": [ "Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp." - ] + ], + "id": "6d7" }, { "type": "entries", @@ -101711,9 +103460,11 @@ "page": 303, "entries": [ "Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes." - ] + ], + "id": "6d9" } - ] + ], + "id": "6d8" }, { "type": "statblock", @@ -101729,7 +103480,8 @@ "name": "Shadowsteel Ghast", "page": 303 } - ] + ], + "id": "6d2" }, { "type": "entries", @@ -101760,7 +103512,8 @@ "page": 304, "entries": [ "When someone dies with glass embedded in their skin\u2014such as being stabbed by a shard of glass or killed by a falling window\u2014they may rise as a shatter corpse. Shards of glass continually grow through the skin of a shatter corpse, covering them in razor-sharp weapons." - ] + ], + "id": "6dc" }, { "type": "entries", @@ -101768,7 +103521,8 @@ "page": 304, "entries": [ "Shatter corpses are no more mobile than an average zombie, and the constantly breaking glass makes them even easier to hear coming." - ] + ], + "id": "6dd" }, { "type": "entries", @@ -101776,9 +103530,11 @@ "page": 304, "entries": [ "Shatter corpses can flick hails of glass shards at nearby creatures. The shards grow back within a few seconds." - ] + ], + "id": "6de" } - ] + ], + "id": "6db" }, { "type": "entries", @@ -101786,7 +103542,8 @@ "page": 304, "entries": [ "The glass from ten shatter corpses can be used to create a suit of {@item glass-studded armor|GHMG} {@homebrew |(see Chapter 4)} with a successful {@dc 10} Dexterity ({@skill Sleight of Hand}) check by someone proficient with {@item jeweler's tools|PHB}. Crafting this item takes 10 days and costs 1000 gp." - ] + ], + "id": "6df" }, { "type": "entries", @@ -101799,7 +103556,8 @@ "page": 304, "entries": [ "Shatter corpses are a stronger kind of zombie that arises when someone dies from being impaled on broken glass." - ] + ], + "id": "6e1" }, { "type": "entries", @@ -101807,7 +103565,8 @@ "page": 304, "entries": [ "Those that attempt to use a melee attack against a shatter corpse are likely to cut themselves unless they attack with carefully." - ] + ], + "id": "6e2" }, { "type": "entries", @@ -101815,9 +103574,11 @@ "page": 304, "entries": [ "Shatter corpses can launch volleys of broken glass." - ] + ], + "id": "6e3" } - ] + ], + "id": "6e0" }, { "type": "statblock", @@ -101826,7 +103587,8 @@ "name": "Shatter Corpse", "page": 304 } - ] + ], + "id": "6da" }, { "type": "entries", @@ -101857,9 +103619,11 @@ "page": 305, "entries": [ "Some enterprising farmers grow ordinary mandrakes, valuable to alchemists and mages. Shrieking mandrakes usually grow in the wild, but they can be cultivated to protect a crop of normal mandrakes. When a shrieking mandrake is plucked from the ground, it releases a deadly sound." - ] + ], + "id": "6e6" } - ] + ], + "id": "6e5" }, { "type": "entries", @@ -101867,7 +103631,8 @@ "page": 305, "entries": [ "When casting a spell that deals psychic damage, a spellcaster can include powder from one shrieking mandrake. The spell consumes the powder, but the caster can roll one extra damage die, then eliminate the lowest die before calculating the damage." - ] + ], + "id": "6e7" }, { "type": "entries", @@ -101880,7 +103645,8 @@ "page": 305, "entries": [ "Shrieking mandrakes can easily be mistaken for ordinary mandrakes, but it emits a potentially lethal shriek when it comes out of the ground." - ] + ], + "id": "6e9" }, { "type": "entries", @@ -101888,9 +103654,11 @@ "page": 305, "entries": [ "A shrieking mandrake is immune to being {@condition blinded}, {@condition deafened}, and {@condition frightened}." - ] + ], + "id": "6ea" } - ] + ], + "id": "6e8" }, { "type": "statblock", @@ -101899,7 +103667,8 @@ "name": "Shrieking Mandrake", "page": 305 } - ] + ], + "id": "6e4" }, { "type": "entries", @@ -101930,7 +103699,8 @@ "page": 306, "entries": [ "Some necromancers bolster their animation rituals with additional, expensive components to add to their minions' powers. For those seeking such minions, long-forgotten battlefields and mass graves make for fine harvesting." - ] + ], + "id": "6ed" }, { "type": "entries", @@ -101939,7 +103709,8 @@ "entries": [ "It's possible to infuse the defunct blackpowder weapons of the dead with necrotic energies to simulate their function in life. These weapons are useless in living hands but are potent in the clutches of the dead. Such skeleton riflers work in tandem with skeleton warriors raised to provide frontline defense.", "Stationed farther out than skeleton riflers, teams of skeleton cannoneers provide artillery support to deal with threats at longer range. The cannons are cumbersome and take effort to \"load\" and fire, so skeleton cannoneers work in pairs. One loads, which is a mimed activity that charges the otherwise useless cannon, and the other fires. If one of the two-corpse team is destroyed, the other cannoneer joins another fire team or the main army's ranks." - ] + ], + "id": "6ee" }, { "type": "entries", @@ -101947,9 +103718,11 @@ "page": 307, "entries": [ "A sufficiently powerful necromancer can use the corpse of an officer to raise a skeleton commander. Infusing the skeleton's bones with an approximation of its knowledge and presence in life takes a great deal of power, but it allows a necromancer to better direct and inspire an army of the dead." - ] + ], + "id": "6ef" } - ] + ], + "id": "6ec" }, { "type": "entries", @@ -101957,7 +103730,8 @@ "page": 307, "entries": [ "Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10%, up to 50%." - ] + ], + "id": "6f0" }, { "type": "entries", @@ -101970,7 +103744,8 @@ "page": 307, "entries": [ "Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms." - ] + ], + "id": "6f2" }, { "type": "entries", @@ -101978,9 +103753,11 @@ "page": 307, "entries": [ "A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings." - ] + ], + "id": "6f3" } - ] + ], + "id": "6f1" }, { "type": "inset", @@ -101988,7 +103765,8 @@ "name": "GM Advice:", "entries": [ "Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters." - ] + ], + "id": "6f4" }, { "type": "statblock", @@ -102011,7 +103789,8 @@ "name": "Skeleton Commander", "page": 307 } - ] + ], + "id": "6eb" }, { "type": "entries", @@ -102033,7 +103812,8 @@ "page": 308, "entries": [ "A skinweaver is a hybrid humanoid-spider that jumps out of the shadows, the clicking of its legs drowned out by the scraping sound of twin tanning knives and the soft, crisp lilting of its melodic voice as it sings its song of death. Like a spider, it weaves silk webs, but its real designs are created from the delicately tanned and worked hides of its victims. Its lair is unmistakably caustic, the sharp ammonia smell of leatherworking chemicals permeating the air." - ] + ], + "id": "6f7" }, { "type": "entries", @@ -102041,7 +103821,8 @@ "page": 308, "entries": [ "Skinweavers are as proficient with the tanning trade as the best humanoid leatherworkers\u2014sometimes better. Their preferred hide is humanoid skins. Armored by their own creations, the half-human, half-spider creatures encase themselves in perfectly cured and stitched leather armor. These patchworks are meticulously sewn, tailored to every curve and surface on the skinweaver's body. Their minions are similarly outfitted in perfectly tailored creations by their spider-like overlords." - ] + ], + "id": "6f8" }, { "type": "entries", @@ -102049,7 +103830,8 @@ "page": 308, "entries": [ "Skinweavers are well-read, considering themselves paragons of culture and breeding. They collect books written in every language and are sometimes willing to trade knowledge with visitors\u2014or victims. A deal made by a potential victim for its life (in exchange for knowledge) may or not be honored; skinweavers are as capricious as they are curious. Their leather creations are often dyed and have fringes, tassels, or other decorative embellishments that make each garment unique." - ] + ], + "id": "6f9" }, { "type": "entries", @@ -102057,7 +103839,8 @@ "page": 308, "entries": [ "While they often employ ground-bound creatures to serve and protect their lairs, skinweavers make use of their living space in all three dimensions, often weaving lounges and spaces to hang along walls and ceilings: leather hammocks, netting, and swings." - ] + ], + "id": "6fa" }, { "type": "entries", @@ -102065,9 +103848,11 @@ "page": 308, "entries": [ "While skinweavers feed on prey they catch in their webs (or brought to them by minions), they develop tastes and desires for specific flesh (taste in food) or skins (artistic taste). A skinweaver may be close to a particular settlement and go unnoticed for years, until it develops a taste for the specific humanoids who live there." - ] + ], + "id": "6fb" } - ] + ], + "id": "6f6" }, { "type": "entries", @@ -102076,7 +103861,8 @@ "entries": [ "Skinweavers collect valuable artwork and other items that display their erudition and refinement. They're never without their custom-made suits of bespoke leather armor. This leather is so finely crafted that a suit of armor stitched from a skinweaver's own suit is better than almost any other tanner's creations.", "If a proficient armorer or leather worker uses a skinweaver's suit to create a humanoid suit of light armor and succeeds on a successful {@dc 15} Dexterity ({@skill Nature}) check, the armor acts as {@item +1 leather armor|DMG} and can be donned or doffed as a standard action. This process takes 24 hours and requires 250 gp of other components." - ] + ], + "id": "6fc" }, { "type": "entries", @@ -102089,7 +103875,8 @@ "page": 308, "entries": [ "A skinweaver is resistant to fire damage because of its leathery skin and armor." - ] + ], + "id": "6fe" }, { "type": "entries", @@ -102097,9 +103884,11 @@ "page": 308, "entries": [ "A skinweaver's terrifying appearance can scare an opponent multiple times in the same fight." - ] + ], + "id": "6ff" } - ] + ], + "id": "6fd" }, { "type": "statblock", @@ -102108,7 +103897,8 @@ "name": "Skinweaver", "page": 308 } - ] + ], + "id": "6f5" }, { "type": "entries", @@ -102139,7 +103929,8 @@ "page": 309, "entries": [ "Skywailers are aberrations like giant, airborne jelly fish, sporting long tentacles. Covered in bloated air sacs and humanoid faces, they emit a horrific wailing noise when they manage to entrap prey. A skywailer usually drifts aimlessly, looking for food. If it spots a likely morsel, it can jet forward rapidly." - ] + ], + "id": "702" }, { "type": "entries", @@ -102147,9 +103938,11 @@ "page": 309, "entries": [ "Skywailers can also spit psychically toxic ectoplasm. Useful at longer range than the skywailer's tentacles, the ectoplasm tendrils still allow the skywailer to reel prey in. Once the monster has one or more victims in its grasp, it emits a psionic keening that can kill." - ] + ], + "id": "703" } - ] + ], + "id": "701" }, { "type": "entries", @@ -102157,7 +103950,8 @@ "page": 309, "entries": [ "An airtight bladder can be used to collect the gas trapped within a skywailer's sacs, provided the creature capturing the gas succeeds on a {@dc 15} Dexterity ({@skill Sleight of Hand}) check. One dose of this gas can be consumed, acting as a {@item potion of flying} that lasts for 1 minute. One skywailer has enough gas for someone to collect {@dice 2d6} doses." - ] + ], + "id": "704" }, { "type": "entries", @@ -102170,7 +103964,8 @@ "page": 309, "entries": [ "Skywailers are floating, multifaced monsters with tentacles to capture prey." - ] + ], + "id": "706" }, { "type": "entries", @@ -102178,7 +103973,8 @@ "page": 309, "entries": [ "Skywailers can spit ectoplasmic goo from their many mouths. The sticky stuff addles the mind and {@action grapple|PHB|grapples} the body." - ] + ], + "id": "707" }, { "type": "entries", @@ -102186,9 +103982,11 @@ "page": 309, "entries": [ "A skywailer's wail is a psionic shriek that blasts the mind of any creature the skywailer holds {@condition grappled}." - ] + ], + "id": "708" } - ] + ], + "id": "705" }, { "type": "statblock", @@ -102197,7 +103995,8 @@ "name": "Skywailer", "page": 309 } - ] + ], + "id": "700" }, { "type": "entries", @@ -102228,7 +104027,8 @@ "page": 310, "entries": [ "Sleep gulpers hide in the sewers and middens of populated areas, waiting to find a lone creature to attack or sneaking into bedrooms to plague sleeping victims." - ] + ], + "id": "70b" }, { "type": "entries", @@ -102236,7 +104036,8 @@ "page": 310, "entries": [ "The sleep gulpers use the long thin stinger on their back end to stab prey. A paralytic magic hinders the victim, making it easier for the sleep gulper to latch onto the nearest foe. They settle for pets and other animals, but they savor the sweet taste of humanoid essence." - ] + ], + "id": "70c" }, { "type": "entries", @@ -102244,9 +104045,11 @@ "page": 310, "entries": [ "Thanks to the sleep gulper's leechlike body, spider legs, and bat wings, the sleep gulper has many ways to travel. Whether climbing, swimming, or flying\u2014they can go anywhere at any time." - ] + ], + "id": "70d" } - ] + ], + "id": "70a" }, { "type": "entries", @@ -102254,7 +104057,8 @@ "page": 310, "entries": [ "A sleep gulper's stinger has magic in its poke. If someone collects 30 sleep gulper stingers, they can craft a {@item wand of paralysis}. This requires a proficient arcanist to succeed on a {@dc 20} Intelligence ({@skill Arcana}), crafting the wand in 10 days and using 2000 gp of components." - ] + ], + "id": "70e" }, { "type": "entries", @@ -102267,7 +104071,8 @@ "page": 310, "entries": [ "The sleep gulper can magically {@condition paralyzed|PHB|paralyze} a target with the touch of its stinger." - ] + ], + "id": "710" }, { "type": "entries", @@ -102275,7 +104080,8 @@ "page": 310, "entries": [ "Sleep gulpers can see in {@quickref Vision and Light|PHB|2|0|darkness} thanks to their {@sense blindsight}." - ] + ], + "id": "711" }, { "type": "entries", @@ -102283,9 +104089,11 @@ "page": 310, "entries": [ "Sleep gulpers can breathe underwater and ambush from the water." - ] + ], + "id": "712" } - ] + ], + "id": "70f" }, { "type": "statblock", @@ -102294,7 +104102,8 @@ "name": "Sleep Gulper", "page": 310 } - ] + ], + "id": "709" }, { "type": "entries", @@ -102325,7 +104134,8 @@ "page": 311, "entries": [ "A new strain of ooze dubbed the slimm has been seen in the ruins of Etharis, particularly in areas struck by {@disease the Weeping Pox|GH}. This fluid creature takes a form reminiscent of a tall, lanky person. Its coloring makes it resemble a man wearing a black coat over a gray suit. The protoplasm forming \"exposed skin\" is a waxy yellow-gray color." - ] + ], + "id": "715" }, { "type": "entries", @@ -102333,9 +104143,11 @@ "page": 311, "entries": [ "No one can mistake a slimm for a humanoid for long, though. A passive predator, like most oozes, a slimm responds to stimuli. It harms prey by exploding in reaction to damage. Then, it slowly reforms, attacking those in the path of its reconstitution." - ] + ], + "id": "716" } - ] + ], + "id": "714" }, { "type": "entries", @@ -102343,7 +104155,8 @@ "page": 311, "entries": [ "A defeated slimm's remains contain semiprecious stones worth 100 gp." - ] + ], + "id": "717" }, { "type": "entries", @@ -102356,9 +104169,11 @@ "page": 311, "entries": [ "This rare, amorphous creature explodes when damaged, splitting into smaller oozes. These small oozes can rejoin into a larger one again, which can then explode again." - ] + ], + "id": "719" } - ] + ], + "id": "718" }, { "type": "statblock", @@ -102367,7 +104182,8 @@ "name": "Slimm", "page": 311 } - ] + ], + "id": "713" }, { "type": "entries", @@ -102398,7 +104214,8 @@ "page": 312, "entries": [ "The first giants arose in the time of the Primordials, wrought from the very mountains by Citrolach. Larger even than modern giants, these titans were fearsome combatants until the god of trickery intervened and sealed the worst of them in magical slumber." - ] + ], + "id": "71c" }, { "type": "entries", @@ -102406,7 +104223,8 @@ "page": 312, "entries": [ "As time went on and mortals forgot that age-old war, slumbering titans became parts of the landscape, as rocky cliffs or barren hills. They had only a vague humanoid shape. Some made their way into folklore." - ] + ], + "id": "71d" }, { "type": "entries", @@ -102414,9 +104232,11 @@ "page": 312, "entries": [ "With the death of the gods, the seal on the slumbering titans has weakened. They stir once more. Their memories of conflict linger, and when roused, they resume their war against mortalkind." - ] + ], + "id": "71e" } - ] + ], + "id": "71b" }, { "type": "entries", @@ -102424,7 +104244,8 @@ "page": 312, "entries": [ "A weapon that incorporates bones and the rocky hide of a slumbering titan and is then boiled in the titan's blood for 3 days becomes a {@item giant slayer} weapon, provided the blood is no more than 21 days old. Making the weapon before boiling it takes someone who has proficiency with {@item smith's tools|PHB} 6 days, and the process requires other materials worth 500 gp." - ] + ], + "id": "71f" }, { "type": "entries", @@ -102437,7 +104258,8 @@ "page": 312, "entries": [ "A slumbering titan is a member of a species that is the precursor to modern giants." - ] + ], + "id": "721" }, { "type": "entries", @@ -102445,9 +104267,11 @@ "page": 312, "entries": [ "A god placed the titans into a magical slumber. They retain vulnerability to such magic." - ] + ], + "id": "722" } - ] + ], + "id": "720" }, { "type": "inset", @@ -102458,7 +104282,8 @@ "If you are running a theater of the mind combat, an encounter with a slumbering titan is easier to run, as exact positioning is less important and less necessary to track. The characters can attack any area they are standing on, and likewise the slumbering titan can attack any character.", "Running combat on a grid with a slumbering titan can offer challenges if you play by the rule that creatures cannot share the same space. If this is the case, you'll likely want to reduce the size of the slumbering titan and have the characters occupy the squares around it.", "For a great deal of fun, have a combat between other creatures and the characters take place on top of a slumbering titan. The monstrous mountain would attack the pesky creatures on its back indiscriminately. If the characters are lower level, this turns a typical combat encounter into one where the goal for the characters is survival!" - ] + ], + "id": "723" }, { "type": "statblock", @@ -102467,7 +104292,8 @@ "name": "Slumbering Titan", "page": 312 } - ] + ], + "id": "71a" }, { "type": "entries", @@ -102489,7 +104315,8 @@ "page": 314, "entries": [ "Not unlike the common head louse, snarites start incredibly small and pass from head to head with surprising ease. As thin and long as a strand of hair\u2014or a thick braid when they are at their most powerful\u2014snarites burrow into the scalp and grow slowly. If the creature they've attached to isn't the sort to regularly trim their hair, snarites can go unnoticed for years. By the time snarites are long and thick enough to be differentiated from normal hair, it's too late to get rid of them without a fight." - ] + ], + "id": "726" }, { "type": "entries", @@ -102497,7 +104324,8 @@ "page": 314, "entries": [ "A short time after attaching to a host, a snarite can steal and affect the host's thoughts. Each year a snarite is attached to a host, the host's willpower and ability to process thoughts are lowered. The drive of the snarite is to grow until it reaches old age, after which it sheds hundreds of young snarites into the region to infect more humanoids." - ] + ], + "id": "727" }, { "type": "entries", @@ -102505,9 +104333,11 @@ "page": 314, "entries": [ "A young snarite is indistinguishable from a strand of hair. As it grows, an adult snarite is easily confused with a long lock of hair. An old snarite looks like a long and luxurious head of hair or a thick ponytail." - ] + ], + "id": "728" } - ] + ], + "id": "725" }, { "type": "entries", @@ -102515,7 +104345,8 @@ "page": 314, "entries": [ "An old snarite can be woven into a {@item cap of bravery|GHMG} {@homebrew |(see Chapter 4)}. This requires a proficient weaver to spend 4 hours and 50 gp of components and then succeed on a {@dc 10} Dexterity ({@skill Sleight of Hand}) check." - ] + ], + "id": "729" }, { "type": "entries", @@ -102528,7 +104359,8 @@ "page": 314, "entries": [ "If you trim your hair and one strand simply refuses to cut, you've probably found a snarite." - ] + ], + "id": "72b" }, { "type": "entries", @@ -102536,7 +104368,8 @@ "page": 314, "entries": [ "Rumor speaks of remote villages where the citizens walk around in a stupor, and their hair seems to have a mind of its own." - ] + ], + "id": "72c" }, { "type": "entries", @@ -102544,9 +104377,11 @@ "page": 314, "entries": [ "Snarites are aberrations that disguise themselves as long strands of hair. They can affect the thinking of hosts, and killing them can be difficult because of their perch atop the head of an innocent victim." - ] + ], + "id": "72d" } - ] + ], + "id": "72a" }, { "type": "image", @@ -102587,7 +104422,8 @@ "name": "Old Snarite", "page": 315 } - ] + ], + "id": "724" }, { "type": "entries", @@ -102618,7 +104454,8 @@ "page": 316, "entries": [ "Vampires rule as part of the Crimson Court of Soma. These vampires openly declare their presence, presiding over a land shrouded in eternal night. The Crimson Court is a place of subtle political maneuvering interspersed with hedonistic indulgence, all at the expense of the serfs, who serve at their undead masters' whim." - ] + ], + "id": "730" }, { "type": "entries", @@ -102626,7 +104463,8 @@ "page": 316, "entries": [ "Soman vampires worm their way into high society, seeking positions of power and authority, presupposing the vampire lacks those. In gaining immortality while retaining their appearance and sapience, vampires consider themselves superior to other undead and to mere mortals. To them, ruling is their right, and normal folk are little more than cattle." - ] + ], + "id": "731" }, { "type": "entries", @@ -102634,9 +104472,11 @@ "page": 316, "entries": [ "Soman vampires are different from other vampires, which are detailed in {@book chapter 2|GHMG|2}. Their special strain of vampirism gives them unique powers. They are careful to pass on their \"gift\" with their blood only to the worthy." - ] + ], + "id": "732" } - ] + ], + "id": "72f" }, { "type": "entries", @@ -102645,7 +104485,8 @@ "entries": [ "Soman vampires crumble into dust when they die, and alchemists value that dust for its properties. The Morbus Doctore purchase vampire dust. Sold to such a buyer, one vampire yields dust worth 100 gp times its Challenge. The dust must be kept dry and out of direct sunlight to retain its value and usefulness.", "Someone who has proficiency with {@item alchemist's supplies|PHB} can use the dust and other materials worth 500 gp to make an {@item elixir of life protection|GHMG} {@homebrew |(see chapter 4)}. Making the elixir takes 2 days and requires the alchemist to succeed on a {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "733" }, { "type": "entries", @@ -102658,7 +104499,8 @@ "page": 317, "entries": [ "Soman vampires are undead who feed on the blood of the living by night and the hard work of the living by day. These vampires can pass as human and live according to rules. Other Soman vampires shun their fellows who give in to bloodlust or needlessly terrorize mortals." - ] + ], + "id": "735" }, { "type": "entries", @@ -102666,7 +104508,8 @@ "page": 317, "entries": [ "Like other vampires, Soman vampires can't enter dwellings unless invited. Sunlight bothers them, but only the elder Soman vampires suffer as much in sunlight as normal vampires do. These elders also have other weaknesses common to other vampires, such as being paralyzed by a stake to the heart. Many Soman vampires get around the home ban by owning the homes that their serfs and servants live in, giving the vampire freedom to enter at any time." - ] + ], + "id": "736" }, { "type": "entries", @@ -102674,9 +104517,11 @@ "page": 317, "entries": [ "The gaze of elder Soman vampires is particularly insidious, allowing them to infiltrate and manipulate the minds of mortals. They use this ability to retain their aristocratic hold over the Soman population." - ] + ], + "id": "737" } - ] + ], + "id": "734" }, { "type": "inset", @@ -102684,7 +104529,8 @@ "name": "GM Advice:", "entries": [ "Vampires throughout fantasy rules rule the night. Soman vampires rule the day as well, as they are the leaders of the land. This makes Soman vampires much more dangerous\u2014not because of their martial or magical powers, but because of their political power. Anything that the characters might use to fight the powers of the Soman vampires will soon become outlawed in Soma, the possession or use of it punishable by death. Characters opposing the Soman vampire leaders might easily find themselves hunted by the very population they are trying to save and free from oppression." - ] + ], + "id": "738" }, { "type": "image", @@ -102725,7 +104571,8 @@ "name": "Soman Vampire Noble", "page": 319 } - ] + ], + "id": "72e" }, { "type": "entries", @@ -102757,7 +104604,8 @@ "entries": [ "Spythronars are spiders touched by the power of the primordial Ilhara, transformed into aberrant, lightning-charged creatures. In addition to lightning powers, the Queen of Air and Shadow grants the former spiders malign intelligence, gifting even their webs with sentience.", "Every aspect of a spythronar's life is a danger. The egg sacs release lightning. Electricity charges a mature swarm's bites. Their sentient webs weave, ensnare, and electrocute any creature near them." - ] + ], + "id": "73b" }, { "type": "entries", @@ -102765,9 +104613,11 @@ "page": 320, "entries": [ "The clans of Rune, Sýr, and Völgr have traditions of capturing, killing, or salvaging parts from spythronars. Each uses parts in their crafts and fighting arts. Members of these clans admire anyone experienced in battling spythronars and offer hospitality to those who can prove their expertise." - ] + ], + "id": "73c" } - ] + ], + "id": "73a" }, { "type": "entries", @@ -102776,7 +104626,8 @@ "entries": [ "Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@damage 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful {@dc 13} Intelligence check.", "A proficient weaver can turn three spythronar webs into a {@item rope of entanglement} or 10 webs into {@item leather armor of lightning resistance}. Doing either requires other materials worth 500 gp, 5 days of work, and a successful {@dc 15} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "73d" }, { "type": "entries", @@ -102789,7 +104640,8 @@ "page": 320, "entries": [ "Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web." - ] + ], + "id": "73f" }, { "type": "entries", @@ -102798,9 +104650,11 @@ "entries": [ "The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning.", "Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm." - ] + ], + "id": "740" } - ] + ], + "id": "73e" }, { "type": "statblock", @@ -102823,7 +104677,8 @@ "name": "Spythronar Swarm", "page": 321 } - ] + ], + "id": "739" }, { "type": "section", @@ -102860,7 +104715,8 @@ "page": 322, "entries": [ "Thought to have originated in Grarjord, the withered steed is a rare sight due to the difficulty of creating one. Withered steeds are the most loyal of all the summoned and created steeds in Etharis, living only as long as their creator." - ] + ], + "id": "744" }, { "type": "entries", @@ -102868,7 +104724,8 @@ "page": 322, "entries": [ "To create a withered steed, a spellcaster must have at least one 4th-level spell slot and materials worth 5,000 gp, which the ritual consumes. The ritualist must remove and consume a living horse's heart under a full moon. In its place, a living raven encaged in tree roots must be inserted. The body must be buried with its head removed and a stag skull in its place. The creator pours 1 pint of their own blood over the body and places a rope necklace inscribed with runes of summoning magic placed around the corpse's throat. The ritual takes 6 hours. By the new moon, the withered steed frees itself from its grave." - ] + ], + "id": "745" }, { "type": "entries", @@ -102876,9 +104733,11 @@ "page": 322, "entries": [ "A withered steed doesn't require air, food, drink, or sleep." - ] + ], + "id": "746" } - ] + ], + "id": "743" }, { "type": "entries", @@ -102886,7 +104745,8 @@ "page": 322, "entries": [ "When a withered steed dies, it becomes a mass of gore with a deer skull and a cage containing an undead raven. If someone frees the raven and cares for it for 10 days, it becomes bound to that person who can then summon it with a {@spell find familiar} spell, provided the keeper is able to cast that spell by some means. This undead raven has the Immutable Form trait, and the damage and condition immunities of a withered steed." - ] + ], + "id": "747" }, { "type": "entries", @@ -102899,7 +104759,8 @@ "page": 322, "entries": [ "A withered steed is a construct with related immunities and damage resistances." - ] + ], + "id": "749" }, { "type": "entries", @@ -102907,9 +104768,11 @@ "page": 322, "entries": [ "The steed's form can't be changed. If its master is slain, the steed is instantly destroyed." - ] + ], + "id": "74a" } - ] + ], + "id": "748" }, { "type": "statblock", @@ -102918,7 +104781,8 @@ "name": "Withered Steed", "page": 322 } - ] + ], + "id": "742" }, { "type": "entries", @@ -102949,7 +104813,8 @@ "page": 323, "entries": [ "Ghost mustangs are the favored mounts of necromancers, who often create these horses as an early experiment in mastering the arts of undeath. While loyal to their creator, a ghost mustang avoids the afterlife and endangers itself only if ordered to do so." - ] + ], + "id": "74d" }, { "type": "entries", @@ -102957,7 +104822,8 @@ "page": 323, "entries": [ "Ghost mustangs are ectoplasmic manifestations of wild horses that died of unnatural means. A spellcaster with at least one 4th-level spell slot can enact this ritual, using materials worth 5,500 gp, which the ritual consumes. A wizard of the school of necromancy must instead be 5th level. In a ritual performed at night, the creator creates a {@spell magic circle} around the slain horse and places a drop of the creator's blood in each eye. The creator then incants for 6 hours. The body disappears during the ritual, and the ghost mustang appears to serve the creator 13 days later." - ] + ], + "id": "74e" }, { "type": "entries", @@ -102965,9 +104831,11 @@ "page": 323, "entries": [ "A ghost mustang doesn't require air, food, drink, or sleep." - ] + ], + "id": "74f" } - ] + ], + "id": "74c" }, { "type": "entries", @@ -102975,7 +104843,8 @@ "page": 323, "entries": [ "The ghost mustang disappears when it dies, leaving behind puddles of ectoplasm. This substance can be used to brew a {@item potion of invisibility} when combined with a hair from the creator's head and materials worth 100 gp. This process requires proficiency with {@item alchemist's supplies|PHB}, a successful {@dc 15} Intelligence ({@skill Arcana}) check, and 8 hours of work." - ] + ], + "id": "750" }, { "type": "entries", @@ -102988,7 +104857,8 @@ "page": 323, "entries": [ "A ghost mustang is undead, made of corporeal ectoplasm. It has related immunities and resistances, and it's hard to kill." - ] + ], + "id": "752" }, { "type": "entries", @@ -102996,9 +104866,11 @@ "page": 323, "entries": [ "A ghost mustang is vulnerable to radiant damage, and that type of damage can keep the steed from surviving a killing blow." - ] + ], + "id": "753" } - ] + ], + "id": "751" }, { "type": "statblock", @@ -103007,7 +104879,8 @@ "name": "Ghost Mustang", "page": 323 } - ] + ], + "id": "74b" }, { "type": "entries", @@ -103038,7 +104911,8 @@ "page": 324, "entries": [ "Created in the Netherworld, these steeds come into existence when a contract for a {@optfeature Gift of Liberating Freedom|GH} is signed. Like most fiends, the crimson stallion can be summoned by learning its true name. These true names are often revealed in dreams to worthy owners, usually as rewards to fiends or mortals who have sent many souls to hell. Crimson stallions are reluctantly bound into service and fulfill their contracts, but rarely bond with their creators." - ] + ], + "id": "756" }, { "type": "entries", @@ -103046,9 +104920,11 @@ "page": 324, "entries": [ "Once a true name is discovered, a spellcaster with at least one 4th-level spell slot can summon a crimson stallion in a {@spell magic circle} drawn using the summoner's blood and materials worth 5,000 gp, which the ritual consumes. The bond is completed when the summoner attaches a bridle made of humanoid sinew and chains to the fiend." - ] + ], + "id": "757" } - ] + ], + "id": "755" }, { "type": "entries", @@ -103056,7 +104932,8 @@ "page": 324, "entries": [ "A crimson stallion ignites upon death, burning the body to ash within seconds, leaving only the hooves. Each of these can be ground into a powder and used to create a {@item Alchemist's Fire (flask)|PHB|vial of alchemist's fire}. Doing so requires proficiency with {@item alchemist's supplies|PHB}, a successful {@dc 10} Intelligence check, and 2 hours of work per vial." - ] + ], + "id": "758" }, { "type": "entries", @@ -103069,7 +104946,8 @@ "page": 324, "entries": [ "A crimson stallion is a fiend that has related immunities and resistances." - ] + ], + "id": "75a" }, { "type": "entries", @@ -103077,9 +104955,11 @@ "page": 324, "entries": [ "A crimson stallion's bite and hoof attacks are fiery." - ] + ], + "id": "75b" } - ] + ], + "id": "759" }, { "type": "statblock", @@ -103088,9 +104968,11 @@ "name": "Crimson Stallion", "page": 324 } - ] + ], + "id": "754" } - ] + ], + "id": "741" }, { "type": "entries", @@ -103121,9 +105003,11 @@ "page": 325, "entries": [ "Bats that dwell in places suffused with the energy of death can absorb such power and become big, monstrous horrors. These creatures are not only far more aggressive and bloodthirsty than their tiny cousins, they're also cruel. A stygian bat enjoys bringing death." - ] + ], + "id": "75e" } - ] + ], + "id": "75d" }, { "type": "entries", @@ -103131,7 +105015,8 @@ "page": 325, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hides of four stygian bats into a {@item cloak of the stygian bat|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 5 days of work and materials worth 500 gp." - ] + ], + "id": "75f" }, { "type": "entries", @@ -103144,7 +105029,8 @@ "page": 325, "entries": [ "Where powerful undead creatures or other forces of death hold sway, normal bats can grow into blood-drinking monsters called stygian bats." - ] + ], + "id": "761" }, { "type": "entries", @@ -103152,9 +105038,11 @@ "page": 325, "entries": [ "Stygian bats are akin to giant bats, but they are cunning and cruel. They drink blood rapidly." - ] + ], + "id": "762" } - ] + ], + "id": "760" }, { "type": "inset", @@ -103163,7 +105051,8 @@ "entries": [ "For an increased challenge for powerful characters, give the stygian bat the ability to {@action grapple} Medium and smaller creatures, and fly away with them. To make it reasonable, the stygian bat should only be able to fly at half speed when carrying a creature. And while this would let the bat carry a creature high into the air and drop it, this should only be done if you know that the players have resources to deal with that contingency, such as the {@spell feather fall} spell.", "Also note that while a stygian bat does not have the flyby trait, its swoop ability does allow it to knock targets {@condition prone}, which means that flying away from a targeted creature would allow them to make {@action opportunity attack|PHB|opportunity attacks} with disadvantage." - ] + ], + "id": "763" }, { "type": "statblock", @@ -103172,7 +105061,8 @@ "name": "Stygian Bat", "page": 325 } - ] + ], + "id": "75c" }, { "type": "entries", @@ -103203,7 +105093,8 @@ "page": 326, "entries": [ "When a powerful being of great evil, such as a {@creature memori lich|GHMG}, is created, residual power courses out into the world, changing and attracting nearby creatures. One such result is a styrkvisnar, a monster appearing to be part wolf, part eagle, and part seal." - ] + ], + "id": "766" }, { "type": "entries", @@ -103211,9 +105102,11 @@ "page": 326, "entries": [ "Styrkvisnars bond with potent evil beings, becoming servants and scouts. Such a bond takes 24 hours to establish. Once the bond forms, the styrkvisnar makes every effort to carry out the wishes of its new master. It uses its shapechanger ability to accomplish tasks for which a monstrous form won't do." - ] + ], + "id": "767" } - ] + ], + "id": "765" }, { "type": "entries", @@ -103221,7 +105114,8 @@ "page": 326, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hide of a styrkvisnar into a {@item cloak of therianthropy|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 10 days, other materials worth 2,000 gp, and a successful {@dc 15} Intelligence or Wisdom check." - ] + ], + "id": "768" }, { "type": "entries", @@ -103234,7 +105128,8 @@ "page": 326, "entries": [ "A styrkvisnar is a monstrous blend of a wolf, eagle, and seal. It can shapechange into a humanoid." - ] + ], + "id": "76a" }, { "type": "entries", @@ -103242,9 +105137,11 @@ "page": 326, "entries": [ "Styrkvisnars are created by or attracted to the welling of power at points where mighty and wicked creatures permanently transform into a monstrous being, such as a lich. The styrkvisnar serves the reborn being." - ] + ], + "id": "76b" } - ] + ], + "id": "769" }, { "type": "statblock", @@ -103253,7 +105150,8 @@ "name": "Styrkvisnar", "page": 326 } - ] + ], + "id": "764" }, { "type": "entries", @@ -103284,7 +105182,8 @@ "page": 328, "entries": [ "Powerful fiendish or undead beings seek ways to harness and pervert celestial power. Sunwraiths result when such creatures succeed in corrupting a mighty celestial and stripping it of its sense of self." - ] + ], + "id": "76e" }, { "type": "entries", @@ -103292,9 +105191,11 @@ "page": 328, "entries": [ "Sunwraiths are luminous, vaguely humanoid beings of white light with a golden halo. When the pious approach, the sunwraith reveals its shadowy form, like that of an eclipse, with a luminous or prismatic corona." - ] + ], + "id": "76f" } - ] + ], + "id": "76d" }, { "type": "entries", @@ -103302,7 +105203,8 @@ "page": 328, "entries": [ "When a sunwraith dies, it disintegrates, leaving behind a golden gem shot through with obsidian veins. This jewel is a {@item gem of brightness} with {@dice 2d10} charges. The jewel can be thrown up to 60 feet, where it is destroyed as it releases a flame strike (save {@dc 15}) that has a {@chance 50|50% chance|Sunwraith|The jewel deals necrotic damage.|The jewel deals radiant damage.} to deal necrotic damage rather than radiant, and it deals 1 extra damage of that type per charge the gem had remaining." - ] + ], + "id": "770" }, { "type": "entries", @@ -103315,7 +105217,8 @@ "page": 328, "entries": [ "Celestials can be corrupted, and a sunwraith is a product of one corrupting process. When the corrupt celestial kills, it can subjugate the victim's spirit." - ] + ], + "id": "772" }, { "type": "entries", @@ -103323,7 +105226,8 @@ "page": 328, "entries": [ "Sunwraiths are resistant to necrotic and radiant damage, and they deal that damage. Magic weapons are most effective against this monster." - ] + ], + "id": "773" }, { "type": "entries", @@ -103331,9 +105235,11 @@ "page": 328, "entries": [ "A sunwraith's corona flashes when someone who isn't next to the sunwraith harms it. This flash can be blinding." - ] + ], + "id": "774" } - ] + ], + "id": "771" }, { "type": "statblock", @@ -103342,7 +105248,8 @@ "name": "Sunwraith", "page": 328 } - ] + ], + "id": "76c" }, { "type": "entries", @@ -103373,7 +105280,8 @@ "page": 329, "entries": [ "Gathering corpses for necromantic rituals is difficult, dirty work. Powerful arcanists delegate that work to constructs. Suture golems are that sort of construct, made to bring corpses back to their masters. If corpses are hard to find, the golem can make them." - ] + ], + "id": "777" }, { "type": "entries", @@ -103381,9 +105289,11 @@ "page": 329, "entries": [ "A suture golem is a hulking mass of flesh and tough wire. The magic imbued in the construct allows it to use its filaments as limbs. These entangling threads work well to grab and hold those the golem intends to return to its master." - ] + ], + "id": "778" } - ] + ], + "id": "776" }, { "type": "entries", @@ -103391,7 +105301,8 @@ "page": 329, "entries": [ "Someone who has proficiency with {@item weaver's tools|PHB} can use the wire from one suture golem to make a {@item living net|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 3 days of work and other materials worth 100 gp. Someone must cast {@spell hold person} on the net each day of its crafting." - ] + ], + "id": "779" }, { "type": "entries", @@ -103404,7 +105315,8 @@ "page": 329, "entries": [ "Suture golems are constructed of body parts and wires. Necromancers use them to collect corpses. However, the golem can use its abilities to entangle and restrain living beings." - ] + ], + "id": "77b" }, { "type": "entries", @@ -103412,9 +105324,11 @@ "page": 329, "entries": [ "A suture golem is immune to nonmagical weapon attacks. However, adamantine weapons can harm it, as can slashing weapons, although adamantine or magic slashing weapons are more effective. The golem's attacks are magical." - ] + ], + "id": "77c" } - ] + ], + "id": "77a" }, { "type": "statblock", @@ -103423,7 +105337,8 @@ "name": "Suture Golem", "page": 329 } - ] + ], + "id": "775" }, { "type": "entries", @@ -103454,9 +105369,11 @@ "page": 330, "entries": [ "Stories claim that imps plant svangras, but it really grows in places where travelers died, particularly from {@condition exhaustion}. Svangras is a bulb plant that looks like a large onion that can move on small tendrils. When svangras forms, grass in its area falls under its control. Anyone walking on svangras is said to be doomed to unending {@condition exhaustion}." - ] + ], + "id": "77f" } - ] + ], + "id": "77e" }, { "type": "entries", @@ -103464,7 +105381,8 @@ "page": 330, "entries": [ "Where svangras grows, treasure and remains might be found. Finding valuables could require searching the area, and a search could turn up almost anything. The value tends to be 50 gp or fewer." - ] + ], + "id": "780" }, { "type": "entries", @@ -103477,7 +105395,8 @@ "page": 330, "entries": [ "Svangras can easily be mistaken for an ordinary onion." - ] + ], + "id": "782" }, { "type": "entries", @@ -103485,7 +105404,8 @@ "page": 330, "entries": [ "Svangras is immune to being {@condition blinded}, {@condition deafened}, and {@condition frightened}." - ] + ], + "id": "783" }, { "type": "entries", @@ -103493,9 +105413,11 @@ "page": 330, "entries": [ "Being close to svangras allows the plant to sap your life force." - ] + ], + "id": "784" } - ] + ], + "id": "781" }, { "type": "statblock", @@ -103504,7 +105426,8 @@ "name": "Svangras", "page": 330 } - ] + ], + "id": "77d" }, { "type": "entries", @@ -103535,7 +105458,8 @@ "page": 331, "entries": [ "Ears heed the call, the hum, of the {@creature kokela|GHMG}. Those near but unaware of the {@creature kokela|GHMG} can lose their right ear. It rips off the head and flies away, heading for the {@creature kokela|GHMG}. This weird loss of ears is a sign of the end, an odd and obscure event that herald's the {@creature kokela|GHMG|koklea's} singing the final song." - ] + ], + "id": "787" }, { "type": "entries", @@ -103543,9 +105467,11 @@ "page": 331, "entries": [ "Swarms of ears are devoted to protecting the {@creature kokela|GHMG} and ensuring it can achieve its only purpose. These swarms attack anything that isn't aiding the {@creature kokela|GHMG}, such as the chosen one and that individual's allies. A swarm can sacrifice itself to keep the {@creature kokela|GHMG} alive. Swarms of ears might also be found roaming, performing some bizarre tasks only it and the {@creature kokela|GHMG} know." - ] + ], + "id": "788" } - ] + ], + "id": "786" }, { "type": "entries", @@ -103553,7 +105479,8 @@ "page": 331, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can sew the still-living ears that remain after a swarm of ears disperses to create a {@item cloak of the listener|GHMG} {@homebrew |(see chapter 4)}. If a swarm uses Sacrifice, no ears remain alive. Crafting the cloak takes 5 days and requires other materials worth 500 gp." - ] + ], + "id": "789" }, { "type": "entries", @@ -103566,7 +105493,8 @@ "page": 331, "entries": [ "The swarm of ears is bizarre and might seem harmless, but it overwhelms with psychic dissonance and releases wax to hinder movement." - ] + ], + "id": "78b" }, { "type": "entries", @@ -103574,7 +105502,8 @@ "page": 331, "entries": [ "This swarm can sacrifice itself to the {@creature kokela|GHMG}, healing that abomination." - ] + ], + "id": "78c" }, { "type": "entries", @@ -103582,9 +105511,11 @@ "page": 331, "entries": [ "As with the {@creature kokela|GHMG}, a deafened swarm is significantly weakened." - ] + ], + "id": "78d" } - ] + ], + "id": "78a" }, { "type": "statblock", @@ -103593,9 +105524,11 @@ "name": "Swarm of Ears", "page": 331 } - ] + ], + "id": "785" } - ] + ], + "id": "6a1" }, { "type": "section", @@ -103631,7 +105564,8 @@ "page": 332, "entries": [ "Tachnae are created when powerful aberrations manifest in proximity to (or create) works of art. Chaotic energy from the Aether Kindred mutates the artwork, giving them sentience and malicious appetites. This most often affects paintings, frescos, mosaics, and tapestries." - ] + ], + "id": "791" }, { "type": "entries", @@ -103639,7 +105573,8 @@ "page": 332, "entries": [ "Tachnae feed upon creatures who gaze upon or touch them. Victims of tachna attacks may notice subtle changes in the surface of the artwork's medium and abnormalities in the subject content. For example, a summer landscape may show signs of rot spreading through the greenery, portrait faces twist into wicked, baleful grins, and buildings crumble or walls begin to bleed." - ] + ], + "id": "792" }, { "type": "entries", @@ -103647,7 +105582,8 @@ "page": 332, "entries": [ "Creatures killed by a tachna are depicted as hidden details within the work of art." - ] + ], + "id": "793" }, { "type": "entries", @@ -103655,9 +105591,11 @@ "page": 332, "entries": [ "Powerful bursts of energy from the prison realm of the Aether Kindred can corrupt nearby galleries or museums. If left unchecked, these sentient demiplanes spread, threatening entire communities." - ] + ], + "id": "794" } - ] + ], + "id": "790" }, { "type": "entries", @@ -103667,7 +105605,8 @@ "When the tachna is defeated, the chaotic energy that cause the mutation is driven from the creature, making it a normal work of art. These works of art often fetch twice their normal prices by collectors who revel in the knowledge that the work has been touched by otherworldly forces.", "Any equipment worn or carried by previous victims of the tachna are ejected when the creatures is killed.", "There's a {@chance 10|10% chance|Tachna|The pigments can be used to create marvelous pigments.|The pigments are mundane.} that any tachna comprised of paint or dye leaks forth a substance that can be transformed into {@item Nolzur's Marvelous Pigments|DMG|marvelous pigments}. The process involves someone proficient with {@item painter's tools|PHB} succeeding on a {@dc 20} Intelligence ({@skill Arcana}) check after spending 3 days and 500 gp worth of components. This creates 1 pot of the pigment." - ] + ], + "id": "795" }, { "type": "entries", @@ -103680,7 +105619,8 @@ "page": 333, "entries": [ "Tachnae have never been known to inhabit wood carvings or stone monuments due to their close ties to the natural world." - ] + ], + "id": "797" }, { "type": "entries", @@ -103688,7 +105628,8 @@ "page": 333, "entries": [ "A well-known art district became infested with tachnae once. The entire section of town was abandoned and cordoned off." - ] + ], + "id": "798" }, { "type": "entries", @@ -103696,9 +105637,11 @@ "page": 333, "entries": [ "A tachna forms a sentient demiplane within warped works of art. The belongings of those killed by a tachna spill onto the ground, along with the survivors who vanquish it." - ] + ], + "id": "799" } - ] + ], + "id": "796" }, { "type": "statblock", @@ -103714,7 +105657,8 @@ "name": "Tachna Gallery", "page": 333 } - ] + ], + "id": "78f" }, { "type": "entries", @@ -103749,7 +105693,8 @@ "page": 334, "entries": [ "Tangle weeds grow in stagnant lakes and slow-moving rivers amidst other plants and algae. The long, feathery strands are difficult to differentiate from less dangerous lake plants." - ] + ], + "id": "79c" }, { "type": "entries", @@ -103757,7 +105702,8 @@ "page": 334, "entries": [ "While tangle weed constricts its prey, the real danger is the environment. Tangle weed drags its prey underwater where drowning is possible." - ] + ], + "id": "79d" }, { "type": "entries", @@ -103765,9 +105711,11 @@ "page": 334, "entries": [ "Pulling a victim free of the tangle weed is harder than it looks. The plant makes attacks against any creature pushed, pulled, or shoved out of its grasp, often grabbing the victim again before allies move them clear." - ] + ], + "id": "79e" } - ] + ], + "id": "79b" }, { "type": "entries", @@ -103775,7 +105723,8 @@ "page": 334, "entries": [ "The strands of a tangle weed can be gathered and combined with 25 gp of components to create a {@item potion of growth|DMG}. This requires a proficient arcanist to succeed on a {@dc 15} Intelligence ({@skill Nature}) check after 4 hours of work." - ] + ], + "id": "79f" }, { "type": "entries", @@ -103788,7 +105737,8 @@ "page": 334, "entries": [ "Tangle weed looks like normal lake-grown seaweed, but it feeds on the rotting corpses of those it drags into stagnant lakes." - ] + ], + "id": "7a1" }, { "type": "entries", @@ -103796,7 +105746,8 @@ "page": 334, "entries": [ "Tangle weed constricts its victims, dragging them underwater." - ] + ], + "id": "7a2" }, { "type": "entries", @@ -103804,9 +105755,11 @@ "page": 334, "entries": [ "When a creature is broken out the tangle weed's {@action grapple}, it makes another attack against them as a reaction to potentially {@action grapple} them again." - ] + ], + "id": "7a3" } - ] + ], + "id": "7a0" }, { "type": "statblock", @@ -103815,7 +105768,8 @@ "name": "Tangle Weed", "page": 334 } - ] + ], + "id": "79a" }, { "type": "entries", @@ -103846,7 +105800,8 @@ "page": 335, "entries": [ "A tar creep is a toxic, volatile elemental that slithers into the material world to sow destruction. The creature doesn't speak, but it looses chuckling gurgles as it kills, and it gyrates in mockery of the pain and anger of others. Each kill emboldens the tar creep more." - ] + ], + "id": "7a6" }, { "type": "entries", @@ -103854,7 +105809,8 @@ "page": 335, "entries": [ "In bubbling tar pits or where oily sludge flows, tar creeps lurk. A tar creep seeks such areas of comfort, moving about only when forced to, destroying all life in its path. If such life comes close to a creep's sanctuary, it slips out, slyly at first, until it gets close enough to strike. Then, the creep rises in roughly humanoid form and engulfs its prey." - ] + ], + "id": "7a7" }, { "type": "entries", @@ -103862,7 +105818,8 @@ "page": 336, "entries": [ "Tar creeps grow as they absorb organic material. They can become massive. In such a form, the juggernaut, fearing nothing, gives up all subtlety. It rolls over foes, killing indiscriminately and without remorse." - ] + ], + "id": "7a8" }, { "type": "entries", @@ -103870,9 +105827,11 @@ "page": 336, "entries": [ "A tar creep doesn't require air, food, drink, or sleep." - ] + ], + "id": "7a9" } - ] + ], + "id": "7a5" }, { "type": "entries", @@ -103880,7 +105839,8 @@ "page": 336, "entries": [ "The remains of a tar creep can be used as the main ingredient for {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. The remains of one tar creep provides enough pitch to cut the cost of making ten {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire} by 50%. A tar juggernaut provides enough material to cut the cost for twenty-five flasks." - ] + ], + "id": "7aa" }, { "type": "entries", @@ -103893,7 +105853,8 @@ "page": 336, "entries": [ "Tar creeps are elementals with resistances to nonmagical damage and immunity to poison." - ] + ], + "id": "7ac" }, { "type": "entries", @@ -103901,9 +105862,11 @@ "page": 336, "entries": [ "A tar creep isn't vulnerable to fire, but it continues to burn if it ignites. This fire hurts the tar creep, but it can also ignite the elemental's foes." - ] + ], + "id": "7ad" } - ] + ], + "id": "7ab" }, { "type": "inset", @@ -103917,9 +105880,11 @@ "page": 336, "entries": [ "{@atk rw} {@hit 10} to hit, range 50/150 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 18}). Until this {@action grapple} ends, the target makes ranged weapon or spell attacks with disadvantage." - ] + ], + "id": "7af" } - ] + ], + "id": "7ae" }, { "type": "statblock", @@ -103955,7 +105920,8 @@ } } } - ] + ], + "id": "7a4" }, { "type": "entries", @@ -103986,7 +105952,8 @@ "page": 337, "entries": [ "Often mistaken for zombies, thornhosts are parasitic plants that propagate through burrowing thorns. Once the thorns sink into flesh, they spread roots throughout the body, eventually controlling the still-living but brain-dead body of the host. This body withers as if from a wasting disease, and a thorny mass forms in the abdomen." - ] + ], + "id": "7b2" }, { "type": "entries", @@ -103994,9 +105961,11 @@ "page": 337, "entries": [ "Once a thornhost has matured, the central mass swells and becomes unstable. The plant forces the body toward areas of high population, seeking to maximize the number of potential hosts. When its life becomes endangered, the plant bursts, shooting thorny seeds in all directions." - ] + ], + "id": "7b3" } - ] + ], + "id": "7b1" }, { "type": "entries", @@ -104004,7 +105973,8 @@ "page": 337, "entries": [ "Thorns from a thornhost can be fashioned into {@item dart|PHB|darts} or {@item Blowgun Needle|PHB|blowgun needles}. Each thornhost produces {@dice 4d4} thorns useful for this purpose. Someone who has proficiency with {@item smith's tools|PHB} or {@item woodcarver's tools|PHB} can make the darts or needles. A creature struck by one of these darts or needles must succeed on a {@dc 10} Constitution saving throw at the end of their next turn or take {@damage 1d4} piercing damage as the semiliving thorn burrows in. A creature can prevent the extra damage by taking an action to remove the clinging dart point or needle. Each dart or needle functions this way only once and is ruined after use, its point missing." - ] + ], + "id": "7b4" }, { "type": "entries", @@ -104017,7 +105987,8 @@ "page": 337, "entries": [ "A thornhost is a plant creature that infests and controls a humanoid body. The thornhost's thorns burrow into a victim to grow a new plant." - ] + ], + "id": "7b6" }, { "type": "entries", @@ -104025,9 +105996,11 @@ "page": 337, "entries": [ "When in danger or among numerous potential hosts, the plant can explode, spreading thorns over a wide area." - ] + ], + "id": "7b7" } - ] + ], + "id": "7b5" }, { "type": "statblock", @@ -104036,7 +106009,8 @@ "name": "Thornhost", "page": 337 } - ] + ], + "id": "7b0" }, { "type": "entries", @@ -104067,7 +106041,8 @@ "page": 338, "entries": [ "Dark, cold nights bring out a hunter with a keen eye for wrongdoers. The creature known as the toymaker scouts settlements, searching for people with dark secrets. Such a person gets a nocturnal visit, leaving their household a bloody graveyard. The toymaker targets those who have committed terrible acts, but it has no qualms attacking anyone standing in the way." - ] + ], + "id": "7ba" }, { "type": "entries", @@ -104075,7 +106050,8 @@ "page": 338, "entries": [ "The toymaker is a hunched, skinless humanoid with bone poking through bare muscle. It has a grinning face covered in a white \"beard\" of boney spines. When the toymaker is angry or excited, its grin grows wider, and its beard chitters as the spines click together. However, it can also appear as a white-haired human with a jolly countenance, especially when creating its toys." - ] + ], + "id": "7bb" }, { "type": "entries", @@ -104083,7 +106059,8 @@ "page": 338, "entries": [ "The toymaker enters houses by nontraditional means, such as the attic or chimney. When people know a toymaker is about, they block their windows and keep fires burning through the night. In addition to its unusual entrance habits, the toymaker rarely leaves tracks." - ] + ], + "id": "7bc" }, { "type": "entries", @@ -104091,9 +106068,11 @@ "page": 338, "entries": [ "The toymaker stuffs victims in a great leather bag. Back in its lair, the toymaker puts survivors to work making \"toys\" out of remnants of other victims. These survivors work this way until they escape or die. Someone who can no longer make toys becomes a toy." - ] + ], + "id": "7bd" } - ] + ], + "id": "7b9" }, { "type": "entries", @@ -104101,7 +106080,8 @@ "page": 338, "entries": [ "The toymaker's bag of toys is made from a strange material and can hold much more than its exterior size indicates. This can be made into a {@item bag of holding}, but it must be refined from its previous macabre use. Someone who has proficiency with {@item leatherworker's tools|PHB} can apply fresh oils produced by someone who has proficiency with {@item alchemist's supplies|PHB}, using materials worth 100 gp. Someone must also cast {@spell remove curse} on the bag. The process takes 8 hours, and the leatherworker and alchemist must succeed on a {@dc 13} Intelligence check with their tools. If {@spell remove curse} isn't cast on the bag, or the alchemist's check fails, the bag can, if the GM chooses, become a {@item bag of devouring}." - ] + ], + "id": "7be" }, { "type": "entries", @@ -104114,7 +106094,8 @@ "page": 339, "entries": [ "The toymaker knows what crimes and wrongdoings others have committed, and it uses this information to choose its prey. The worse a person's crimes, the more likely they are to get a visit from the toymaker." - ] + ], + "id": "7c0" }, { "type": "entries", @@ -104122,7 +106103,8 @@ "page": 339, "entries": [ "The toymaker has innate magical abilities that allow it to change size and unlock doors. It's a winter fey inured to cold." - ] + ], + "id": "7c1" }, { "type": "entries", @@ -104130,9 +106112,11 @@ "page": 339, "entries": [ "The toymaker can produce toy servants from a huge bag that it carries. These servants are dangerous and extremely aggressive." - ] + ], + "id": "7c2" } - ] + ], + "id": "7bf" }, { "type": "statblock", @@ -104205,7 +106189,8 @@ "name": "Marie O'Nett", "page": 341 } - ] + ], + "id": "7b8" }, { "type": "entries", @@ -104237,9 +106222,11 @@ "entries": [ "Trennensels are batlike and hairless. They come in a variety of skin colors, and they can be mistaken for flying humanoids. They drink blood. Due to their lack of hair, they need to consume more to maintain body heat.", "A trennensel prefers to feed on livestock, making the creatures pests to ranchers. They roost in caves by day and hunt at dusk. Trennensels spread out from their lair to feed, but careless spelunkers could rouse a whole colony of these creatures." - ] + ], + "id": "7c5" } - ] + ], + "id": "7c4" }, { "type": "entries", @@ -104247,7 +106234,8 @@ "page": 342, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can mix refined trennensel guano with other reagents worth 25 gp to make one dose of {@item oil of slipperiness}. Acquiring enough guano to refine, a few pounds, likely involves venturing into a trennensel colony cave. Making the oil requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom ({@skill Arcana}) check." - ] + ], + "id": "7c6" }, { "type": "entries", @@ -104260,9 +106248,11 @@ "page": 342, "entries": [ "A trennensel can't use its {@sense blindsight} while {@condition deafened}." - ] + ], + "id": "7c8" } - ] + ], + "id": "7c7" }, { "type": "statblock", @@ -104271,9 +106261,11 @@ "name": "Trennensel", "page": 342 } - ] + ], + "id": "7c3" } - ] + ], + "id": "78e" }, { "type": "section", @@ -104309,7 +106301,8 @@ "page": 343, "entries": [ "A creature known as an \"unfinished\" looks as it did at the moment of their death, but with parts of their body fading in and out of corporeality." - ] + ], + "id": "7cc" }, { "type": "entries", @@ -104317,7 +106310,8 @@ "page": 343, "entries": [ "An unfinished is held on the mortal plane by its guilt over unfinished business." - ] + ], + "id": "7cd" }, { "type": "entries", @@ -104325,9 +106319,11 @@ "page": 343, "entries": [ "An unfinished exerts its will, allowing it to move heavy objects, often using them as weapons." - ] + ], + "id": "7ce" } - ] + ], + "id": "7cb" }, { "type": "entries", @@ -104335,7 +106331,8 @@ "page": 343, "entries": [ "If an unfinished's unfinished business can be completed in the presence of the unfinished, it is bound to serve the one who aided it for 24 hours." - ] + ], + "id": "7cf" }, { "type": "entries", @@ -104348,7 +106345,8 @@ "page": 343, "entries": [ "Like many undead, unfinished are immune to necrotic and poison. They are also resistant to acid, cold, fire, lightning, thunder, and nonmagical attacks." - ] + ], + "id": "7d1" }, { "type": "entries", @@ -104356,7 +106354,8 @@ "page": 343, "entries": [ "An unfinished is animated by guilt over unfinished business, but it promises to serve anyone for one day that it witnesses complete its undone task." - ] + ], + "id": "7d2" }, { "type": "entries", @@ -104364,9 +106363,11 @@ "page": 343, "entries": [ "Unfinished can cast {@spell Bigby's Hand|PHB|arcane hand}, {@spell mage hand}, and {@spell telekinesis}." - ] + ], + "id": "7d3" } - ] + ], + "id": "7d0" }, { "type": "statblock", @@ -104375,7 +106376,8 @@ "name": "Unfinished", "page": 343 } - ] + ], + "id": "7ca" }, { "type": "section", @@ -104405,7 +106407,8 @@ "name": "Corpsejaw", "page": 344 } - ] + ], + "id": "7d5" }, { "type": "entries", @@ -104429,7 +106432,8 @@ "name": "Eye Crawler", "page": 344 } - ] + ], + "id": "7d6" }, { "type": "entries", @@ -104445,7 +106449,8 @@ "page": 345, "entries": [ "Eye crows are big corvids plentiful throughout Etharis. They mimic sounds and voices, and they're extremely clever, remembering faces, locations, and how other creatures treat them. People keep eye crows as pets and often use their iridescent black feathers, which have a deep-green sheen, to decorate." - ] + ], + "id": "7d9" }, { "type": "entries", @@ -104453,9 +106458,11 @@ "page": 345, "entries": [ "Eye crows have a strong inclination to eat eyes, especially those of humanoids. A murder of these birds is bold enough to attack a person directly. They coordinate and communicate noisily as they chase prey." - ] + ], + "id": "7da" } - ] + ], + "id": "7d8" }, { "type": "entries", @@ -104463,7 +106470,8 @@ "page": 345, "entries": [ "The nest of an eye crow contains glittering baubles, coins, gems, or jewelry worth at least 5 gp. Feathers of one eye crow can fetch a similar amount of money." - ] + ], + "id": "7db" }, { "type": "entries", @@ -104476,9 +106484,11 @@ "page": 345, "entries": [ "Eye crows can be tamed and trained for simple tasks. Unscrupulous trainers teach the crow to attack others, going for the eyes." - ] + ], + "id": "7dd" } - ] + ], + "id": "7dc" }, { "type": "inset", @@ -104486,7 +106496,8 @@ "name": "GM Advice:", "entries": [ "Eye crows are a wonderful tool for GMs to deliver cryptic messages or clues to the characters, even as they are trying to peck out the eyes of the heroes. They make wonderful, creepy additions to encounters." - ] + ], + "id": "7de" }, { "type": "statblock", @@ -104495,7 +106506,8 @@ "name": "Eye Crow", "page": 345 } - ] + ], + "id": "7d7" }, { "type": "entries", @@ -104518,7 +106530,8 @@ "name": "GM Advice:", "entries": [ "For areas of Etharis that you want to make seem creepy or different, you can turn flatback beetles into beasts of burden or plow animals. For example, some backwater hamlet in Soma might breed these monstrous insects specifically and think nothing of it." - ] + ], + "id": "7e0" }, { "type": "statblock", @@ -104527,7 +106540,8 @@ "name": "Flatback Beetle", "page": 345 } - ] + ], + "id": "7df" }, { "type": "entries", @@ -104552,7 +106566,8 @@ "page": 346, "entries": [ "Wild frostbite foxes live in packs in Grarjord. They change with the seasons, fur turning white in the winter and brown in the spring. What doesn't change is the fox's weird ability to deliver a jolt of cold with its bite." - ] + ], + "id": "7e3" }, { "type": "entries", @@ -104560,9 +106575,11 @@ "page": 346, "entries": [ "These foxes are an important part of the Valikan clan culture. Their furs help the people of the North survive harsh winters, and the clans are careful not to overhunt the species." - ] + ], + "id": "7e4" } - ] + ], + "id": "7e2" }, { "type": "entries", @@ -104570,7 +106587,8 @@ "page": 346, "entries": [ "Someone who has proficiency with {@item leatherworker's tools|PHB} can create {@item Clothing, cold weather|IDRotF|cold-weather clothing} from the pelts of five frostbite foxes. Doing so takes 8 hours of work." - ] + ], + "id": "7e5" }, { "type": "entries", @@ -104583,9 +106601,11 @@ "page": 346, "entries": [ "The chilled fangs of a frostbite fox can overwhelm the senses." - ] + ], + "id": "7e7" } - ] + ], + "id": "7e6" }, { "type": "statblock", @@ -104594,7 +106614,8 @@ "name": "Frostbite Fox", "page": 346 } - ] + ], + "id": "7e1" }, { "type": "entries", @@ -104610,7 +106631,8 @@ "page": 346, "entries": [ "Boars are a central part of everyday life in Etharis. Domesticated or hunted in the wild, they are a centerpiece in feasts. A wise adventurer keeps an eye out for particularly aggressive boars, acknowledging their danger and the potential of a filling meal." - ] + ], + "id": "7ea" }, { "type": "entries", @@ -104618,9 +106640,11 @@ "page": 346, "entries": [ "Occasionally, a hunter glimpses a goldmane boar. These animals avoid humanoid contact. Cleverer than a regular boar, a goldmane boar can be detected easier at night when its mane glows softly in the dark. Killing a goldmane boar is considered bad luck." - ] + ], + "id": "7eb" } - ] + ], + "id": "7e9" }, { "type": "entries", @@ -104628,7 +106652,8 @@ "page": 346, "entries": [ "The glowing bristles from a goldmane boar can be harvested. Someone who has proficiency with {@item weaver's tools|PHB} or {@item jeweler's tools|PHB} can braid the bristles into a {@item gold boar ring|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 8 hours of work, other materials worth 20 gp, and a successful {@dc 10} Intelligence ({@skill Nature}) check." - ] + ], + "id": "7ec" }, { "type": "entries", @@ -104641,9 +106666,11 @@ "page": 346, "entries": [ "Goldmane boars can be tamed and used as mounts." - ] + ], + "id": "7ee" } - ] + ], + "id": "7ed" }, { "type": "statblock", @@ -104652,7 +106679,8 @@ "name": "Goldmane Boar", "page": 346 } - ] + ], + "id": "7e8" }, { "type": "entries", @@ -104667,7 +106695,8 @@ "name": "Jelly", "page": 347 } - ] + ], + "id": "7ef" }, { "type": "entries", @@ -104690,7 +106719,8 @@ "page": 347, "entries": [ "The skin of a knifewing is prized for making a {@item knifewing cape|GHMG} {@homebrew |(see chapter 4)}." - ] + ], + "id": "7f1" }, { "type": "statblock", @@ -104699,7 +106729,8 @@ "name": "Knifewing", "page": 347 } - ] + ], + "id": "7f0" }, { "type": "entries", @@ -104714,7 +106745,8 @@ "name": "Mold Spider", "page": 347 } - ] + ], + "id": "7f2" }, { "type": "entries", @@ -104740,9 +106772,11 @@ "entries": [ "Ormwurms are big lizards with red, green, or tan scaly skin, a serpentine body, and two strong arms. They slither as they move, using their arms to help them climb. An ormwurm can sacrifice its tail to get away from a predator. The tail eventually grows back.", "These burrowers live along riverbanks or on sandy beaches. They hunt larger animals, including cattle, and they eat carrion. An ormwurm pulls its prey underground to eat." - ] + ], + "id": "7f5" } - ] + ], + "id": "7f4" }, { "type": "entries", @@ -104750,7 +106784,8 @@ "page": 348, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can use the skin and gizzard of one ormwurm, along with other reagents worth 25 gp, to create a {@item potion of acid resistance}. Doing so requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "7f6" }, { "type": "entries", @@ -104763,9 +106798,11 @@ "page": 348, "entries": [ "Some stories say that Gormadraug was an ormwurm that never stopped growing." - ] + ], + "id": "7f8" } - ] + ], + "id": "7f7" }, { "type": "statblock", @@ -104774,7 +106811,8 @@ "name": "Ormwurm", "page": 348 } - ] + ], + "id": "7f3" }, { "type": "entries", @@ -104798,7 +106836,8 @@ "name": "Scuttling Maw", "page": 348 } - ] + ], + "id": "7f9" }, { "type": "entries", @@ -104813,7 +106852,8 @@ "name": "Shieldhead", "page": 349 } - ] + ], + "id": "7fa" }, { "type": "entries", @@ -104837,7 +106877,8 @@ "name": "Sloth Galloper", "page": 349 } - ] + ], + "id": "7fb" }, { "type": "entries", @@ -104852,9 +106893,11 @@ "name": "Torcheater", "page": 349 } - ] + ], + "id": "7fc" } - ] + ], + "id": "7d4" }, { "type": "entries", @@ -104885,7 +106928,8 @@ "page": 350, "entries": [ "In the polluted recesses of urban environments, masses of sewage and trash sometimes congeal with the leavings of other oozes to form an urban ooze. These repulsive creatures are nearly invisible in the cesspools they live in." - ] + ], + "id": "7ff" }, { "type": "entries", @@ -104893,7 +106937,8 @@ "page": 350, "entries": [ "The ooze's fetid form is filled with pestilence. Being near it can be dangerous. But the creature is a hunter. Prey it doesn't kill and devour, it drags to the bottom of cesspits to bury beneath layers of putrefaction for later consumption." - ] + ], + "id": "800" }, { "type": "entries", @@ -104901,9 +106946,11 @@ "page": 350, "entries": [ "An urban ooze doesn't require sleep." - ] + ], + "id": "801" } - ] + ], + "id": "7fe" }, { "type": "entries", @@ -104911,7 +106958,8 @@ "page": 350, "entries": [ "Someone who has proficiency with a {@item poisoner's kit|PHB} can use the remains of a diminished urban ooze and other reagents worth 25 gp to make {@item Basic Poison (vial)|PHB|one dose of basic poison}. This poison remains potent for 1 hour instead of 1 minute. Making one dose takes 4 hours and requires a successful {@dc 13} Intelligence or Wisdom check." - ] + ], + "id": "802" }, { "type": "entries", @@ -104924,7 +106972,8 @@ "page": 350, "entries": [ "An urban ooze is living waste. The stinking air around it is full of pestilence, and so is its touch." - ] + ], + "id": "804" }, { "type": "entries", @@ -104932,9 +106981,11 @@ "page": 350, "entries": [ "When wounded, an urban ooze can break into smaller oozes. One can quickly become four." - ] + ], + "id": "805" } - ] + ], + "id": "803" }, { "type": "statblock", @@ -104966,9 +107017,11 @@ "width": 1199, "height": 431 } - ] + ], + "id": "7fd" } - ] + ], + "id": "7c9" }, { "type": "section", @@ -105005,7 +107058,8 @@ "page": 352, "entries": [ "Many necromancers dream of transcending death and entering lichdom, but only a handful attempt the process. Fewer still succeed. Of the failures, a tiny percentage become vessel shards, incomplete, damaged souls trapped within a lich's soul vessel." - ] + ], + "id": "809" }, { "type": "entries", @@ -105014,7 +107068,8 @@ "entries": [ "Unlike a complete lich, a vessel shard does not retain control of its original body. The entirety of its being is housed within the failure of a soul vessel. The vessel shard can see, hear, and smell out of this vessel, and it can fly for movement. But it has no corporeality beyond the confines of this vessel.", "However, a vessel shard remains a fearsome commander of lesser undead, able to summon and bend them to its will. A vessel shard is rarely found without a small detachment of zombies, skeletons, ghouls, or the like serving it. A poetic student of undeath might consider these creatures to be the vessel shard's bodies, in a certain regard." - ] + ], + "id": "80a" }, { "type": "entries", @@ -105022,7 +107077,8 @@ "page": 352, "entries": [ "Most people would agree that anyone who wishes to enter lichdom must be maladjusted. That said, magical mishaps that tear the would-be lich's soul into pieces and imprisons them in a damaged soul vessel create a form of obsession. Unlike liches, who can exist in relative peace and isolation for centuries, vessel shards are driven to kill and then consume the souls of living things." - ] + ], + "id": "80b" }, { "type": "entries", @@ -105030,9 +107086,11 @@ "page": 352, "entries": [ "The vessel shard is undead; it requires no air, sleep, food, or drink." - ] + ], + "id": "80c" } - ] + ], + "id": "808" }, { "type": "entries", @@ -105041,7 +107099,8 @@ "entries": [ "If the essence of a defeated vessel shard is dissolved in a {@item Holy Water (flask)|PHB|vial of holy water}, the water transforms into an elixir that can be poured into a corpse's mouth, acting as a {@spell speak with dead} spell that requires no other components. The corpse understands anything asked of it in any language, and the corpse's responses can be understood by any who can hear it.", "Also, a vessel shard usually contains a jewel that is flawed but still worth at least 50 gp." - ] + ], + "id": "80d" }, { "type": "entries", @@ -105054,7 +107113,8 @@ "page": 352, "entries": [ "A vessel shard bolsters undead near it, making them better at fighting and more resistant." - ] + ], + "id": "80f" }, { "type": "entries", @@ -105062,7 +107122,8 @@ "page": 352, "entries": [ "vessel shard can expel fragments of spirits to possess nearby victims. (Those who know this fact also know how to treat the cursed possession.)" - ] + ], + "id": "810" }, { "type": "entries", @@ -105070,9 +107131,11 @@ "page": 352, "entries": [ "A vessel shard can raise undead by various means. It can also consume the power of death to regain vitality." - ] + ], + "id": "811" } - ] + ], + "id": "80e" }, { "type": "inset", @@ -105080,7 +107143,8 @@ "name": "GM Advice:", "entries": [ "A vessel shard might be inconspicuous at first, hiding its true nature by seeming to be a bit of treasure from an area infested with undead. Unsuspecting characters might even carry it back to a populated area and sell it to a merchant. After a few days, the vessel shard could devastate that town, building a veritable undead army because of the characters' carelessness." - ] + ], + "id": "812" }, { "type": "statblock", @@ -105089,7 +107153,8 @@ "name": "Vessel Shard", "page": 353 } - ] + ], + "id": "807" }, { "type": "entries", @@ -105111,7 +107176,8 @@ "page": 354, "entries": [ "Vitebriates, sometimes called \"life drinkers,\" are the result of horrible experiments or prayers answered by dark powers. When a mother loses a child to needless accident or horrible malice, or when a powerful mage seeks to bless an apprentice or servant with a longer life, a vitebriate is sometimes the result." - ] + ], + "id": "815" }, { "type": "entries", @@ -105119,7 +107185,8 @@ "page": 354, "entries": [ "A vitebriate looks like a humanoid \u2014often a child\u2014but that is merely an appearance. These monstrosities feed on the life force of other humanoids, masquerading as an innocent while dominating and feeding off the unsuspecting. They retain their look of youth and vigor, and they manifest the power to continue harvesting humanoids." - ] + ], + "id": "816" }, { "type": "entries", @@ -105127,7 +107194,8 @@ "page": 354, "entries": [ "Vitebriates are capable of magically dominating humanoids. Often, these dominated people are forced to pose as a caretaker or invalid. The vitebriate uses it's thrall to interact with adults or blend into the fabric of a community." - ] + ], + "id": "817" }, { "type": "entries", @@ -105135,7 +107203,8 @@ "page": 354, "entries": [ "Curiously, vitebriates have memories of their prior lives, except for any magical or martial skills. A talented wizard or powerful squire transformed into a vitebriate must start such pursuits anew if they wish to master such arts. On the other hand, musicians, conversationalists, acrobats\u2014even doctors\u2014 all seem to be able to recall and use their prior skills without diminution." - ] + ], + "id": "818" }, { "type": "entries", @@ -105143,9 +107212,11 @@ "page": 354, "entries": [ "Vitebriates are haunted by their past lives and obsessed with reliving some small part of it. For example, a child who died of drowning and awoke as a vitebriate may be compelled to drown others or might simply feel drawn to live by water. Regardless, the greatest obsession of every vitebriate is always to feed and to control." - ] + ], + "id": "819" } - ] + ], + "id": "814" }, { "type": "entries", @@ -105154,7 +107225,8 @@ "entries": [ "When a vitebriate dies, it crumbles into a swarm of harmless crawling roaches.", "If these roaches are mixed with seawater, a potion of {@spell false life} results. The creation of this potion can be completed with a successful {@dc 10} Intelligence ({@skill Arcana}) check by someone proficient with an {@item herbalism kit|PHB}. This process takes 1 hour." - ] + ], + "id": "81a" }, { "type": "entries", @@ -105167,7 +107239,8 @@ "page": 354, "entries": [ "A vitebriate can only have a single thrall at a time and can transfer some of its damage to its thrall." - ] + ], + "id": "81c" }, { "type": "entries", @@ -105175,9 +107248,11 @@ "page": 354, "entries": [ "Vitebriates are immune to poison and disease, and they require a thrall to stay alive." - ] + ], + "id": "81d" } - ] + ], + "id": "81b" }, { "type": "inset", @@ -105185,7 +107260,8 @@ "name": "GM Advice:", "entries": [ "Adventures or encounters highlighting vitebriates hinge on a successful deception on your part. The trick is to describe the situation that makes the creature seem like a helpless innocent in the center of a mysterious situation, and then slowly drop clues that reveal the truth." - ] + ], + "id": "81e" }, { "type": "statblock", @@ -105194,7 +107270,8 @@ "name": "Vitebriate", "page": 354 } - ] + ], + "id": "813" }, { "type": "entries", @@ -105225,7 +107302,8 @@ "page": 355, "entries": [ "Vooran are uncontrollable incorporeal woodland spirits that experience the world by possessing small animals, causing those usually harmless creatures to behave strangely, even tamed ones." - ] + ], + "id": "821" }, { "type": "entries", @@ -105233,7 +107311,8 @@ "page": 355, "entries": [ "Voorans can serve as familiars, though they generally only do so for those who offer it different animals to inhabit." - ] + ], + "id": "822" }, { "type": "entries", @@ -105241,9 +107320,11 @@ "page": 355, "entries": [ "Voorans naturally inhabit the Ethereal plane and can only affect the mortal world for one hour a day while possessing a small animal; an hour they use to live life to the fullest." - ] + ], + "id": "823" } - ] + ], + "id": "820" }, { "type": "entries", @@ -105251,7 +107332,8 @@ "page": 355, "entries": [ "If a vooran is destroyed while possessing an animal, the animal's blood takes on an opalescent hue and gains momentary magical properties. If a living creature drinks the creature's blood within 1 minute of its death, it acts as a {@item potion of healing|DMG}." - ] + ], + "id": "824" }, { "type": "entries", @@ -105264,7 +107346,8 @@ "page": 355, "entries": [ "Vooran are fey spirits from the Ethereal Plane that possess small animals." - ] + ], + "id": "826" }, { "type": "entries", @@ -105272,7 +107355,8 @@ "page": 355, "entries": [ "Vooran are nearly indestructible on the Material plane and make excellent spies." - ] + ], + "id": "827" }, { "type": "entries", @@ -105280,9 +107364,11 @@ "page": 355, "entries": [ "A spellcaster capable of casting {@spell find familiar} can form a bond with a vooran." - ] + ], + "id": "828" } - ] + ], + "id": "825" }, { "type": "statblock", @@ -105291,9 +107377,11 @@ "name": "Vooran", "page": 355 } - ] + ], + "id": "81f" } - ] + ], + "id": "806" }, { "type": "section", @@ -105329,7 +107417,8 @@ "page": 356, "entries": [ "Wandering heads are grotesque beings that roam the wilderness in search of travelers to torment. The creature is a horse-sized head balanced on two spindly legs with arms that protrude from gaps in its teeth. Wandering heads carry sacks filled with objects they use in deceitful bargaining, always trying to twist the deal." - ] + ], + "id": "82c" }, { "type": "entries", @@ -105337,7 +107426,8 @@ "page": 356, "entries": [ "A wandering head's first instinct is to bargain. They approach and use divination magic to offer others what they need most. In exchange, the head asks for treasure or a favor. Cunning as they are, wandering heads attempt to trick others into committing an evil act or losing badly on the deal in some other way." - ] + ], + "id": "82d" }, { "type": "entries", @@ -105345,9 +107435,11 @@ "page": 356, "entries": [ "Enuil Stonetongue, a follower of Malikir, once sought to turn hill giants to his master's service. The giants proved too dim to adequately follow orders, so Enuil vowed that if they could not make good use of their heads he would. His curse warped and twisted those giants into the first wandering heads. Enuil taught these heads wizardry." - ] + ], + "id": "82e" } - ] + ], + "id": "82b" }, { "type": "entries", @@ -105355,7 +107447,8 @@ "page": 356, "entries": [ "A wandering head carries tools and trinkets to tempt travelers into making deals. At least one magic item can be found in the head's sack, although such items are often cursed." - ] + ], + "id": "82f" }, { "type": "entries", @@ -105368,7 +107461,8 @@ "page": 356, "entries": [ "Wandering heads are the warped heads of giants, detached and given new life." - ] + ], + "id": "831" }, { "type": "entries", @@ -105376,7 +107470,8 @@ "page": 356, "entries": [ "These monsters are highly intelligent and capable of wizardry." - ] + ], + "id": "832" }, { "type": "entries", @@ -105384,9 +107479,11 @@ "page": 356, "entries": [ "Beware any deal a wandering head offers. They love tricking others into evil deeds." - ] + ], + "id": "833" } - ] + ], + "id": "830" }, { "type": "statblock", @@ -105395,7 +107492,8 @@ "name": "Wandering Head", "page": 356 } - ] + ], + "id": "82a" }, { "type": "entries", @@ -105426,7 +107524,8 @@ "page": 357, "entries": [ "They sometimes magically disguise themselves as flesh and blood children, but wechselkinds are living dolls constructed from clay, wood, and fey enchantments. Each wechselkind is created by a fey planning to steal a humanoid child to take back to the fey realms. Wechselkinds are unwitting pawns in such plans and, after fulfilling their role in the scheme, remain in the mortal world, abandoned." - ] + ], + "id": "836" }, { "type": "entries", @@ -105436,9 +107535,11 @@ "Despite their origins, wechselkinds are neither fey spies nor passionless constructs. Magic that animates wechselkinds grants them true sapience. Despite this capacity for free will, wechselkinds suffer fear and suspicion from other people. Without a place in the world, and with the rarity of wechselkinds meaning they rarely form groups, these living dolls must survive by their wits.", "Wechselkinds live on society's outskirts. With honest work hard to come by, they can take up a life of petty crime. Others call on fey magic to weave compelling illusions and intoxicating enchantments. This connection to the fey realms serves some wechselkinds well. But other wechselkinds distance themselves from their fey origins and, thereby, other wechselkinds willing to use fey magic.", "Etharis can be an unkind place, particularly to wechselkinds. Some turn to evil, including plague cults that seek to cull or purge other humanoids. The tenets and goals of every plague cult differ, but such cultists carry diseased detritus to infect their targets." - ] + ], + "id": "837" } - ] + ], + "id": "835" }, { "type": "entries", @@ -105446,7 +107547,8 @@ "page": 357, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} can treat a deceased wechselkind's clay heart with reagents worth 50 gp. The heart can then be fired into a glassy substance, and someone who has proficiency with {@item jeweler's tools|PHB} or {@item tinker's tools|PHB} can shape that glass into a needle. The whole process takes 8 hours, and both artisans must succeed on a {@dc 10} Intelligence or Wisdom check. The result is a compass needle that points to the nearest path to fey realms within 10 miles. The compass needle loses this magical ability after 1 year and 1 day. The charge can be renewed by treating the needle again with alchemical reagents worth 50 gp." - ] + ], + "id": "838" }, { "type": "entries", @@ -105459,7 +107561,8 @@ "page": 358, "entries": [ "Wechselkinds are fey creations made to imitate humanoid children." - ] + ], + "id": "83a" }, { "type": "entries", @@ -105467,7 +107570,8 @@ "page": 358, "entries": [ "Wechselkinds have resistance to poison damage and are immune to disease. They do not need to eat, drink, or breathe." - ] + ], + "id": "83b" }, { "type": "entries", @@ -105475,9 +107579,11 @@ "page": 358, "entries": [ "Elements of a wechselkind's remains can be used to discover the hidden paths between Etharis and the fey realms." - ] + ], + "id": "83c" } - ] + ], + "id": "839" }, { "type": "inset", @@ -105485,7 +107591,8 @@ "name": "GM Advice:", "entries": [ "A group of wechselkind can make a great challenge for your characters. Their ability to look like children can lull heroes into a false sense of security. The small constructs can fool characters, coaxing them into dangerous situations that allow for the wechselkind to swarm and sneak attack to great effect. Add a glamourist to the mix, and the group becomes even more dangerous." - ] + ], + "id": "83d" }, { "type": "statblock", @@ -105517,7 +107624,8 @@ "name": "Wechselkind Plague Cultist", "page": 359 } - ] + ], + "id": "834" }, { "type": "entries", @@ -105548,7 +107656,8 @@ "page": 360, "entries": [ "Weeping zombies are the risen corpses of {@disease the Weeping Pox|GHMG|Weeping Pox} victims murdered before the disease claimed their life. The evil enacted against them attracts death energy, and they rise with the need to spread the plague for revenge. They have no personality or memory of their former lives." - ] + ], + "id": "840" }, { "type": "entries", @@ -105557,7 +107666,8 @@ "entries": [ "Deep lesions score a weeping zombie, especially around the mouth. This orifice hangs open, dry and shriveled, and the zombie gasps unintelligible words as it moves. Once near a living body, the weeping zombie rushes in and attempts an embrace to spread the disease and consume flesh.", "The transformation from {@disease the Weeping Pox|GHMG} gives a weeping zombie more agility than other undead. A weeping zombie also rots much more slowly than regular zombies." - ] + ], + "id": "841" }, { "type": "entries", @@ -105566,7 +107676,8 @@ "entries": [ "People who practice arcane magic can become a weeping zombie with some memory intact. These weeping lords can command weeping zombies and use them to extract revenge, even if the weeping lord doesn't remember why.", "A weeping lord's eyes have rotted away, leaving streams of pus-like tears behind. In undeath, it needs no eyes to find the living." - ] + ], + "id": "842" }, { "type": "entries", @@ -105574,9 +107685,11 @@ "page": 360, "entries": [ "A weeping zombie doesn't require air, food, drink, or sleep." - ] + ], + "id": "843" } - ] + ], + "id": "83f" }, { "type": "entries", @@ -105584,7 +107697,8 @@ "page": 360, "entries": [ "Someone who has proficiency in {@item jeweler's tools|PHB} can fashion the ashes of four weeping lords and other materials worth 500 gp into a glass jewel and necklace of precious metal, forming an {@item amulet of health}. Doing so requires 10 days of work and a successful {@dc 15} Intelligence ({@skill Arcana}) check. Somebody must cast the bear's endurance version of {@spell enhance ability} on the jewel three times during the process." - ] + ], + "id": "844" }, { "type": "entries", @@ -105597,9 +107711,11 @@ "page": 360, "entries": [ "Rumors say that a person who was murdered for having {@disease the Weeping Pox|GHMG} might rise from the grave for vengeance." - ] + ], + "id": "846" } - ] + ], + "id": "845" }, { "type": "statblock", @@ -105615,7 +107731,8 @@ "name": "Weeping Lord", "page": 361 } - ] + ], + "id": "83e" }, { "type": "entries", @@ -105646,7 +107763,8 @@ "page": 362, "entries": [ "A corrupted water elemental, a whelmer likes to lurk in or near a body of water close to areas inhabited by humanoids. When people pass, a whelmer creates the illusion of a drowning person. Rather than wait in the water, the whelmer might rest motionless on a path to a beach or lake, waiting to ensnare would-be rescuers." - ] + ], + "id": "849" }, { "type": "entries", @@ -105654,7 +107772,8 @@ "page": 362, "entries": [ "The whelmers' powers of illusion stem from fey ties. Some water elementals wanted to meddle in the realms of mortals. Curious about these strange creatures, fey saw a chance for mischief and taught these rogue elementals how to lure people with illusions." - ] + ], + "id": "84a" }, { "type": "entries", @@ -105662,9 +107781,11 @@ "page": 362, "entries": [ "A whelmer doesn't require air, food, drink, or sleep." - ] + ], + "id": "84b" } - ] + ], + "id": "848" }, { "type": "entries", @@ -105672,7 +107793,8 @@ "page": 362, "entries": [ "If somebody casts {@spell gentle repose} on the remains of a whelmer within 1 minute, someone who has proficiency with {@item alchemist's supplies|PHB} can boil the water down over 1 hour and add other materials worth 25 gp. If the alchemist succeeds on a {@dc 13} Intelligence or Wisdom check, the result is one {@item potion of water breathing}." - ] + ], + "id": "84c" }, { "type": "entries", @@ -105685,7 +107807,8 @@ "page": 362, "entries": [ "Whelmers are evil elementals that drag their victims into water to drown them. These elementals are stealthy and lie in wait as still pools of water." - ] + ], + "id": "84e" }, { "type": "entries", @@ -105693,9 +107816,11 @@ "page": 362, "entries": [ "Whelmers lure their prey with illusions of drowning humanoids." - ] + ], + "id": "84f" } - ] + ], + "id": "84d" }, { "type": "statblock", @@ -105704,7 +107829,8 @@ "name": "Whelmer", "page": 362 } - ] + ], + "id": "847" }, { "type": "entries", @@ -105736,7 +107862,8 @@ "entries": [ "A witch owl is a vengeful creature, searching nightly to eat its fill of humanoids. Folklore says that the first witch owl was once a person punished for practicing magic.", "This story might be true, but the condition is a curse that can affect anyone. Three days after suffering a scratch from a witch owl, feathers begin to grow on a victim's body. Each day, the unfortunate becomes more owl-like, until they completely transform seven days later. The transformation can be reversed with a {@spell remove curse} spell up to nine months after it takes hold, at which point only a {@spell wish} spell can reverse the curse." - ] + ], + "id": "852" }, { "type": "entries", @@ -105745,7 +107872,8 @@ "entries": [ "Witch owls often hunt alone at night. They attract curious prey by hooting and mimicking voices, encouraging followers for several miles. Hopeful folk might think the witch owl is leading them to treasure or some other good. Most are instead lured to the witch owl's nest and slain.", "Witch owls also have long memories. If prey escapes, the witch owl searches for weeks to make the kill. If its nest is disturbed, it tracks interlopers for many miles, waiting for an opportunity to attack." - ] + ], + "id": "853" }, { "type": "entries", @@ -105753,7 +107881,8 @@ "page": 363, "entries": [ "The stories and mystery of witch owls have led to a small following of cultists, who believe that worship might bestow them feathered wings. These cultists have been known to kidnap others as offerings to witch owls, leaving victims at nests as a sacrifice." - ] + ], + "id": "854" }, { "type": "entries", @@ -105761,9 +107890,11 @@ "page": 363, "entries": [ "Some witch owls live long enough to learn how to mimic their prey and become a witch owl hexta, mastering the ability to draw on old magic to appear human. These illusions don't make the witch owl capable of speech, so the monster often beckons for help. The wisest of these hextas use others, such as cultist sacrifices, to trick rescuers to coming to the hexta's nest." - ] + ], + "id": "855" } - ] + ], + "id": "851" }, { "type": "entries", @@ -105771,7 +107902,8 @@ "page": 363, "entries": [ "Someone who has proficiency with an {@item herbalism kit|PHB} or {@item alchemist's supplies|PHB} can grind the talons of a witch owl into powder and combine them with herbs to create a paste. Creating the paste takes a successful {@dc 14} Intelligence ({@skill Arcana}) check and 4 hours of work. Eating the paste as an action grants the effects of {@spell disguise self} for 3 hours." - ] + ], + "id": "856" }, { "type": "entries", @@ -105784,7 +107916,8 @@ "page": 363, "entries": [ "A witch owl can be found hunting at night. During the day, they usually hide in their lairs." - ] + ], + "id": "858" }, { "type": "entries", @@ -105792,7 +107925,8 @@ "page": 363, "entries": [ "Stories tell of people becoming witch owls after surviving an attack by one of these monsters." - ] + ], + "id": "859" }, { "type": "entries", @@ -105800,9 +107934,11 @@ "page": 363, "entries": [ "Older, wiser witch owls can disguise themselves with illusions." - ] + ], + "id": "85a" } - ] + ], + "id": "857" }, { "type": "inset", @@ -105810,7 +107946,8 @@ "name": "GM Advice:", "entries": [ "Any creature might become a servant of a witch owl\u2014magical compulsion is not needed. An entire hamlet might serve a witch owl hexta nesting in an old church spire." - ] + ], + "id": "85b" }, { "type": "statblock", @@ -105833,7 +107970,8 @@ "name": "Witch Owl Hexta", "page": 364 } - ] + ], + "id": "850" }, { "type": "entries", @@ -105864,7 +108002,8 @@ "page": 365, "entries": [ "The mutative powers of the Beast spawn terrible creatures, but one of the more unusual is the wolfentroika. When the Beast corrupts a wolf carrying unborn pups, the wolf gives birth to triplets. Born strong, tough, malevolent, and clever, the trio eats their way out of their mother. Then, they grow to enormous proportions." - ] + ], + "id": "85e" }, { "type": "entries", @@ -105872,9 +108011,11 @@ "page": 365, "entries": [ "The three wolves share life force and awareness. They don't willingly stray more than 100 feet from one another, and if forced to do so, their primary goal becomes ending this separation. This supernatural relationship means that all three must be slain within moments of one another, or none of them can die. Similarly, the three resist magic that can only affect one or two of them." - ] + ], + "id": "85f" } - ] + ], + "id": "85d" }, { "type": "entries", @@ -105882,7 +108023,8 @@ "page": 365, "entries": [ "The acid glands of a wolfentroika trio contain magic. Someone with proficiency in the {@skill Medicine} skill succeeding on a {@dc 10} Wisdom ({@skill Medicine}) check can harvest these glands within 1 hour of death. Somebody who has proficiency with {@item alchemist's supplies|PHB} can use the acid from all three wolfentroikas from one trio to create a {@item potion of life sharing|GHMG} {@homebrew |(see chapter 4)}. Making the potion takes 1 day of work and reagents worth 200 gp, and the alchemist must succeed on a {@dc 13} Intelligence or Wisdom check to create the potion." - ] + ], + "id": "860" }, { "type": "entries", @@ -105895,7 +108037,8 @@ "page": 365, "entries": [ "Where the presence of the Beast has been rumored, mutated wolves with acidic saliva might be encountered. These giant monstrosities come in trios, and they are notoriously difficult to kill." - ] + ], + "id": "862" }, { "type": "entries", @@ -105903,7 +108046,8 @@ "page": 365, "entries": [ "A wolfentroika trio works perfectly together, better than a wolf pack." - ] + ], + "id": "863" }, { "type": "entries", @@ -105911,9 +108055,11 @@ "page": 365, "entries": [ "Wolfentroikas share life force and consciousness. What one knows, the others know. To kill one, you must kill all three within seconds. To affect one with certain types of magic, you must affect all simultaneously." - ] + ], + "id": "864" } - ] + ], + "id": "861" }, { "type": "statblock", @@ -105922,7 +108068,8 @@ "name": "Wolfentroika", "page": 365 } - ] + ], + "id": "85c" }, { "type": "entries", @@ -105944,7 +108091,8 @@ "page": 366, "entries": [ "Wood weirds are rare plants found in temperate climes. Beautiful in both life stages, wood weirds have lured many travelers to their death." - ] + ], + "id": "867" }, { "type": "entries", @@ -105954,7 +108102,8 @@ "A wood weird's life cycle has two stages, including the trapper stage and the seeder stage. The trapper is a cluster of vividly colored, pleasantly perfumed wildflowers. The seeder stage is an attractive humanoid form of wood, with expressive facial features. The plant uses these charms, as well as mindaffecting spores, to lure victims. To fulfill its life cycle, the wood weird consumes humanoid bodies.", "In the trapper stage, a wood weird can reproduce asexually, sending light seeds on the wind to produce a clone of the wood weird elsewhere. However, a humanoid that rests next to a wood weird trapper becomes cocooned in the plant's runners, risking transformation into a wood weird seeder.", "In the seeder stage, the wood weird reproduces sexually, seeking out other wood weird seeders to mate. The seeder then spills its mature seeds over the ground to birth new wood weird trappers. It also lures humanoids to patches of wood weird trappers, so that new seeders can emerge." - ] + ], + "id": "868" }, { "type": "entries", @@ -105962,9 +108111,11 @@ "page": 366, "entries": [ "Folktales tell that the first wood weirds were sent by the Seraphs as punishment for indolence. Some parents warn children to work hard and not to nap in the wild, \"lest a wood weird catch you!\" Due to these tales, many believe wood weirds to be mere myth or superstition." - ] + ], + "id": "869" } - ] + ], + "id": "866" }, { "type": "entries", @@ -105972,7 +108123,8 @@ "page": 366, "entries": [ "A defeated, unburned wood weird seeder can be cut open to salvage its seeds. Someone that has proficiency with {@item alchemists' supplies|PHB} can stew these seeds with other rare ingredients worth 100 gp. The process creates a {@item potion of vitality} with a successful {@dc 15} Intelligence ({@skill Nature}) check and 3 hours of work. If this check fails, the mixture looks right but instead creates a {@item potion of poison}." - ] + ], + "id": "86a" }, { "type": "entries", @@ -105985,7 +108137,8 @@ "page": 366, "entries": [ "A wood weird seeder can release mind-affecting spores that charm other creatures. They use these spores to lure prey." - ] + ], + "id": "86c" }, { "type": "entries", @@ -105993,9 +108146,11 @@ "page": 366, "entries": [ "The wildflowers found near a wood weird seeder are another stage of the wood weird's life cycle, a wood weird trapper. These flowers release relaxing spores and can cocoon creatures that lie down near them, producing a new wood weird seeder if a humanoid victim dies while cocooned." - ] + ], + "id": "86d" } - ] + ], + "id": "86b" }, { "type": "inset", @@ -106003,7 +108158,8 @@ "name": "GM Advice:", "entries": [ "The wood weird, and other creatures that are most effective when they seem harmless, rely on careful presentation. If you run a game when you never describe a plant during travel or wilderness investigation, and then you suddenly go into detail about a particular plant, the players realize something is amiss. In the sessions or encounters before presenting the wood weird, be sure to at least mention the flora of the region. This may help allay suspicion, providing a greater chance for the characters to be challenged by the creature." - ] + ], + "id": "86e" }, { "type": "image", @@ -106028,7 +108184,8 @@ "name": "Wood Weird Seeder", "page": 367 } - ] + ], + "id": "865" }, { "type": "entries", @@ -106050,7 +108207,8 @@ "page": 368, "entries": [ "Most hope the Aether Kindred slumber still, but the disgusting creatures known as worms-in-the-walls have been seen with an alarming frequency near places of learning or powerful magic. Their ties to the Aether Kindred are irrefutable." - ] + ], + "id": "871" }, { "type": "entries", @@ -106058,7 +108216,8 @@ "page": 368, "entries": [ "These gray-colored worms are roughly 1 foot long and exceedingly thin. They hide in the walls of old decrepit buildings, especially dwellings where arcane magic suffuses the area. They can merge, creating fast-moving swarms with frightening intelligence." - ] + ], + "id": "872" }, { "type": "entries", @@ -106066,9 +108225,11 @@ "page": 368, "entries": [ "These worms can speak telepathically and mentally assault threats. Strange markings are carved into structures infested with the aberrations; however, no one has yet deciphered their meaning." - ] + ], + "id": "873" } - ] + ], + "id": "870" }, { "type": "entries", @@ -106076,7 +108237,8 @@ "page": 368, "entries": [ "Alchemists given the carcasses of at least ten worms, and 200 gp worth of alchemical regents, can craft a {@item potion of mind reading}. This task requires 8 hours and a successful {@dc 13} Intelligence check using {@item alchemist's tools|PHB}." - ] + ], + "id": "874" }, { "type": "entries", @@ -106089,7 +108251,8 @@ "page": 368, "entries": [ "Individually, the worms are intelligent, but they gain genius-level intellect when gathered in a swarm." - ] + ], + "id": "876" }, { "type": "entries", @@ -106097,9 +108260,11 @@ "page": 368, "entries": [ "The bites of the creatures can briefly poison victims. Swarms of these creatures can psionically cast powerful magics that affect the mind." - ] + ], + "id": "877" } - ] + ], + "id": "875" }, { "type": "statblock", @@ -106115,7 +108280,8 @@ "name": "Worms-in-the-Walls Swarm", "page": 368 } - ] + ], + "id": "86f" }, { "type": "entries", @@ -106146,7 +108312,8 @@ "page": 369, "entries": [ "Across Etharis, festivals celebrate the dead. The details might change, but the atmosphere is one of elation and excess. Participants eat and drink heartily, wear elaborate costumes, and hold parades with dazzling floats. Sometimes, however, the dead walk disguised among the living." - ] + ], + "id": "87a" }, { "type": "entries", @@ -106154,9 +108321,11 @@ "page": 369, "entries": [ "Scholars argue about the reason undead creatures appear at these festivals. Some say the jubilant atmosphere draws the dead, while others claim the dead feed upon the energy of the crowds. If someone interrupts the celebration, undead revelers turn violent, using eldritch might to attack the party-poopers." - ] + ], + "id": "87b" } - ] + ], + "id": "879" }, { "type": "entries", @@ -106165,7 +108334,8 @@ "entries": [ "Wretched celebrants often carry or wear ornate objects. They're dressed to party.", "The wretched master of ceremonies' whip retains some of its magic. In the hands of a creature attuned to it, this magic whip deals an extra {@damage 2d4} psychic damage to any target it hits." - ] + ], + "id": "87c" }, { "type": "entries", @@ -106178,7 +108348,8 @@ "page": 369, "entries": [ "Wretched celebrants are rare, but they sometimes appear at festivals and carnivals that celebrate the dead." - ] + ], + "id": "87e" }, { "type": "entries", @@ -106186,9 +108357,11 @@ "page": 369, "entries": [ "Wretched revelers and drivers are motivated by the fun and excess of these celebrations, and they attack only if they are revealed or if the revelries are halted prematurely. The wretched master of ceremonies, however, comes to a celebration hoping to cause chaos. Other wretched celebrants follow the master's lead." - ] + ], + "id": "87f" } - ] + ], + "id": "87d" }, { "type": "statblock", @@ -106211,9 +108384,11 @@ "name": "Wretched Master of Ceremonies", "page": 370 } - ] + ], + "id": "878" } - ] + ], + "id": "829" }, { "type": "section", @@ -106249,7 +108424,8 @@ "page": 371, "entries": [ "The legendary monster known as the {@creature hraptnon|GHMG} holds sway in the Stillborn Forest, protecting its hidden heart at a central glade. Xakalonus are spawn of this monstrosity, coming into being when blood spurts from that monster's wounds. Unlike their progenitor, xakalonus can leave the Stillborn Forest, and they now threaten the lands that border the dangerous place." - ] + ], + "id": "883" }, { "type": "entries", @@ -106257,9 +108433,11 @@ "page": 371, "entries": [ "When their creator, the {@creature hraptnon|GHMG}, is in danger, the xakalonus in its vicinity rush to its defense. When all threats are gone, however, the creatures have the innate urge to wander far and wide. Their goal is to devour the brains of magic-using creatures. Once they do this, they instinctively return to the {@creature hraptnon|GHMG}, disgorge the brains for the {@creature hraptnon|GHMG} to consume to maintain its horrible existence, and then they wander off again." - ] + ], + "id": "884" } - ] + ], + "id": "882" }, { "type": "entries", @@ -106267,7 +108445,8 @@ "page": 371, "entries": [ "A xakalonus brain is encased in a viscous jelly which can be turned into a substance called {@item arcane oil|GHMG} {@homebrew |(see Chapter 4)}. This oil's creation requires a proficient alchemist to spend 8 hours and 200 gp of components. They must succeed on a {@dc 15} Intelligence ({@skill Arcana}) check to create the substance." - ] + ], + "id": "885" }, { "type": "entries", @@ -106280,7 +108459,8 @@ "page": 371, "entries": [ "Xakalonus are created from wounds to the {@creature hraptnon|GHMG}. These creatures, though always originating in the Stillborn Forest, can be found anywhere in Etharis. They feed on the brains of creatures that use magic, then return to offer up the brain to the {@creature hraptnon|GHMG}." - ] + ], + "id": "887" }, { "type": "entries", @@ -106288,9 +108468,11 @@ "page": 371, "entries": [ "If magic effects but does not harm a xakalonus, the magic might heal them or power their attacks instead." - ] + ], + "id": "888" } - ] + ], + "id": "886" }, { "type": "statblock", @@ -106299,9 +108481,11 @@ "name": "Xakalonus", "page": 371 } - ] + ], + "id": "881" } - ] + ], + "id": "880" }, { "type": "section", @@ -106338,7 +108522,8 @@ "entries": [ "The yggdrasilis are a collective of humanoids from various races who've contracted a viral psychic infection that binds them to one another in subservience to the Aether Kindred, Pharazorthok. Linked together to a hivemind, yggdrasili pursue their goals by covertly infiltrating communities and institutions until they have amassed enough drones to take what they want by force. Isolated communities who suspect the early stages of an yggdrasili infiltration can descend into paranoia and mob violence, whether their fears of yggdrasili are founded or not.", "The rawest form of the hivemind is an yggdrasili cloud, a mist of swirling violet. This cloud is an infectious vector that can move to other locales to spread the infection. It can also act as a scout, feeding information telepathically to other yggdrasili in the area. When enough yggdrasili drones gather, they can release a new cloud, almost as if they're breeding." - ] + ], + "id": "88c" }, { "type": "entries", @@ -106349,7 +108534,8 @@ "In the infection's early stages, yggdrasilis appear much like they did in life. Their physical appearance is unchanged, and an yggdrasili drone has access to the original creature's memories, mannerisms, and other personal details. As the condition advances, the drone forgets the details of its host's former life, and its veins become more evident as its head swells. These symptoms are especially pronounced in those who become yggdrasili crowns.", "An yggdrasili crown has protruding veins and a swollen head. This change means crowns no longer pass as members of other species. Along with the physical changes come increased psychic abilities. Drones operate on impulses the hivemind dictates, but crowns have a greater degree of autonomy. They can coordinate nearby drones to complete complex missions.", "Regardless of the age of the host body, yggdrasili hosts die of decrepitude after 10 years." - ] + ], + "id": "88d" }, { "type": "entries", @@ -106357,7 +108543,8 @@ "page": 372, "entries": [ "Yggdrasilis operate at the behest of the Aether Kindred, but Pharazorthok doesn't share clear objectives or desires with yggdrasilis. The communities yggdrasilis target are often places of little obvious value and isolated from the outside world. If the yggdrasilis have a goal, only Pharazorthok knows it." - ] + ], + "id": "88e" }, { "type": "entries", @@ -106367,9 +108554,11 @@ "The yggdrasili drone is connected to a hivemind with all other yggdrasilis, which they use to share information. This hivemind means that if the drone is aware of a threat, all yggdrasilis within its telepathy range are aware of the threat.", "Coming from a variety of people, yggdrasilis have access to varied sets of skills. If a large group of yggdrasilis occupies an area within 1 mile of each other, each yggdrasili can add its proficiency bonus to any ability check.", "Barriers that block Assimilation block this trait." - ] + ], + "id": "88f" } - ] + ], + "id": "88b" }, { "type": "entries", @@ -106378,7 +108567,8 @@ "entries": [ "An yggdrasili crown's blood is thick sap that can be used to create psychic enchantments. Boiled and cooled quickly, the sap hardens into a jewel. Someone who has proficiency with {@item alchemist's supplies|PHB} can make this jewel with 3 days of work, the blood of one yggdrasili crown and reagents worth 500 gp, and a successful {@dc 13} Intelligence ({@skill Nature}) check. Someone who has proficiency with {@item jeweler's tools|PHB} can place the gem in a fine helm or fashion it into a ring. The helm becomes a {@item helm of telepathy}, while the ring is a {@item Ring of Psychic Resistance|DMG|ring of resistance (psychic)}.", "Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can instead use the sap and reagents worth 100 gp to make three {@item potion of mind reading|DMG|potions of mind reading}. Making these potions takes 1 day and a successful {@dc 13} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "890" }, { "type": "entries", @@ -106391,7 +108581,8 @@ "page": 372, "entries": [ "Yggdrasilis are the servants of Pharazorthok, an Aether Kindred who can possess the minds of mortals. Yggdrasilis have resistance or immunity to psychic damage." - ] + ], + "id": "892" }, { "type": "entries", @@ -106399,7 +108590,8 @@ "page": 373, "entries": [ "Yggdrasilis are wary of storms. They avoid going outside if they've recently seen lightning or heard thunder. That's because all yggdrasilis are vulnerable to lightning damage." - ] + ], + "id": "893" }, { "type": "entries", @@ -106407,9 +108599,11 @@ "page": 373, "entries": [ "A living yggdrasili drone can be turned back into its former self if it's deprived of contact with the hivemind for 24 hours. Someone must cast {@spell remove curse} or {@spell greater restoration} on the drone, or use similar magic." - ] + ], + "id": "894" } - ] + ], + "id": "891" }, { "type": "statblock", @@ -106441,9 +108635,11 @@ "width": 655, "height": 1340 } - ] + ], + "id": "88a" } - ] + ], + "id": "889" }, { "type": "section", @@ -106470,7 +108666,8 @@ "page": 375, "entries": [ "A Zabrielite truthseeker manifests as a giant, stalking eagle-heron with a human head and crest of incandescent head feathers. Its enormous silver eyes project blazing beams of radiant energy. They were created to be messengers of the gods, and aid mortal rulers in governing their realms with wisdom." - ] + ], + "id": "898" }, { "type": "entries", @@ -106478,7 +108675,8 @@ "page": 375, "entries": [ "During the War of the Four Divines, all sides summoned and bound Zabrielite truthseekers, assigning them to divine justiciars and inquisitors in their reckless pursuit to eliminate rival faiths. It wasn't uncommon to see flocks of truthseekers accompanying a celestial host as flying artillery or assisting with ferreting out spies and informants. Zabriel's own dereliction of duty encouraged her servitor angels to follow suit, and they pursued their own truth-seeking agendas as they served court mages, judges, and would-be philosopher-kings." - ] + ], + "id": "899" }, { "type": "entries", @@ -106486,9 +108684,11 @@ "page": 375, "entries": [ "The longer they spend away from the divine presence the gods, the more uncompromising and fervent Zabrielite truthseekers become. The act of uncovering secret cabals and conspiracies has taken on a life of its own; they search for truth for its own sake and not in service to the higher good. They're just as likely to attempt to reveal the secrets of incautious adventurers as they are the machinations of evil-doers." - ] + ], + "id": "89a" } - ] + ], + "id": "897" }, { "type": "entries", @@ -106496,7 +108696,8 @@ "page": 375, "entries": [ "Four Zabrielite truthseekers' plumage is a key ingredient in {@item wings of flying}. A proficient weaver can spend 7 days and 2500 gp of components to craft those wings with a successful {@dc 20} Intelligence ({@skill Arcana}) check." - ] + ], + "id": "89b" }, { "type": "entries", @@ -106509,7 +108710,8 @@ "page": 375, "entries": [ "The avian creature known as the truthseeker ferrets out large conspiracies, using their abilities to slay the transgressors. They are often overzealous in their pursuits." - ] + ], + "id": "89d" }, { "type": "entries", @@ -106517,7 +108719,8 @@ "page": 375, "entries": [ "Truthseekers were servants of the gods, but they are tied directly to Zabriel, the Arch Seraph of Truth." - ] + ], + "id": "89e" }, { "type": "entries", @@ -106525,9 +108728,11 @@ "page": 375, "entries": [ "The eyes of the truthseeker can shoot radiant bolts, and its gaze can transfix those who the creature attacks." - ] + ], + "id": "89f" } - ] + ], + "id": "89c" }, { "type": "inset", @@ -106535,7 +108740,8 @@ "name": "GM Advice:", "entries": [ "A truthseeker can act as an ally to characters one moment, and an enemy the next, depending on the moral and ethical decisions and makeup of the adventuring party. Accepting the assistance of a truthseeker comes with certain risks and obligations." - ] + ], + "id": "8a0" }, { "type": "statblock", @@ -106544,11 +108750,14 @@ "name": "Zabrielite Truthseeker", "page": 373 } - ] + ], + "id": "896" } - ] + ], + "id": "895" } - ] + ], + "id": "004" }, { "type": "section", @@ -106574,7 +108783,8 @@ "The lifeblood of a creature isn't necessarily just... blood. It can be hopes, dreams, goals or love. Some vampires sup on those." ] } - ] + ], + "id": "8a2" }, "The curse of vampirism is known to the commoners of Etharis. A vile corruption of body and mind, it twists the heart while devouring the soul of one so afflicted. Vampires share traits gained in their transition from mortal life, but from there, their paths vary.", { @@ -106589,7 +108799,8 @@ "page": 376, "entries": [ "Every vampire is different, although spawn display the fewest differences. One's ancestry grants them specific abilities that others might not have, and a variety of traits can be seen among them. Some are cleverer, some are stronger, some are more dexterous, but all are dangerous. A vampire's terrifying hunger ravages all who fall victim to it." - ] + ], + "id": "8a4" }, { "type": "entries", @@ -106597,7 +108808,8 @@ "page": 376, "entries": [ "Vampires share some urges with the humanoids they once were. Although vampires eat and drink, failing to do so can't kill them. Instead, lack of drink and food\u2014 blood, flesh, and marrow\u2014makes them lethargic and brings out feral urges to hunt and feed. Unlike most humanoids, however, vampires don't need to breathe." - ] + ], + "id": "8a5" }, { "type": "entries", @@ -106606,9 +108818,11 @@ "entries": [ "Most vampires sleep during daylight hours. They do so in a resting place that contains a portable object or objects related to the vampire's death or burial, such as soil from their native land. Lack of rest can subject a vampire to {@condition exhaustion}. And when a vampire is near death, their resting place becomes essential to recovery.", "The portable nature of objects that allow the vampire to prepare a resting place means the vampire can travel. To do so, the vampire takes their essential objects along and prepares a new resting place at the destination." - ] + ], + "id": "8a6" } - ] + ], + "id": "8a3" }, { "type": "entries", @@ -106616,7 +108830,8 @@ "page": 376, "entries": [ "A creature infected with vampirism can be cured, but doing so isn't easy. One constant exists in seeking a cure\u2014you can be cured only as a spawn, and only after the vampire who made you dies. After a vampire is destroyed, their spawn become {@condition stunned} for moments. When a vampire spawn is {@condition stunned} due to their progenitor being destroyed, a {@spell remove curse} spell can begin the process of ending the vampiric state. The spell must be cast while the spawn is {@condition stunned} due to the progenitor's destruction or the magic has no effect on the vampirism. Even if successful, the former spawn then needs care and recovery time, along with more magical treatment to stave off and end the curse. Tales about curing vampires rarely end well, but no two record the same methods being used after the initial weakening of the curse." - ] + ], + "id": "8a7" }, { "type": "entries", @@ -106633,7 +108848,8 @@ "page": 376, "entries": [ "One might believe a vampire that can slip the bonds of the material world and skulk through the Ethereal Plane would make for an ideal predator. But no records exist of disembodied falling victim to the curse. Why they have immunity is anybody's guess, and rumors run the gamut from divine blessings to latent enchantments from the catastrophe of Ulmyr's Gate." - ] + ], + "id": "8aa" }, { "type": "entries", @@ -106641,7 +108857,8 @@ "page": 376, "entries": [ "Lycanthropy is also a curse, and many sages swear that a were-creature is immune to the curse of vampirism. Those sages are fools. The {@creature fzeg|GHMG} is a vile cross between a werewolf and a vampire. Additionally, members of a clan of werebears swear by the legend of the Bloodlord. In this tale, a mighty werebear reveals their vampirism by slaying all their kin, vampire and werebear, in one fell swoop. Werebears see this tale as a cautionary one, respecting the myth while eradicating packs of vampires at every opportunity." - ] + ], + "id": "8ab" }, { "type": "entries", @@ -106649,7 +108866,8 @@ "page": 377, "entries": [ "People of mixed ancestries, such as half-elves and half-orcs, are rare. The curse of vampirism rebuilds the victim's body, and the inherited traits of an individual war with the curse as it manifests. Very few survive the experience, but those who do are some of the strongest creatures of the night. They bring the strengths of their heritage and, in some cases, few of the weaknesses other vampires suffer." - ] + ], + "id": "8ac" }, { "type": "entries", @@ -106657,11 +108875,14 @@ "page": 377, "entries": [ "A wechselkind is a construct, crafted by fey to replace a human child. They are naturally resistant to affliction. The vampiric curse seems to be, in part, a kind of infection, which might be why no wechselkind vampires exist." - ] + ], + "id": "8ad" } - ] + ], + "id": "8a9" } - ] + ], + "id": "8a8" }, { "type": "entries", @@ -106678,7 +108899,8 @@ "When first afflicted with vampirism, a spawn spends their time in thrall to a master. This bond is inherently strong. The master instructs the spawn in the ways of the vampire pack, just as an adult wolf teaches whelps. It's rare for a vampire of this age to be found alone.", "A vampire spawn needs the instruction. Although a powerful creature, they lose their sense of self and lack awareness of their full capabilities. A spawn retains their previous intelligence but struggles to express complex thoughts or concepts because of pain and the distraction of new sensory input. These changes are excruciating, and the hunger is almost unbearable. Spawn attack recklessly to slake this horrid craving.", "In time, the spawn grows and learns enough that they gain more control." - ] + ], + "id": "8af" }, { "type": "entries", @@ -106688,7 +108910,8 @@ "A young vampire has regained a sense of self. They might remain in the company of their master, but the relationship has evolved. The young vampire has outgrown the need for a teacher but can't create spawn of their own.", "Free of the pains and violent urges that plagued their younger existence, young vampires are still emotional creatures, prone to immediate and raw responses. They share many similarities with children. Their loyalties are fickle, and they coexist with a pack more for protection than devotion.", "Very few vampires survive this stage." - ] + ], + "id": "8b0" }, { "type": "entries", @@ -106698,7 +108921,8 @@ "An adult vampire has grown into their gifts. At this age, a vampire's supernatural power permeates their lair, and they have all a legendary vampire's speed and prowess. Most can also take the form of a beast, such as a {@creature bat|MM}.", "Vampires of this age have become cruel and capable. They enjoy playing with their prey, and some attack in beast form. Doing so confounds would-be monster hunters, since victims often believe a monstrous beast attacked them. Most adult vampires relish such ruses and believe a little terror \"spices the meal.\"", "Adult vampires can create spawn. At this age, many vampires leave one pack to form another." - ] + ], + "id": "8b1" }, { "type": "entries", @@ -106708,9 +108932,11 @@ "A vampire who reaches the venerable age of 250 years or more is extremely rare. Such a vampire has significant control over their form and faculties. They wield tremendous power, and their corrupted nature triggers wicked desires.", "An ancient vampire has progeny and allies of all sorts. Vampires and other creatures of the night hunting with and for them. They employ assassins, bodyguards, and ne'er-do-well business agents to protect their interests.", "Bards tell tales of ancient vampires stalking through society's upper echelons. Rumors spread about powerful people being vampires, especially if the person has a mixed reputation and seemingly refuses to age. If such a creature existed, they'd have resources to prevent the truth from spreading." - ] + ], + "id": "8b2" } - ] + ], + "id": "8ae" }, { "type": "entries", @@ -106725,7 +108951,8 @@ "name": "Vampires", "page": 377 } - ] + ], + "id": "8b3" }, { "type": "entries", @@ -106745,7 +108972,8 @@ "Younger vampires seldom own more than they can carry. If beholden to an older vampire, a younger one must often give up a portion of their wealth to the elder. Spawn and young vampires retain personal trinkets related to their living existence.", "As a vampire ages, their collection grows. Rarer items end up among the baubles, coins, and jewels. The vampire might also acquire real property and have the deed or title to land or buildings.", "Ancient vampires have and might use an array of magic items. An ancient might attune to an item and bathe it in blood regularly, eventually imparting a curse that makes a new owner seek vampirism. Ancient vampires are also the most likely to have magical contingencies set up, such as an item that stores the vampire's soul if they die or acts as a vessel for an effect such as a {@spell magic jar} spell." - ] + ], + "id": "8b6" }, { "type": "entries", @@ -106753,7 +108981,8 @@ "page": 378, "entries": [ "As a vampire ages, their flesh becomes tainted with supernatural forces. Someone who prepares and uses certain parts of a vampire can gain some benefits... at a price. Older vampires have the material traits of younger vampires. Some of these materials must be consumed (they needn't be consumed fresh or raw), and if a humanoid does so and dies within 24 hours, that person rises as a {@creature vampire spawn|GHMG} the night after being buried." - ] + ], + "id": "8b7" }, { "type": "entries", @@ -106762,7 +108991,8 @@ "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item cook's utensils|PHB} can render a vampire spawn or older vampire's flesh in a manner like that done to produce candle tallow. Doing so for one vampire requires 1 day of work, other materials worth 50 gp, and a successful {@dc 13} Intelligence or Wisdom check. The result from a typical vampire is three applications of an {@item Vampire Ointment|GHMG|ointment}. Applying the {@item Vampire Ointment|GHMG|ointment} takes 1 minute and causes any vampire to have disadvantage on Wisdom ({@skill Perception}) checks to sense the user. Also, the {@item Vampire Ointment|GHMG|ointment} repels insects and arachnids, who have disadvantage on Wisdom ({@skill Perception}) checks and attack rolls against the user. They usually leave the user alone. The user also has advantage on saving throws against magically produced insects, such as the {@spell insect plague} spell. One application lasts 1 hour.", "Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can powder the vampire's claws and mix them with reagents worth 50 gp. Brewing takes 3 hours. The result is a {@item potion of vampire climbing|GHMG|potion of climbing} that also allows the drinker to climb upside down along ceilings." - ] + ], + "id": "8b8" }, { "type": "entries", @@ -106770,7 +109000,8 @@ "page": 378, "entries": [ "A living creature can eat a young or older vampire's eye to gain {@sense darkvision} in a radius of 60 feet or increase their existing {@sense darkvision} by that distance for 1 hour." - ] + ], + "id": "8b9" }, { "type": "entries", @@ -106778,7 +109009,8 @@ "page": 378, "entries": [ "An adult or older vampire's tongue can be eaten. A non-beast who does so can comprehend and verbally communicate with beasts for 1 hour. A beast instead gains the ability to speak one language the vampire knew for the same duration. The eater must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for the same duration and unable to regain hit points while {@condition poisoned} in this way. Beasts who eat vampire parts often reanimate as zombies when they die." - ] + ], + "id": "8ba" }, { "type": "entries", @@ -106786,11 +109018,14 @@ "page": 378, "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can powder an ancient vampire's bones with reagents worth 1,000 gp. Doing so requires 3 days of work and a successful {@dc 15} Intelligence or Wisdom check. If the process is successful, it produces four doses of a powder that, if eaten, reduces age by {@dice 2d4} years. It also removes all {@condition exhaustion}, cures all diseases, and neutralizes any poison. For 8 hours, the powder maximizes any healing the eater receives, including from Hit Dice. For 1 hour, the eater has advantage on Strength checks and saving throws, and they deal {@damage 1d4} extra damage with Strength-based weapon attacks. The eater also has resistance to all damage for 1 minute. Eating the powder, however, extends the time that a creature might rise as a {@creature vampire spawn|GHMG} if slain and buried to 13 days." - ] + ], + "id": "8bb" } - ] + ], + "id": "8b5" } - ] + ], + "id": "8b4" }, { "type": "entries", @@ -106808,7 +109043,8 @@ "entries": [ "A vampire's hunger is their focus, and if presented with large amounts of food\u2014blood, fresh meat, and marrow\u2014the creature might be distracted.", "Vampires heal quickly, but they have notable weaknesses. They share a weakness to sunlight and running water, and vampires can enter a home only if invited." - ] + ], + "id": "8be" }, { "type": "entries", @@ -106816,7 +109052,8 @@ "page": 379, "entries": [ "Religious folk carry tales of vampires from region to region, but there are whispers that ancient vampires have infiltrated the upper echelons of some churches." - ] + ], + "id": "8bf" }, { "type": "entries", @@ -106826,7 +109063,8 @@ "Few know that a vampire's weaknesses lessen as the vampire ages. Some vulnerabilities disappear completely, while the vampire's body regenerates faster and faster. An ancient vampire even becomes inured to sunlight; pride might be an ancient's greatest weakness.", "The vampire also gains power with age. Older vampires can turn to mist, transform into animals, and move and attack with frightening alacrity.", "It is said that a vampire isn't truly dead until their heart has been destroyed. Folklore maintains that some vampires can regenerate even after being reduced to ash." - ] + ], + "id": "8c0" }, { "type": "entries", @@ -106834,7 +109072,8 @@ "page": 379, "entries": [ "Historical accounts tell of ancient vampires who have their claws in everything from politics and the economy to cultural activities. They have been known to have \"friends\" in high places." - ] + ], + "id": "8c1" }, { "type": "entries", @@ -106844,11 +109083,14 @@ "A vampire can sense if their vampiric kin come to harm. The blood bond they share is powerful, but this sense lacks precision. How a vampire reacts to the destruction of one of their kin depends on the vampire's personality.", "Curing a vampire is a tricky business, requiring a vampire spawn's progenitor to be slain and {@spell remove curse} to be cast upon the spawn quickly. Thereafter, specific cures must be applied, and these remedies vary from vampire to vampire according to the tales.", "The body parts of a vampire can be used in various ways. Some can be made into magic items. Others can be used or consumed for various benefits. The downside is that consuming any part of a vampire exposes one to the curse for a time." - ] + ], + "id": "8c2" } - ] + ], + "id": "8bd" } - ] + ], + "id": "8bc" }, { "type": "image", @@ -106876,7 +109118,8 @@ "Evaluate whether you've added anything that increases the vampire's Challenge." ] } - ] + ], + "id": "8c3" }, { "type": "entries", @@ -106904,7 +109147,8 @@ "A vampire who feels the pack leader is unworthy rarely confronts the leader directly. Instead, they sabotage the leader, even going so far as to tip off enemies where and when the leader is vulnerable.", "A pack leader's position is seldom stable.", "If a vampire advances to the same age category as their pack leader, only other loyalties can prevent conflict. Such tensions can range from simmering hostility to outright combat. Eventually, one of the elders must leave and create their own pack elsewhere." - ] + ], + "id": "8c5" }, { "type": "entries", @@ -106912,7 +109156,8 @@ "page": 380, "entries": [ "A vampire pack can be found nearly anywhere. Many prefer to lair in places where they can operate undisturbed, such as in abandoned buildings or deep inside ruins. Others, especially as they age and grow into their powers, find it advantageous to live closer to food sources, so they dwell in places near or in settlements or along major trade routes." - ] + ], + "id": "8c6" }, { "type": "entries", @@ -106922,7 +109167,8 @@ "Vampires can survive on any blood or blood-laden material, but they prefer that of humanoids and have distinct tastes. They endeavor to satisfy that specific hunger whenever possible.", "A vampire needs one to two liters of blood, five to six pounds of fresh meat, or one pound of marrow per day. Consuming too little not only causes hunger but increases their likelihood of falling into bestial rage. Consuming too much can result in the vampire falling into unconsciousness while their body digests the extra nutrients. This slumber can last anywhere from a few days to months or more. A vampire who survives this state might find they've developed new powers.", "Vampires sometimes recruit willing mortals as blood suppliers. This practice is uncommon and hard to maintain. Vampires fall prey to their destructive urges easily and kill without meaning to. When freed, such willing vampire prey are damaged for the rest of their lives, plagued by nightmares and worse. Still, they swear they entered the arrangement willingly, yet cannot explain their motives further." - ] + ], + "id": "8c7" }, { "type": "entries", @@ -106930,9 +109176,11 @@ "page": 380, "entries": [ "Early in their lifecycle, a vampire desires only to feed. Their lives are chaotic and violent, their desires simple. As they age, they refine their tastes and actions, channeling their urges in new ways. They might take an interest in long-term investments, such as cultivating a blood cult or establishing a shipping or travel business in which the occasional lost cargo isn't met with much suspicion." - ] + ], + "id": "8c8" } - ] + ], + "id": "8c4" }, { "type": "section", @@ -106949,7 +109197,8 @@ "They stood like scarecrows in the field. Stiff. Ragged. They didn't blink or move. I ran back to the house, and when the pounding on my door finally stopped, only devastation remained in the yard. I abandoned the farm the next day, but their vacant eyes will forever haunt me." ] } - ] + ], + "id": "8ca" }, { "type": "statblock", @@ -106965,7 +109214,8 @@ "entries": [ "Vampires have always been problematic enemies in roleplaying games. Their lore in myth, entertainment, and popular culture lends itself to some complicated and erratic game play. As much as they're portrayed as very powerful and difficult to defeat, they have very distinct weaknesses and vulnerabilities that can make them more fragile than is typical for an RPG foe.", "The main weapon most vampires wield in real-world lore is their secrecy, which gives support to other strengths: wealth, power, anonymity, servants, thralls, connections, etc. When you have a monster that you can kill with a simple wooden stake to the heart, the importance of secrecy cannot be understated. Vampires, especially the most powerful ones, would use every trick in their arsenal to make sure that no one ever knew they existed." - ] + ], + "id": "8cb" }, { "type": "statblock", @@ -106980,7 +109230,8 @@ "name": "GM Advice:", "entries": [ "By the time a vampire gains enough power and prestige to become an adult, they should be well-versed in not only their own powers, but they should have a good grasp of the political and social situation in the area surrounding their lair, whether it's a villa within a city or a cave complex in the far reaches of a wilderness. The need for living creatures to feed their terrible appetites directs their actions, but they'll have worked hard and used their resources to make sure that need is met, and met well." - ] + ], + "id": "8cc" }, { "type": "statblockInline", @@ -107006,7 +109257,8 @@ "name": "GM Advice:", "entries": [ "Ancient vampires should be in a position where adventurers opposing them would have to go through several levels of challenge and danger just to get a clue that the ancient vampire even exists. Such a creature is strong and resourceful enough that it would be at the center of an entire campaign, and its reach would touch on a great number of schemes, plots, and intrigues. The ancient vampire would have created a vast number of spawn, young, and adult vampires that serve it. More importantly, entire groups or organizations would act on behalf of the ancient one. Assassin guilds, military groups, baronies or kingdoms, and entire church sects would, wittingly or unwittingly, be doing the work of the ancient vampire. And most importantly, heroes would have to survive the attention of all those groups, fighting their way through to the leadership, just to get an inkling that the ancient vampire is involved." - ] + ], + "id": "8cd" }, { "type": "statblockInline", @@ -107026,7 +109278,8 @@ } } } - ] + ], + "id": "8c9" }, { "type": "section", @@ -107058,7 +109311,8 @@ "I thought the brutes were going to tear me apart. Little did I know they had a worse fate planned for me." ] } - ] + ], + "id": "8d0" }, { "type": "entries", @@ -107069,7 +109323,8 @@ "page": 384, "entries": [ "Already an imposing creature, a bugbear afflicted with vampirism becomes even more of a hulking brute. Their muscles grow enormous, with ropey veins bulging from flesh that their fur fails to cover. Bugbear vampires are capable of great feats of strength. They eschew the weapons they used in life in favor of the visceral close combat of tooth and claw." - ] + ], + "id": "8d2" }, { "type": "entries", @@ -107077,7 +109332,8 @@ "page": 384, "entries": [ "Corruption has made bugbears wild and chaotic in their normal lives. Vampirism has a similar effect. A bugbear vampire is a brutal fighter who aims to kill quickly without much consideration for personal safety. Few vampires survive to the adult stage, but even fewer bugbear vampires do." - ] + ], + "id": "8d3" }, { "type": "entries", @@ -107085,9 +109341,11 @@ "page": 384, "entries": [ "Only an elder vampire of considerable might can prevent young bugbear vampires from reducing prey to gory remains. But under such direction, bugbear vampires are effective \u2014 if ruthless\u2014 agents for missions that require infiltration or a bloody ambush." - ] + ], + "id": "8d4" } - ] + ], + "id": "8d1" }, { "type": "entries", @@ -107095,7 +109353,8 @@ "page": 384, "entries": [ "A bugbear vampire is stronger than others of its age, having a higher Strength score and the Rampage trait\u2014 see the stat block. The vampire relies on this brute force and much less on reason and charm, so their Intelligence and Charisma is often lower. Such vampires outgrow the brashness of the spawn stage more slowly, and they're therefore often still chaotic evil. The vampire loves to {@quickref Surprise|PHB|3|0|surprise} foes, then fight, feed, and kill in an efficient but brash manner. A bugbear vampire has the Clawing Lunge, Reckless, and Surprise Mauling traits, as shown in the stat block. As with many other creatures who have {@sense darkvision} in life, the bugbear vampire has {@sense darkvision} superior to that of typical vampires its age (add 30 feet)." - ] + ], + "id": "8d5" }, { "type": "entries", @@ -107103,7 +109362,8 @@ "page": 384, "entries": [ "The muscles of a bugbear vampire can provide a gruesome reward. Somebody who has proficiency in the {@skill Medicine} skill can harvest muscle tissue from a bugbear vampire. Someone who has proficiency with {@item alchemist's supplies|PHB} or the {@skill Arcana} skill can then treat the muscles with reagents worth 2,500 gp over 14 days. Exposure to sunlight during this process causes the tissue to wither and become useless. Otherwise, the process requires a successful {@dc 13} Intelligence or Wisdom check and, if successful, produces one {@item muscle graft|GHMG} {@homebrew |(see chapter 4)}." - ] + ], + "id": "8d6" }, { "type": "entries", @@ -107116,7 +109376,8 @@ "page": 384, "entries": [ "The vampiric curse intensifies a bugbear's worst tendencies while increasing their strength to astonishing levels. Bugbear vampires relish close combat." - ] + ], + "id": "8d8" }, { "type": "entries", @@ -107124,9 +109385,11 @@ "page": 384, "entries": [ "Bugbear vampires are so bloodthirsty and overconfident that they can fail to look out for their own safety. Goading such a vampire into anger is one way to make them reckless." - ] + ], + "id": "8d9" } - ] + ], + "id": "8d7" }, { "type": "inset", @@ -107134,7 +109397,8 @@ "name": "GM Advice:", "entries": [ "Bugbear vampires play a strange role in the history of their kind. Having already succumbed to {@disease Tormach's Rage|GHMG}, bugbears are fearsome killers. Those bugbears who succumb to vampirism take on new powers, but they no longer fit into the plans of Tormach. Different groups of normal bugbears might treat a bugbear vampire much differently. Some might assume the vampirism is another blessing from Tormach, while others might see it as a corruption. Adventurers might easily find themselves caught in a struggle between a group of bugbears and a bugbear vampire's followers." - ] + ], + "id": "8da" }, { "type": "statblock", @@ -107143,7 +109407,8 @@ "name": "Bugbear Vampire (Young)", "page": 385 } - ] + ], + "id": "8cf" }, { "type": "entries", @@ -107169,7 +109434,8 @@ "I heard the mournful song as I rounded the corner of the crumbling church. By the time I realized the creature singing had been feasting on a family visiting the graveyard, it was nearly too late for me." ] } - ] + ], + "id": "8dc" }, { "type": "entries", @@ -107180,7 +109446,8 @@ "page": 386, "entries": [ "A downcast vampire is a sad, broken creature. Stripped of divinity and further shackled by the curse of vampirism, they spend their days in sorrow, distracting themselves by killing and singing. Creatures hearing a downcast vampire's dirge can be driven to extremes, and some lose consciousness." - ] + ], + "id": "8de" }, { "type": "entries", @@ -107188,9 +109455,11 @@ "page": 386, "entries": [ "Although the curse of vampirism changes the downcast, celestial ancestry makes the vampire less susceptible to turning. The undead state insulates the celestial form completely against necrotic damage. But the vampire's form is less mutable." - ] + ], + "id": "8df" } - ] + ], + "id": "8dd" }, { "type": "entries", @@ -107198,7 +109467,8 @@ "page": 386, "entries": [ "A downcast vampire often has higher Wisdom than other vampires, although the change into vampiric form costs the vampire their celestial magic. Downcast vampires lack the Beast Form and Mist Form actions, although the creature still turns to mist if close to destruction. They also have the Turn Resistance trait. Young and older downcast vampires have the Dirge action." - ] + ], + "id": "8e0" }, { "type": "entries", @@ -107206,7 +109476,8 @@ "page": 386, "entries": [ "The flesh of a downcast vampire, reduced to ash, can be a potent healing agent if activated properly. (Using the flesh in this way precludes rendering it into ointment but doesn't prevent the use of the vampire's claws, tongue, or bones.) Someone who has proficiency with {@item alchemist's supplies|PHB} or the {@skill Arcana} skill and {@item brewer's supplies|PHB} can take the ash from one adult or older downcast vampire's remains and brew it for 1 day with a {@item potion of healing}. If the brewer succeeds on a {@dc 15} Intelligence or Wisdom check, the brew becomes a {@item potion of heal|GHMG} {@homebrew |(see chapter 4)}. Failing the check results in a {@item potion of harm|GHMG} (see chapter 4), although it appears no different from its counterpart until consumed." - ] + ], + "id": "8e1" }, { "type": "entries", @@ -107219,7 +109490,8 @@ "page": 386, "entries": [ "Downcast were anchored to the world when their lords perished. The curse of vampirism bars them from returning to celestial realms. Mentioning this fact might cause debilitating sadness, but it could also lead to reckless rage." - ] + ], + "id": "8e3" }, { "type": "entries", @@ -107227,7 +109499,8 @@ "page": 386, "entries": [ "A downcast vampire's mournful dirge sends all but the bravest who hear it running in terror. Some are so overwhelmed, they pass out." - ] + ], + "id": "8e4" }, { "type": "entries", @@ -107235,9 +109508,11 @@ "page": 386, "entries": [ "A downcast vampire is immune to radiant damage and the creature is extremely hard to turn." - ] + ], + "id": "8e5" } - ] + ], + "id": "8e2" }, { "type": "statblockInline", @@ -107257,7 +109532,8 @@ } } } - ] + ], + "id": "8db" }, { "type": "entries", @@ -107283,7 +109559,8 @@ "The vampire had golden scales and glittering eyes. It breathed fire, charring and rotting flesh at the same time." ] } - ] + ], + "id": "8e7" }, { "type": "entries", @@ -107294,7 +109571,8 @@ "page": 388, "entries": [ "Dragonborn subjected to vampirism become calculating killers. They enjoy the hunt and the fight, but they approach each with cunning and skill. Even dragonborn vampire spawn are calmer and more precise than is normal for vampires of that age. This love of the hunt and battle, nevertheless, makes dragonborn vampires more likely to take risks, which their pack mates take advantage of. Many dragonborn vampires perish in confrontations before aging into more power." - ] + ], + "id": "8e9" }, { "type": "entries", @@ -107302,9 +109580,11 @@ "page": 388, "entries": [ "Vampirism pollutes the draconic bloodline with a curse of undeath. This corruption strengthens the dragonborn's breath weapon, allowing it to deal the damage it dealt before alongside life-withering necrosis. A dragonborn vampire can also use this breath more often than living counterparts." - ] + ], + "id": "8ea" } - ] + ], + "id": "8e8" }, { "type": "entries", @@ -107312,7 +109592,8 @@ "page": 388, "entries": [ "A dragonborn vampire retains an edge in Strength compared to their peers. Also, the vampire has the resistance and breath weapon their draconic ancestry grants. Use the vampire's Hit Dice as their level for the damage the breath deals. However, the breath also deals necrotic damage equal to that the vampire's bite deals. This necrotic damage neither reduces a target's hit point maximum nor causes the vampire to regain hit points. Vampirism accentuates the predator aspects of a dragonborn's draconic ancestry, and so their breath recharges more quickly their of living counterparts. A dragonborn vampire also has the Brutal Attacks trait." - ] + ], + "id": "8eb" }, { "type": "entries", @@ -107320,7 +109601,8 @@ "page": 388, "entries": [ "A dragonborn vampire's teeth hold magic more readily than other vampires. Someone who has proficiency with {@item smith's tools|PHB} can fashion a vampire's fang into a {@item corrupted tusk-dagger|GHMG} {@homebrew |(see chapter 4)}. Making the weapon requires 5 days of work and other materials worth 250 gp. To utilize the teeth properly, the smith or somebody assisting them must have proficiency in the {@skill Arcana}, {@skill Nature}, or {@skill Religion} skill." - ] + ], + "id": "8ec" }, { "type": "entries", @@ -107333,7 +109615,8 @@ "page": 388, "entries": [ "Dragonborn vampires are reputed to be cunning and precise hunters who relish combat." - ] + ], + "id": "8ee" }, { "type": "entries", @@ -107341,7 +109624,8 @@ "page": 388, "entries": [ "Vampirism heightens the draconic ancestry of a dragonborn, who retains the resistances and breath weapon of that line." - ] + ], + "id": "8ef" }, { "type": "entries", @@ -107349,9 +109633,11 @@ "page": 388, "entries": [ "A dragonborn vampire's breath weapon not only deals elemental damage, but also withers life, and the vampire can use that breath more often than typical for dragonborn." - ] + ], + "id": "8f0" } - ] + ], + "id": "8ed" }, { "type": "inset", @@ -107360,7 +109646,8 @@ "entries": [ "The key to defeating a vampire is learning and exploiting its weaknesses while avoiding its strengths. A cautious vampire does everything in its power to hide those weaknesses. Unfortunately, players have access to fancy tomes detailing monsters that their characters do not have access to. Fortunately, GMs have their imaginations!", "One way to keep players on their toes is to change some of the weaknesses and strengths for monsters, and a dragonborn vampire is an excellent candidate for change. With a connection to elements because of their draconic ancestries, dragonborn vampires' stats can be changed to show that elemental affinity, or the perversion of it. For example, fire or cold damage instead of radiant damage may be needed to negate a red dragonborn vampires Regeneration." - ] + ], + "id": "8f1" }, { "type": "statblock", @@ -107369,7 +109656,8 @@ "name": "Dragonborn Vampire (Young)", "page": 389 } - ] + ], + "id": "8e6" }, { "type": "entries", @@ -107395,7 +109683,8 @@ "It moved in an eerie pattern, stumbling with some steps, as graceful as a dancer with others. It called to mind my mother, before and after she fell ill. Then, I realized I was alone in the dark." ] } - ] + ], + "id": "8f3" }, { "type": "entries", @@ -107406,7 +109695,8 @@ "page": 390, "entries": [ "Dreamer vampires take their sustenance from nightmares, visiting sleeping mortals and inflicting night terrors. When close to a sapient creature, a dreamer vampire can plunge that victim into an illusory nightmare world and feast upon the victim's terror." - ] + ], + "id": "8f5" }, { "type": "entries", @@ -107414,9 +109704,11 @@ "page": 390, "entries": [ "A young or older dreamer vampire communicates and moves in enigmatic ways. Their mind taps the dream world regularly, and the vampire filters useful information that often comes in a cryptic form. Dreamer vampires have been known to accurately predict coming events, especially catastrophes, despite possessing no skill in divination magic." - ] + ], + "id": "8f6" } - ] + ], + "id": "8f4" }, { "type": "entries", @@ -107426,7 +109718,8 @@ "A dreamer vampire needs to eat the psychic energy from others, and does so in small ways via dreams. Dreamer vampires are resistant to psychic damage instead of necrotic. They are a little less agile and more analytical than vampires of a similar age. All dreamer vampires have the Nightmare Walker trait. A young or older dreamer vampire trades in illusion instead of reality and can't change their shape. Instead, they have the Dreamer Escape reaction. Young and older dreamer vampires have the Nightmare Killer action, too.", "A dreamer vampire might be more ponderous than other vampires of their age (lower Dexterity and AC). But the vampire makes up for that loss with resilience (higher Constitution and hit points).", "Horrid tales speak of ancient dreamer vampires who can use Nightmare Killer on multiple targets. To make this legend true, once per day, the ancient dreamer vampire can use Nightmare Killer on creatures of its choice within a 30-foot radius sphere centered on a point the vampire chooses within range of the effect." - ] + ], + "id": "8f7" }, { "type": "entries", @@ -107435,7 +109728,8 @@ "entries": [ "The brain of a young or older dreamer vampire has a connection to nightmares and bizarre prescience. Someone who has proficiency with alchemist's supplies or cook's utensils can prepare the brain according to a fabled recipe. Doing so requires other ingredients worth 250 gp, and the preparer must succeed on a {@dc 13} Intelligence or Wisdom check. If the process is successful, the brain produces four portions, and each portion makes the eater impossible to {@quickref Surprise|PHB|3|0|surprise} for 24 hours. An improperly prepared brain has only the deleterious effect of eating a vampire body part.", "A spellcaster can eat the whole properly prepared brain of an adult or older dreamer vampire as part of casting the foresight spell. Doing so extends the spell's casting time to 10 minutes but increases the spell's duration to 24 hours." - ] + ], + "id": "8f8" }, { "type": "entries", @@ -107448,7 +109742,8 @@ "page": 390, "entries": [ "A dreamer vampire is as connected to dreams as a living dreamer, but the vampire prefers nightmares." - ] + ], + "id": "8fa" }, { "type": "entries", @@ -107456,9 +109751,11 @@ "page": 390, "entries": [ "Dreamer vampires damage the mind more than the body when they feed. They can create a nightmare dreamscape to drain victims of psychic energy." - ] + ], + "id": "8fb" } - ] + ], + "id": "8f9" }, { "type": "statblockInline", @@ -107478,7 +109775,8 @@ } } } - ] + ], + "id": "8f2" }, { "type": "entries", @@ -107504,7 +109802,8 @@ "Dwarves delve, even when they're dead and need blood to survive." ] } - ] + ], + "id": "8fd" }, { "type": "entries", @@ -107515,7 +109814,8 @@ "page": 392, "entries": [ "Vampirism amplifies the dwarven connection to earth and stone, awakening ancient elemental connections in the dwarf's bloodline. Dwarf vampires burrow like ghosts passing through walls, and instead of turning to mist when near death, they meld into the nearest earth or stone. Similarly, a person slain by a dwarf vampire's bite spontaneously sinks into the ground." - ] + ], + "id": "8ff" }, { "type": "entries", @@ -107523,9 +109823,11 @@ "page": 392, "entries": [ "For some reason, the corruption of vampirism makes dwarves susceptible to silver. They dislike its presence near them, and wounds from silver weapons slow the vampire's healing. A silver spike through the vampire's heart is a sure way to destroy them, although unlike other vampires, wood isn't useful in that regard." - ] + ], + "id": "900" } - ] + ], + "id": "8fe" }, { "type": "entries", @@ -107536,7 +109838,8 @@ "A dwarf vampire is slower on their feet (lower Dexterity and AC). However, their toughness is legend (higher Constitution and hit points).", "Young and older dwarf vampires cannot turn to mist as other vampires do. Instead, these vampires sink into the earth or stone when near death\u2014see the Earthen Escape trait. Those a dwarf vampire slays with a bite also sink into the earth. This burial is enough to assure rebirth as a {@creature vampire spawn|GHMG}.", "Dwarf vampires have a vulnerability to silver unusual for vampires and ironic for dwarves. It's an odd reversal of an affinity for valuable metals dwarves have in life and the elemental expressions of a dwarf vampire." - ] + ], + "id": "901" }, { "type": "entries", @@ -107545,7 +109848,8 @@ "entries": [ "Dwarf vampires often display avarice. They collect treasure with zeal. Most wear numerous valuable objects and pieces of jewelry, eschewing anything silver.", "Someone who eats the tongue of an adult or older dwarf vampire gains no ability to speak with beasts but can instead speak to nonmagical, unworked earth or nonmagical stone for 10 minutes. These substances can tell what creatures have been within 10 feet of them within the last 24 hours, as well as what they conceal, if anything. Earth and stone have limited perspective but offer as much information as they are asked for." - ] + ], + "id": "902" }, { "type": "entries", @@ -107558,7 +109862,8 @@ "page": 392, "entries": [ "Dwarf vampires spend their time hunting prey or wealth, preferably under the ground." - ] + ], + "id": "904" }, { "type": "entries", @@ -107566,7 +109871,8 @@ "page": 392, "entries": [ "Vampirism connects a dwarf strongly to the earth. The vampire can meld into earth and stone and travel through it. They do so when near death, hiding in the earth to heal." - ] + ], + "id": "905" }, { "type": "entries", @@ -107574,9 +109880,11 @@ "page": 392, "entries": [ "Silver irritates a dwarf vampire and makes their wounds slow to heal. But poison is ineffective against a dwarf vampire, and only the most faithful can hope to turn one." - ] + ], + "id": "906" } - ] + ], + "id": "903" }, { "type": "inset", @@ -107584,7 +109892,8 @@ "name": "GM Advice:", "entries": [ "Dwarf vampires should be particularly dangerous, as they can hide in lairs deep underground. Passing easily through the earth, they have access to areas that heroes might find hard to reach. Remember, though, that these vampires need access to blood, so they must come out of their hiding places as some point." - ] + ], + "id": "907" }, { "type": "statblockInline", @@ -107604,7 +109913,8 @@ } } } - ] + ], + "id": "8fc" }, { "type": "entries", @@ -107630,7 +109940,8 @@ "She was ancient, tall and gaunt, imperious and fierce. Her skin was translucent and slightly luminous with the crimson fluid beneath lending it a bizarre, vibrating flush. Her anger and sorrow reached from her, sharing the sense of a time before my people cut and burned the forest. I wept." ] } - ] + ], + "id": "909" }, { "type": "entries", @@ -107641,7 +109952,8 @@ "page": 394, "entries": [ "Vampirism emphasizes fey qualities among elves. The elf becomes wispier, more ephemeral and haunting. An elf vampire's fey resistances become enhanced to the point that the vampire is hard to turn and can't be rendered {@condition unconscious} or {@condition charmed}. The vampire enters a trance for a few hours instead of sleeping, remaining aware of their surroundings during that time." - ] + ], + "id": "90b" }, { "type": "entries", @@ -107650,9 +109962,11 @@ "entries": [ "Fey ancestry and vampirism combine to give an elf vampire influence over the minds of humanoids and beasts. Legends of vampire enchantments could stem from the powers of elf vampires, who might have been the first to suffer this curse. The power of mental influence also allows the vampire to share sorrow and fear with those the vampire has {@condition charmed}, or to befuddle their minds.", "Also, those the elf vampire {@condition charmed|PHB|charms} for long periods develop an attachment to the vampire, which can grow into a macabre affection even when the creature isn't {@condition charmed}. Tales say ancient elf vampires can {@condition charmed|PHB|charm} creatures other than humanoids and beasts." - ] + ], + "id": "90c" } - ] + ], + "id": "90a" }, { "type": "entries", @@ -107660,7 +109974,8 @@ "page": 394, "entries": [ "As shown in the following stats, young and older elf vampires gain Turn Resistance and immunity to being {@condition charmed} or rendered {@condition unconscious}. Although some wood elves are an exception, most elf vampires do not take on animal form and, therefore, lack the Beast Form action. Young and older elf vampires also gain the Fey Majesty action, but until the vampire is ancient, as is the one in the stat block, they can affect only humanoids and beasts with this power." - ] + ], + "id": "90d" }, { "type": "entries", @@ -107668,7 +109983,8 @@ "page": 394, "entries": [ "An elf vampire's flesh turns to glittering powder when the vampire dies. This powder can still be used to make the ointment rendered vampire flesh can make. However, this dust can also be used as a material component for any enchantment spell or spell that deals necrotic damage. If a spellcaster uses the dust in this way, the spell save DC for the spell increases by 2. If the spell requires an attack roll, the caster scores a critical hit on a roll of 19 or 20, and any damage die for necrotic damage that rolls a 1 is treated as a 2. One vampire produces enough dust for two uses, plus one use per age category of the vampire beyond spawn." - ] + ], + "id": "90e" }, { "type": "entries", @@ -107681,7 +109997,8 @@ "page": 394, "entries": [ "Elf vampires don't sleep, so they are aware all the time. And they can't be {@condition charmed} or knocked {@condition unconscious}." - ] + ], + "id": "910" }, { "type": "entries", @@ -107689,7 +110006,8 @@ "page": 394, "entries": [ "Fey ancestry combines with vampirism to render elf vampires resistant to effects that turn undead." - ] + ], + "id": "911" }, { "type": "entries", @@ -107697,9 +110015,11 @@ "page": 394, "entries": [ "Elf vampires can manipulate the minds of beasts and people. Legend says that ancient elf vampires can sway the minds of other creatures." - ] + ], + "id": "912" } - ] + ], + "id": "90f" }, { "type": "statblockInline", @@ -107719,7 +110039,8 @@ } } } - ] + ], + "id": "908" }, { "type": "entries", @@ -107745,7 +110066,8 @@ "The vampire appeared among the wolves as if it had been one of them moments before. Despite its childlike size, it retained a feral aspect. The wolves treated it like their leader and died to protect it." ] } - ] + ], + "id": "914" }, { "type": "entries", @@ -107756,7 +110078,8 @@ "page": 396, "entries": [ "Gnome vampires are fierce and feral but still clever, and their fangs and claws are outsized for a small frame. The curse connects them with their ancestral roots, putting them in closer touch with nature and animals. As a gnome vampire ages, their connection with beasts grows stronger. Older vampires might have numerous animal allies, groomed over the ages as loyal minions. But gnome vampire spawn can speak to animals and easily cultivate relationships with them." - ] + ], + "id": "916" }, { "type": "entries", @@ -107764,9 +110087,11 @@ "page": 396, "entries": [ "Although vampirism causes a kind of regression in a gnome's ancestral traits, the curse fortifies the mental strength common to gnomes. Gnome vampires are notoriously resistant to anything that forces them to act against their will or subjugates their personality or mental faculties." - ] + ], + "id": "917" } - ] + ], + "id": "915" }, { "type": "entries", @@ -107774,7 +110099,8 @@ "page": 396, "entries": [ "Gnome vampires are Small, with a speed of 25 feet, and often weaker than other vampires (lower Strength). But they're just as agile and vicious\u2014their attacks are just as accurate and damaging\u2014and they can have more cunning (higher Intelligence). When converting the Hit Dice to {@dice d6|d6s} for a Small creature, keep the hit point maximum as close to the same as possible. A gnome vampire has enhanced {@sense darkvision} (add 30 feet) and retains the resilient mind of a gnome, having Turn Resistance and proficiency in Intelligence, Wisdom, and Charisma saving throws. Gnome vampires also have the Speak with Beasts trait, and those young and older gnome vampires that can speak with beasts have the Command Beast action. Ancient gnome vampires can command five or more beasts with one action." - ] + ], + "id": "918" }, { "type": "entries", @@ -107783,7 +110109,8 @@ "entries": [ "Gnome vampires love trinkets and mementos. A gnome vampire has several such personal objects. These objects might not have much real value, but the vampire holds them dear and might bargain to regain or protect them.", "Eating the tongue of a young or older gnome vampire imparts the beast speech benefits normal for the tongues of all adult vampires. The tongue of an adult or ancient gnome vampire allows the eater to cast {@spell animal friendship} (spell save {@dc 13} for adult, {@dc 15} for ancient) at will while the beast speech effect lasts. The effect of an ancient tongue lasts 2 hours." - ] + ], + "id": "919" }, { "type": "entries", @@ -107796,7 +110123,8 @@ "page": 396, "entries": [ "Gnome vampires display a strong will like that of gnomes, allowing them to resist effects that work on the mind or other mental faculties." - ] + ], + "id": "91b" }, { "type": "entries", @@ -107804,7 +110132,8 @@ "page": 396, "entries": [ "Vampirism throws a gnome back to some ancient time when gnomes were strongly connected to natural beasts. The vampire can speak to and command animals." - ] + ], + "id": "91c" }, { "type": "entries", @@ -107812,9 +110141,11 @@ "page": 396, "entries": [ "The resistance to mental effects extends to effects that turn undead." - ] + ], + "id": "91d" } - ] + ], + "id": "91a" }, { "type": "statblockInline", @@ -107834,7 +110165,8 @@ } } } - ] + ], + "id": "913" }, { "type": "entries", @@ -107860,7 +110192,8 @@ "They were among us before we knew they were coming, and they easily avoided our weapons, dodging among our legs, tearing with their claws and fangs. When Johan finally got a bead on one, he found he couldn't shoot such an 'innocent' being." ] } - ] + ], + "id": "91f" }, { "type": "entries", @@ -107871,7 +110204,8 @@ "page": 398, "entries": [ "Halfling vampires are supernaturally agile and their small size does little to decrease their deadliness. A halfling vampire moves easily among larger foes, spreading mayhem while sidestepping reprisals. And if resistance becomes too much, a halfling vampire retreats and hides, returning to the fray on their terms." - ] + ], + "id": "921" }, { "type": "entries", @@ -107879,7 +110213,8 @@ "page": 398, "entries": [ "A halfling vampire, especially a spawn or young vampire, is less likely to think before acting than other vampires. They eagerly go for food and pleasure, showing little restraint, and they can kill without intending to. Being so heedless of consequences and focused on immediate reward means halfling vampires have a harder time surviving to older ages than most other vampires." - ] + ], + "id": "922" }, { "type": "entries", @@ -107887,9 +110222,11 @@ "page": 398, "entries": [ "Halflings have uncanny luck, and in part, that fortune is due to the childlike look and nature of many halflings. Halfling vampires use this natural charm as a defense. Those who wish the vampire harm find it difficult to follow through on an attack while looking into the vampire's big, innocent eyes." - ] + ], + "id": "923" } - ] + ], + "id": "920" }, { "type": "entries", @@ -107897,7 +110234,8 @@ "page": 398, "entries": [ "A halfling vampire is Small and has less practical Strength than Medium vampires, along with smaller claws and teeth. But a halfling vampire shows amazing alacrity (higher Dexterity), moving with amazing grace past other creatures and disappearing with little cover\u2014see Cunning Action and Nimble Stealth. When converting the Hit Dice to {@dice d6|d6s} for a Small creature, keep the hit point maximum as close to the same as possible. Halfling vampires have a childlike aspect that supernaturally influences other creatures to refrain from harming the vampire in the Innocent Eyes reaction. Vampirism also accentuates halfling bravery, making the vampire fearless. But halfling vampires lack Beast Form." - ] + ], + "id": "924" }, { "type": "entries", @@ -107906,7 +110244,8 @@ "entries": [ "Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item brewer's supplies|PHB} can distill the blood of a young or older halfling vampire into a {@item potion of speed}. A young vampire produces enough for one dose, an adult for two, and an ancient for three. Each dose requires 3 days of brewing and other reagents worth 500 gp, and the brewer must succeed on a {@dc 15} Intelligence or Wisdom check. Drinking one of these potions has the same effect as eating any vampire part.", "Consuming the eye of a young or older halfling vampire also affects the eater as if {@spell sanctuary} were cast on them." - ] + ], + "id": "925" }, { "type": "entries", @@ -107919,7 +110258,8 @@ "page": 398, "entries": [ "Halfling vampires are incredibly stealthy and fast. They can attack and disappear before victims realize what's happening." - ] + ], + "id": "927" }, { "type": "entries", @@ -107927,9 +110267,11 @@ "page": 398, "entries": [ "A halfling vampire can prevent you from attacking them with a look. This defense is a form of enchantment magic." - ] + ], + "id": "928" } - ] + ], + "id": "926" }, { "type": "inset", @@ -107937,7 +110279,8 @@ "name": "GM Advice:", "entries": [ "The social nature of halflings puts them in a strange position. They're more likely than most vampires to be found interacting with society, meaning more opportunity to feed. They must then rely on their luck and cunning to stay hidden, as opposed to relying to hidden, isolated lairs." - ] + ], + "id": "929" }, { "type": "statblock", @@ -107946,7 +110289,8 @@ "name": "Halfling Vampire (Young)", "page": 399 } - ] + ], + "id": "91e" }, { "type": "entries", @@ -107972,7 +110316,8 @@ "The creature's flesh was loose and wrinkled, like he had soaked too long. His hair was tangled, matted with seaweed and sand. He had a wild look, and he made a slurping sound as he charged in." ] } - ] + ], + "id": "92b" }, { "type": "entries", @@ -107983,7 +110328,8 @@ "page": 400, "entries": [ "The Llana'Shi Empire is no stranger to the dark tales of vampires. Vampirism has been among laneshi for ages, despite the protection of the sea. With more laneshi visiting lands above the waves, the curse has spread further. Old legends among laneshi speak of warriors falling under the curse for misdeeds, or of mystics transformed due to missteps or intentional arcane experiments." - ] + ], + "id": "92d" }, { "type": "entries", @@ -107991,9 +110337,11 @@ "page": 400, "entries": [ "More than other vampires, laneshi vampires prefer to drink their sustenance. Their feeding method leaves victims who survive parched. This connection to water gives a laneshi vampire some benefits. Running water never bothers laneshi vampires, and {@item Holy Water (flask)|PHB|holy water} is less effective against them. The downside to these advantages is that laneshi vampires can't survive without immersion in water." - ] + ], + "id": "92e" } - ] + ], + "id": "92c" }, { "type": "entries", @@ -108001,7 +110349,8 @@ "page": 400, "entries": [ "Laneshi vampires retain the swim speed of their living kin, and the undead state enhances their {@sense darkvision}. Vampire blood brings out the long laneshi tradition of hit-and-run fighting styles in the Skirmisher trait. Running water doesn't harm a laneshi vampire, and they have resistance to the radiant damage {@item Holy Water (flask)|PHB|holy water} deals. A laneshi's bite drains moisture\u2014see the Bite attack\u2014and the vampire must regularly immerse in water or feed to stave off deadly dehydration. See the Water Reliance trait." - ] + ], + "id": "92f" }, { "type": "entries", @@ -108009,7 +110358,8 @@ "page": 400, "entries": [ "Someone who consumes part of a laneshi vampire can breathe water for 1 hour, in addition to other benefits and drawbacks." - ] + ], + "id": "930" }, { "type": "entries", @@ -108022,7 +110372,8 @@ "page": 400, "entries": [ "Laneshi vampires prefer to drink their sustenance and can rarely resist consuming blood if they see or smell it." - ] + ], + "id": "932" }, { "type": "entries", @@ -108030,7 +110381,8 @@ "page": 400, "entries": [ "Vampirism makes laneshi agile fighters who move easily in and out of combat. They retain water-related advantages, including not only swimming, but also no weakness to running water other vampires have and a resistance to {@item Holy Water (flask)|PHB|holy water}. A laneshi's bite leaves a victim parched." - ] + ], + "id": "933" }, { "type": "entries", @@ -108038,9 +110390,11 @@ "page": 400, "entries": [ "A laneshi vampire can die if unable to immerse in water or feed. The vampire's body disintegrates if it dies in this way." - ] + ], + "id": "934" } - ] + ], + "id": "931" }, { "type": "statblockInline", @@ -108060,7 +110414,8 @@ } } } - ] + ], + "id": "92a" }, { "type": "entries", @@ -108086,7 +110441,8 @@ "The massive creature filled the room, its face just visible amid folds of noxious flesh. Then it smiled. It was a brilliant smile, with just a hint of malice. And when it spoke, it offered secrets, but at what cost?" ] } - ] + ], + "id": "936" }, { "type": "entries", @@ -108097,7 +110453,8 @@ "page": 402, "entries": [ "An ogresh feels a natural desire to settle into an area that can support their immense appetite. The curse of vampirism enhances this desire to monstrous proportions. An ogresh vampire risks consuming everything around them, leaving a region barren for years to come. They grow large and corpulent. If left to their own devices, they can become so large that standard buildings can no longer accommodate them. Still, their movement isn't impeded, and so witnessing an ogresh vampire charging is memorable and terrifying." - ] + ], + "id": "938" }, { "type": "entries", @@ -108105,7 +110462,8 @@ "page": 402, "entries": [ "An ogresh vampire relishes consumption, especially consuming a sapient creature. Other vampires prefer to feast on blood, but an ogresh vampire prefers flesh, bone, and marrow." - ] + ], + "id": "939" }, { "type": "entries", @@ -108113,7 +110471,8 @@ "page": 402, "entries": [ "Ogresh set down deep social roots as they age, and those rare few that contract vampirism are no different. They work a complex series of deals and trades, ranging from goods to secrets and everything in between. However, their longevity, combined with the lengthy maturation period as a vampire, leads them to appear youthful for many more decades than normal. This appearance can cause others to underestimate an ogresh vampire at inopportune moments." - ] + ], + "id": "93a" }, { "type": "entries", @@ -108121,9 +110480,11 @@ "page": 402, "entries": [ "Nothing about an ogresh vampire is small. They plan extensively, with backup plans, and backup plans for those backup plans." - ] + ], + "id": "93b" } - ] + ], + "id": "937" }, { "type": "entries", @@ -108131,7 +110492,8 @@ "page": 402, "entries": [ "An ogresh vampire is agile for their mass, but less so than a typical vampire of their age (lower Dexterity and AC). The vampire makes up for the slowdown with sheer durability (higher Constitution and hit points) and higher Charisma. An ogresh vampire also gains its proficiency bonus on Constitution saving throws but lacks it on Dexterity saves. These vampires are immune to disease and poison, and they can't be {@condition charmed}. However, an ogresh vampire can use Charm on others but lacks Beast Form. Ancient ogresh vampires can affect any sort of creature with their Charm, not only humanoids or beasts. Ogresh vampires gain the Massive trait in their later years." - ] + ], + "id": "93c" }, { "type": "entries", @@ -108140,7 +110502,8 @@ "entries": [ "Ogresh vampires are likely to hide treasure in their folds of flesh. They also have a specialized bile that can be harvested. Someone who has proficiency in the {@skill Medicine} skill can siphon this bile with a successful {@dc 13} Wisdom ({@skill Medicine}) check and 10 minutes of work. Doing so successfully produces five doses of the bile. In its raw form, with 1 minute of application time, the bile masks the scent of a creature, meaning other creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on smell to detect the creature coated in bile.", "This bile also masks poisons in a similar fashion. A creature that tries to detect the poison with smell has disadvantage on the check to do so. If mixed with an ingested poison and consumed, this bile has the effect of any consumed vampire part." - ] + ], + "id": "93d" }, { "type": "entries", @@ -108153,7 +110516,8 @@ "page": 402, "entries": [ "An ogresh's natural charm lends itself well to the curse of vampirism. Planning, coercion, bribes, and gluttony come easily to them." - ] + ], + "id": "93f" }, { "type": "entries", @@ -108161,7 +110525,8 @@ "page": 402, "entries": [ "Vampirism makes a creature more of what they are, and an ogresh is rarely interested in small or short-term thoughts. An ogresh vampire grows larger than their mortal kin. And a beast form like that of other vampires is beneath a creature who places importance on reason and charm." - ] + ], + "id": "940" }, { "type": "entries", @@ -108169,9 +110534,11 @@ "page": 402, "entries": [ "An ogresh vampire can grow so large that they seem too big for their home. This appearance is deceptive. The vampire might be slightly less nimble, but it is as or more dangerous than other vampires. And the vampire can move about its home in mist form." - ] + ], + "id": "941" } - ] + ], + "id": "93e" }, { "type": "statblockInline", @@ -108191,11 +110558,14 @@ } } } - ] + ], + "id": "935" } - ] + ], + "id": "8ce" } - ] + ], + "id": "8a1" }, { "type": "section", @@ -108221,7 +110591,8 @@ "Three of us were dead before we even got through the entrance to the lich's lair. It's almost as if the creature knew we were coming and what our tactics would be!" ] } - ] + ], + "id": "943" }, "The world of Etharis, the home to Grim Hollow campaigns, is a dreadful and dangerous place. Fortunately for its heroes, they have some advanced tools to deal with those dangers: concepts like transformations, advanced backgrounds, and new subclasses give them a bit of a power boost.", "On the other side of the ledger, then, is the game master. Regardless of the power level of the monsters, players that take full advantage of all their player-facing options can be very difficult to challenge. For some players and game masters, that lack of challenge isn't an issue. For others, however, an exciting part of the experience is that risk of failure and character death.", @@ -108234,7 +110605,8 @@ "If every creature just slugs out fights, trading blows until one side or the other reaches zero hit points, then every battle feels the same. Every monster feels the same. Beasts played with natural cunning and fiends played with diabolical intellect show off the traits that make them interesting. When monsters go for the kill, the players who beat them feel a sweeter triumph. Different strategies challenge characters to show off their abilities in varied ways. Consider welcoming every tactical edge you can gain, because D&D still stacks the odds for the players and GMs are usually outnumbered three (or more) brains to one.", "This advice doesn't always mean \"playing to win.\" Certain strategies, which can make a fight more challenging and deadly, can actually make fights less fun for everyone at the table. Depending on the temperament of your players, you might choose to skip some exploits and choose to add peril in other ways.", "It's also important to remember that while this is a tactical game, it's also a method for creating stories. Just as we like characters to have personalities and attitudes that are entertaining and narratively consistent, so should the monsters think and act in a way that fits into their role in the world." - ] + ], + "id": "944" }, { "type": "entries", @@ -108243,7 +110615,8 @@ "entries": [ "Once you decide how monsters should act, fit tactics to their temperament and intelligence. Disciplined skeletal troopers might fight in formation, but aggressive gnolls rarely so. Dim-witted ogres or mindless constructs just club things unless a leader calls out different orders.", "Even creatures with animal intelligence use their abilities with instinctive cunning. Beasts know to use their fighting traits in dangerous ways, so wolves gang up on the weak, spiders creep and ambush, and tyrannosaurs who listened to their mums chew thoroughly before swallowing." - ] + ], + "id": "945" }, { "type": "entries", @@ -108260,7 +110633,8 @@ "page": 405, "entries": [ "Look at the Speed entry for types of movement a typical character can't match. A fly speed means a monster can avoid melee attack, strike the ranged attackers and spellcasters who seem the most dangerous or vulnerable, and then potentially fly out of range. Burrow speed opens hit-and-run tactics that let creatures bury themselves underground between strikes. Incorporeal movement appears as a trait rather than a movement type, but its effect in battle mirrors burrow. Creatures with teleport abilities can keep picking the best place to fight or the best moment to escape." - ] + ], + "id": "948" }, { "type": "entries", @@ -108269,7 +110643,8 @@ "entries": [ "Look for {@skill Stealth} under the creature's Skills entry. A {@skill Stealth} entry suggests a monster that wants to hide and ambush for {@quickref Surprise|PHB|3|0|surprise}. That goes for most creatures with {@skill Stealth} proficiency, or even just a high Dexterity. Creatures with {@skill Stealth} and ranged attacks often favor sniping strategies with attacks from hiding for advantage.", "Also look for proficiency with more knowledge-based skills like {@skill Arcana}, {@skill Nature}, or even {@skill Medicine}. Just as a character might use their wits to learn more about the monsters (as described in the Lore sections for each monster), so too might monsters know something about the characters and their tactics with their own checks." - ] + ], + "id": "949" }, { "type": "entries", @@ -108278,7 +110653,8 @@ "entries": [ "Next, check the creature's resistances and immunities. In the heat of battle, they may prove easy to overlook. Also, a creature that is immune to certain types of damage that wants to maximize its defensive tactics might use that to its advantage. Why wouldn't a {@creature fireborn troll|GHMG}, with its immunity to that energy type, fill its lair with fire that it could push enemies into?", "Condition immunities can also be something easily missed by GMs. Pay special attention to immunity to the {@condition Charmed} condition, as common spells like {@spell hypnotic pattern} work by imposing this condition. Magic resistance counts as a trait, but it also belongs in this category of defenses to remember." - ] + ], + "id": "94a" }, { "type": "entries", @@ -108286,7 +110662,8 @@ "page": 405, "entries": [ "If a monster brings the Innate Spellcasting trait to the table, check the material components it requires. Creatures that can cast spells using no components\u2014typically constructs and psionic monsters\u2014cannot be interrupted by {@spell counterspell} because there are no outward signs that a spell is being cast, and hence the reaction to cast {@spell counterspell} is not triggered." - ] + ], + "id": "94b" }, { "type": "entries", @@ -108296,7 +110673,8 @@ "While you seldom need to study a creature's traits and attack actions to find any hidden import (because they're implicitly important within the rules of the game), read them to gain a sense of the creature's path to victory: the sequence of actions the monster dreams will lead to a win (or that the creature's designer imagines) leads to an exciting battle.", "Only the most brutish monsters have a path to victory as simple as claw/claw/bite. Even for an ordinary wolf, the {@skill Stealth} skill and pack tactics add up to a clear tactical (and narratively interesting) enterprise: sneaking up on prey for {@quickref Surprise|PHB|3|0|surprise}, followed by ganging up on the softest prey for an easy kill.", "While stat blocks never explicitly spell out a monster's path to victory, you can connect the dots. Occasionally, spotting a path to victory takes an \"aha\" moment. The durability of gargoyles compared to their meager damage\u2014and lack of ranged attacks\u2014may seem like a recipe for a dull battle, but they have a fly speed of 60 feet and a 15 Strength. Even if there are no complicating factors like terrain or other battlefield hazards, gargoyles can easily {@action grapple} lightweight characters, lift them into the air, and drop them. Once you spot the monster's path to victory, you know the best tactics to adopt for the creature. Also, the path highlights the traits that make the monster an engaging opponent. If your tactical focus reduces to different bonuses to attack, then every fight just feels like hacking away hit points." - ] + ], + "id": "94c" }, { "type": "entries", @@ -108305,11 +110683,14 @@ "entries": [ "Finally, peruse the stat block to notice the creature's action economy: what can the creature accomplish on its turn and on other turns? With simple creatures, that amounts to a single attack or perhaps a multiattack combination. A few creatures gain bonus actions or reactions, but those that do should use them to their maximum potential. Even simple goblins can {@action Disengage} and {@action Hide} as a bonus action, making their path to victory a combination of scuttling away from melee and {@item shortbow|PHB} sniping.", "The most powerful creatures add legendary actions and lair action to their capabilities. We'll look at those in more detail later in this chapter." - ] + ], + "id": "94d" } - ] + ], + "id": "947" } - ] + ], + "id": "946" }, { "type": "entries", @@ -108318,7 +110699,8 @@ "entries": [ "The stat block lacks one key element of a creature's strategy, although the monster's flavor text might bridge the gap: what does the monster want?", "Many beasts just want food. Others defend territory or a stronghold. If a creature stands guard, it may only want to raise an alarm. Supernatural creatures may have more unnatural desires: Daemons welcome chaos. Some undead savor screams as relief from a silent eternity trapped in a tomb. A monster's desires can shape its tactics, change its path to victory, and affect when it chooses to stop fighting." - ] + ], + "id": "94e" }, { "type": "entries", @@ -108337,7 +110719,8 @@ "entries": [ "Smart monsters find or create lairs that benefit them. Even instinctual beasts seek the best place to ambush prey or the easiest home to defend. From a game perspective, the most engaging fights come from sites that let monsters exploit their abilities. Giants need space to move. Incorporeal creatures want tight, knotted corridors with walls to phase through. Fliers want airspace to rise from reach and perhaps walls, columns, or stalactites to swoop behind.", "A location that favors the home team makes sense, lets monsters show their best traits, and leads to more interesting battles." - ] + ], + "id": "951" }, { "type": "entries", @@ -108346,7 +110729,8 @@ "entries": [ "Despite this approach, many dungeon fights still begin when a group opens a door, revealing a room full of monsters. If most of the party wins initiative, they unleash a volley of missiles and spells that brings a short end to the encounter. This is not necessarily a problem, as sometimes players enjoy an easy win.", "If the monsters win initiative, however, they move to and block the entrance, crowd the door, and turn a potentially dynamic fight into two groups hacking through hit points in a five-foot opening." - ] + ], + "id": "952" }, { "type": "entries", @@ -108354,11 +110738,14 @@ "page": 406, "entries": [ "To avoid such static battles, reverse the usual script that sees the characters intrude on monsters. Pick a room where you would normally put monsters, and then assume the monsters have temporarily left the room. As the characters interact with other features of the room\u2014the fountain or the altar or the bookcases\u2014the monsters return. This trick begins fights with characters spread out instead of in a defensive formation. Characters who normally avoid melee may land in harm's way. Some characters may be {@quickref Surprise|PHB|3|0|surprised}. The environment feels dynamic." - ] + ], + "id": "953" } - ] + ], + "id": "950" } - ] + ], + "id": "94f" }, { "type": "entries", @@ -108373,7 +110760,8 @@ "entries": [ "In past editions of the game, melee attackers delivered the most reliable damage, so targeting an evil mastermind meant hewing through ranks of minions first. That strategy still offers something. When you position guards to block the path to their leader, put 10-foot spaces between each. That spacing avoids clusters that offer an easy target for area spells while preventing attackers from running past without suffering {@action opportunity attack|PHB|opportunity attacks}.", "If more than 30 feet separate the entry from the most dangerous foe, then most melee characters can't move and attack that boss on the same turn. The distance creates a longer path to winning, or at least might force characters to use other resources to remain on that path." - ] + ], + "id": "955" }, { "type": "entries", @@ -108382,7 +110770,8 @@ "entries": [ "The most recent iteration of the rules, however, favors ranged attackers enough that we often need to dismantle our previous tactics. A party wielding crossbows, spells, or other ranged threats can make such encounters resemble an execution by firing squad before the monologuing villain finishes describing how the pitiful characters will soon die.", "Consider starting that climactic battle with the main foe out of view. Let the characters spread out to attack the guards and lieutenants, and then have the biggest threat move in on its turn, preferable at the rear or side of the party. In this game, villains must fight and monologue at the same time, but they're most likely good at multitasking." - ] + ], + "id": "956" }, { "type": "entries", @@ -108390,9 +110779,11 @@ "page": 406, "entries": [ "Adding terrain that offers {@quickref cover|PHB|3|0|total cover} can also block a ranged party's path to an easy win. Just include columns, stalagmites, or giant idols of the Arch Daemon Tormach to an otherwise ordinary room. Then play creatures with the good sense to duck between their turns. This hardly counts as high strategy. If you throw a rock at a {@creature rat}, it runs for cover. Faced with melee and ranged attacks, many foes stay out of sight and let intruders come into reach. That usually works. By reputation, treasure hunters are impulsive and bloodthirsty." - ] + ], + "id": "957" } - ] + ], + "id": "954" }, { "type": "entries", @@ -108401,7 +110792,8 @@ "entries": [ "Although {@quickref Surprise|PHB|3|0|surprise} comes infrequently in typical games, a common path to victory among monsters includes a successful ambush. That goes for most creatures with {@skill Stealth} proficiency.", "During exploration, set the DC to detect lurking monsters to 11 plus the creatures' Dexterity ({@skill Stealth}) bonus. If the creatures have an advantage because they chose a site that favors them, then add 5 to that DC. When the party reaches attack range, each character with a passive {@skill Perception} less than the DC becomes {@quickref Surprise|PHB|3|0|surprised}. If you favor a more uncertain outcome, let each player roll a Wisdom ({@skill Perception}) check to avoid {@quickref Surprise|PHB|3|0|surprise}, but only the creature's that exceed the DC can do so." - ] + ], + "id": "958" }, { "type": "entries", @@ -108411,7 +110803,8 @@ "Certain feats, widespread magic items like the {@item +1 Wand of the War Mage|DMG|wand of the war mage}, and other abilities can negate the value of anything less than {@quickref cover|PHB|3|0|total cover}, but the rules make sheltering between attacks simple. Creatures can move into view, {@action attack} or {@action cast a spell}, and then move back out of sight. Monsters with ranged attacks, and especially spellcasters, should seek {@quickref cover|PHB|3|0|total cover} between actions. They can pop out, cast spells, and then duck back behind the wall. If your enemy spellcasters start out of sight, they stand a much better chance of casting a few spells before they are doomed to the dead-villain pile. If they stay out of the 60-foot range of {@spell counterspell}, their chances get even better.", "Such tactics encourage characters to move to engage. Battles with movement and cover tend to reveal the strengths of melee characters to make that at least as useful as ranged characters, especially at higher levels.", "Melee attackers probably can't shelter between their turns. They must look for other advantages. Usually, they should avoid clustering into an easy grouping for area effects, but some traits like Pack Tactics reward creatures that fight together. Unless the path to victory requires a close formation, spread out. Adventurers like to focus on one foe. When possible, avoid letting single creatures be mobbed by choosing positions next to walls and other obstacles." - ] + ], + "id": "959" }, { "type": "entries", @@ -108421,7 +110814,8 @@ "Flying creatures with ranged attacks benefit from weaving in and out of range. Fliers with melee attacks do best by swooping to hit a single target and then flying away. If the flier lacks the Flyby trait, their movement may provoke an {@action opportunity attack}, but that is much better than taking multiple blows from a character with multiple attacks, and then giving other melee attackers a chance to pile on the damage.", "Burrowing and insubstantial characters follow the same tactics as fliers, but after striking they can almost always dig or phase out of reach.", "Brainy monsters might avoid provoking paladins, who can drop an extra smite, and rogues, who gain an extra chance to sneak attack. When a creature provokes the wrong hero and pays, the players love heaping punishment, and you always have more monsters." - ] + ], + "id": "95a" }, { "type": "entries", @@ -108441,7 +110835,8 @@ "Combined, this means that martial characters who typically attack three times per turn thanks to the Extra Attack feature, or certain feats or abilities, can only attack once on a {@action Ready} action.", "Meanwhile, spellcasters forced to {@action ready} a spell must {@status concentration|PHB|concentrate} and hope their {@action ready} triggers so they get a chance to cast.", "Monsters stand to gain an edge by forcing characters to {@action ready} actions. But for some players, these sorts of tactics can rob play of fun by adding a bothersome focus on the tricky rules for the {@action Ready} action. For newer players especially, the game might seem complicated and intimidating. If your players prefer combat scenes that just give their characters a chance to show off before the story resumes, then skip the fancy maneuvers. Such players may prefer demolishing extra monsters over matching wits with fewer, more crafty foes. On the other hand, if your players enjoy outwitting their enemies and see wringing advantages from the rules as a show of skill, then play the villains with all the cunning they can bring." - ] + ], + "id": "95b" }, { "type": "image", @@ -108464,7 +110859,8 @@ "page": 407, "entries": [ "Targeting attacks presents an area where optimal tactics may interfere with the players' fun. Some players build characters to shrug off attacks. When monsters work to avoid the hard targets, those players never get a chance to shine. Meanwhile, every other player prefers to not get attacked despite playing more inviting targets. Sometimes even friends imagine patterns of attack that feel personal rather than tactical. I mean, the paladin is standing right there!" - ] + ], + "id": "95d" }, { "type": "entries", @@ -108473,7 +110869,8 @@ "entries": [ "When you select targets for monsters, favor clear choices and avoid relying on your inside understanding of the characters. A gargoyle can spot a lightweight victim to lift and drop, but they might target the halfling barbarian and soon regret the choice. A low-intelligence monster may not understand armor, but if an attack misses by a wide margin, the creature might switch targets. Creatures that force Dexterity saves can probably pick targets that seem plodding. Brainy monsters profile characters likely to fail a Wisdom save, so a lich knows it can probably dominate that halfling barbarian and make him punish his friends.", "Simple choices often include the tactics players would use: Monsters often attack creatures that seem most vulnerable or that present the biggest threat. For dimwitted monsters, the character that dealt the most damage gets attacked. Don't think of it as a punishment; think of it as an award for great character creation and play!" - ] + ], + "id": "95e" }, { "type": "entries", @@ -108481,9 +110878,11 @@ "page": 407, "entries": [ "If a few characters make equal targets, roll a die to choose. Or ask if one player wishes to play hero by drawing the attack. Against a calculating foe, the fighter in plate armor may need to make a Charisma check to lure an attacker targeting the unarmored mage. This lets the characters take a more active role in the group narrative being created at the table!" - ] + ], + "id": "95f" } - ] + ], + "id": "95c" }, { "type": "entries", @@ -108501,9 +110900,11 @@ "Unless you and your players welcome a deadly style, your combat scenes can create tension without filling the imaginary coffers of the church that returns dead adventurers to life. Other tactics make monsters dangerous enough.", "Remember, most game sessions don't aim to make every battle a showdown that pushes characters to their limit and threatens death. Often, as characters explore a dungeon or race to achieve some other goal, battles simply drain resources. Focusing fire on characters doesn't enhance that objective, and it can feel personal.", "Still, when the situation offers a clear and compelling reason to single out a target, monsters should focus fire. Creatures as smart as the people in a magical world recognize enemy casters {@status concentration|PHB|concentrating} on a spell, and then focus fire to end a spell. If a cleric revives a staggered or fallen character, a smart commander might lead attacks on the healer. When players spot such tactics and move to defend, the battle tilts in exciting ways." - ] + ], + "id": "961" } - ] + ], + "id": "960" }, { "type": "entries", @@ -108514,7 +110915,8 @@ "To justify attacking the fighter, the giant might bellow, \"You hurt me, so I'll smash you.\" The enchanter might say, \"Barbarian, my magic can make weak-willed thugs like you into puppets.\" When the party battles a group of foes led by a canny commander, speak out the leader's orders. A leader might point a finger at the party's bard and snarl, \"Those lights come from her spell. Make her die!\" This does more than add drama; such dialog reframes the conflict from one between the players and the GM into one between characters and monsters. If the monsters explain the tactics that threaten the characters, the GM starts to disappear.", "If you want to alarm players to action, have the leader point to a fallen character and say, \"Before they heal that one, finish him!\" Then watch the players scramble to defend and revive their friend. For groups slow to bring fallen members back to the fight and leaving players idle, such commands spur players to give quicker remedies.", "More importantly, such dialog can trick players into moving into dangerous situations. A leader might yell out, \"Don't let them put out the flames of the altar\" to her minions, but the altar flames are just a diversion. {@skill Insight} checks might become involved, but players might also start to focus on putting out the flames rather than defeating the enemies. Combat just became much more interesting!" - ] + ], + "id": "962" }, { "type": "entries", @@ -108525,7 +110927,8 @@ "Faced with grouped attackers and with allies in view, even the dullest monsters may resort to defensive actions. You would too.", "When a monster lacks enough movement to reach an enemy without using the {@action Dash} action, simply move and then use the {@action Dodge} action. When a monster {@status concentration|PHB|concentrates} on a spell hurting the characters, but lacks a place to shelter from attack, use the {@action Dodge} action. In retreat, sometimes the {@action Dodge} action works better than the {@action Disengage} action, for {@action Disengage} lets creatures avoid attacks during their turn, but grants no defense after their turn ends. {@action Dodge} helps against {@action opportunity attack|PHB|opportunity attacks}, plus it protects after the turn ends.", "The {@action Dodge} and {@action Disengage} actions can help monsters by making focused fire more difficult. Monsters in front taking the brunt of attacks can often {@action Disengage} from the barbarian and paladin and move to attack softer wizards and rogues. Then, less damaged monsters can move to engage. The battle feels more dynamic. When characters gang up on one monster, consider the {@action Dodge} action. The characters can either move to another target\u2014often at the price of an {@action opportunity attack|PHB|opportunity attacks}\u2014or they can try to hit while suffering disadvantage. A creature who {@action Disengage|PHB|disengages} to attack from a safer position, or to attack the party's more vulnerable members, may force the characters to switch attention to another foe. The more that players spread attacks, the longer the monsters can fight in number. By keeping more monsters alive to the last round, the battle stays exciting longer." - ] + ], + "id": "963" }, { "type": "image", @@ -108545,7 +110948,8 @@ "Instead, have zombies {@action shove} characters {@condition prone} and {@action grapple} them so they can't stand. Other zombies gain advantage against {@condition prone} targets. For an even better taste of zombie horror, have the dead rush to mob the {@action prone} targets who suffer damage: the hit ones probably sport the lowest AC.", "When minions fight alongside a more dangerous monster, sometimes the weaker creatures lack effective attacks, either because the characters prove too hard to hit or because low damage becomes ineffective. Instead of attacking, use the {@action Help} action to grant advantage to more damaging attacks from the real threat. Players with pets and familiars take this approach; it works for cunning monsters too.", "For creatures with multiple attacks, the {@action Grapple} and {@action Shove} special attacks only count as one attack. Brutish monsters with multiple attacks sometimes benefit from shoving weaker characters {@condition prone} to gain advantage for their most damaging attack, or to grant allies advantage for follow-up attacks." - ] + ], + "id": "964" }, { "type": "entries", @@ -108554,7 +110958,8 @@ "entries": [ "The strategies for recharging and area-effect powers cover familiar territory. There is some obvious advice: Line up as many targets as possible and select targets vulnerable to an attack. Also, contrive lairs that give an advantage based on the type or shape of the area attack. The most desirable lairs feature choke points where invaders tend to cluster, plus cozy treasure nooks and murderous traps are preferred by discerning lair-owners.", "One tactic for recharging attacks rarely proves fun. A monster played to win could use its big power, and then shelter somewhere safe from attack until the ability recharges. For a dangerous monster, this tactic risks killing an entire party and defies the game's focus on action. For the occasional monster outmatched by an overconfident party, such hit-and-run strikes can turn a routine encounter into a tense fight with a unique feel." - ] + ], + "id": "965" }, { "type": "entries", @@ -108565,7 +110970,8 @@ "Monsters' legendary actions generally revisit the creatures' standard options, often with the same windup-and-strike combinations that pave a creature's path to victory. Look for these combinations that can be used to create or reinforce those paths.", "Legendary actions allowing movement can get overlooked because they don't hurt anyone, but mix them in. Use them to avoid getting crowded, to pick optimal targets, and to seek cover or to move from range.", "Lair actions should be used carefully as well, especially when a monster doesn't have much help in the encounter. For those lurkers in the party who strike from a distance, lair actions are often a good way to harass them." - ] + ], + "id": "966" }, { "type": "image", @@ -108591,7 +110997,8 @@ "page": 409, "entries": [ "Monsters with access to divination magic use it to spy on potential threats, learning everything they can about their enemies. What tactics or tricks do they employ? Where do they keep their magic items? Who are their allies? All this information can prove useful." - ] + ], + "id": "969" }, { "type": "entries", @@ -108599,7 +111006,8 @@ "page": 409, "entries": [ "Smart heroes use knowledge to prepare for battle. They might learn about a monster's weaknesses, or what their lair looks like, or where the cunning traps are located. Smart monsters with servants in the outside world can easily seed false information in the path of their enemies." - ] + ], + "id": "96a" }, { "type": "entries", @@ -108607,11 +111015,14 @@ "page": 409, "entries": [ "Just as characters might be tempted by darkness, the characters' allies might as well. The jeweler who sells the characters their components for the {@spell revivify} spell might give them glass instead at an enemy's behest, which comes as a terrible surprise in the middle of a tense combat." - ] + ], + "id": "96b" } - ] + ], + "id": "968" } - ] + ], + "id": "967" }, { "type": "image", @@ -108629,9 +111040,11 @@ "entries": [ "This has been mentioned already, but it bears repeating: the information provided in this chapter\u2014and in this entire book\u2014is meant to heighten the fun and excitement of your games. When there is a conflict between making an encounter more difficult or more fun, go with the latter. Always.", "Increasing the tactical prowess of monsters in the ways described here makes encounters more challenging, but they also tend to make the encounters last longer. That does not always meld with the goal of more fun. However, when an encounter is longer but also more interesting and fun because of the drama and the narrative enjoyment it creates, then by all means play it up!" - ] + ], + "id": "96c" } - ] + ], + "id": "942" }, { "type": "section", @@ -108648,7 +111061,8 @@ "The most important tools a monster hunter can have are knowledge, skill in crafting, sufficient time, magical ingredients, and some valuable pieces of the monsters they've killed." ] } - ] + ], + "id": "96e" }, "A monster hunter stalks through the overgrown forest, scanning the underbrush for signs of wild boar. By spreading a few silver coins at the local village's tavern to gain the trust and loosen the lips of reticent foresters, she learned of the potential location of a rare and dangerous {@creature goldmane boar|GHMG}.", "The monster hunter can certainly use the meat from such a rare beast, but that's not her motive. The bristles of the {@creature goldmane boar|GHMG} can be suffused with magic and crafted into a light that pierces even the most powerful magical {@quickref Vision and Light|PHB|2|0|darkness}. Adventurers traveling into the lairs of powerful fiends and spellcasters rely on such magic to gain an advantage.", @@ -108660,7 +111074,8 @@ "Each monster in {@i Grim Hollow: The Monster Grimoire} comes with a section that describes what can be salvaged from them\u2014either as loot to be used or sold, or as components for powerful magic items to be created and used by adventurers. The salvage listed is only the first step, however. Creative DMs can use the examples provided to imagine and implement their own ideas of what can be salvaged from a monster, and more importantly, what can be created from that salvage.", "In high-magic settings, one might imagine an economy built upon powerful crafters and arcanists creating magic items to be sold to adventurers for a tremendous profit. Magic in these settings would be easily available to all\u2014 and monsters, by extension, easier to defeat.", "Grim Hollow is not one of those high-magic settings. The grim and dark fantasy supported by Grim Hollow eschews those notions of countless powerful creators making magic items willy-nilly, passing them out like candy at a midwinter festival. While magic is not necessarily rare in the setting, it's also not omnipresent and easy to obtain. And it's dangerous." - ] + ], + "id": "96f" }, { "type": "entries", @@ -108670,7 +111085,8 @@ "A hallmark of dark fantasy is that the characters must rely on their wits, skill, luck, and choices to overcome challenges and achieve their goals. Survival is not a sure thing. Putting together the plans and tools for survival is an important part of the journey.", "In such a world, nonplayer characters (NPCs) are not going to spend their valuable time and resources creating powerful magic items, on the off chance that some rich adventurers might come along with large amounts of gold to buy those goods. Gold can't buy safety in a world where the {@book Great Beast|GHMG|1|The Great Beast} may show up anytime, anywhere.", "Part of the valor and resiliency of characters in a dark fantasy setting is their self-reliance\u2014or of their dedication to finding, securing, and maintaining allies who can assist them in their struggles. That assistance is sometimes martial, but often it manifests as an ally with the ability to provide material support: a blacksmith, alchemist, armorer, sage, or some other artisan or expert." - ] + ], + "id": "970" }, { "type": "entries", @@ -108683,7 +111099,8 @@ "The local alchemist knows of this very rare toxin, which can be distilled from the brain matter of a beast that lives in the nearby mountains. A local guide knows of that beast's lair.", "It's easy to see a whole campaign, or at least a series of adventures, built naturally from this narrative construct. But more important than the plot set up by this is the dramas\u2014big and small\u2014that can emerge through play.", "Maybe the alchemist is herself in danger from some other foe, so she requires the characters to take the time to solve her problem before she can make the necessary toxin. Maybe the local guide is a spy for the enemy, and instead of leading them to the lair, he leads the characters astray. Time factors may also force the characters to make hard decisions. All that narrative power comes when we, as game masters, don't simply hand the characters the answers to their problems." - ] + ], + "id": "971" }, { "type": "entries", @@ -108693,7 +111110,8 @@ "In a setting where all the magic items and answers to problems must be worked for and crafted, NPCs become a much larger part of the campaign. A skilled weaponsmith with the necessary tools and training in arcane crafting is many times more valuable than any single magic weapon she could produce.", "This heightens the characters (and their players) appreciation for, and attention to, the NPCs they encounter. NPCs are no longer cardboard cutouts that sit idly by, waiting for rescue from danger, while the heroes go about their business. The lives of these NPCs are much more important to the characters, and to the unfolding narrative of the campaign, when they have important information and assistance to offer.", "NPCs, when they gain this increased importance in the success of the characters, enrich the campaign's setting. A calculating villain whose weak point can be exploited by the creations of an expert alchemist is much more likely to target the alchemist than the characters\u2014 and this brings a new dynamic to a campaign." - ] + ], + "id": "972" }, { "type": "entries", @@ -108713,7 +111131,8 @@ ] }, "Each of these elements is described in greater detail below. Remember: these elements are suggestions. Any or all of them can be changed to best fit your campaign." - ] + ], + "id": "973" }, { "type": "entries", @@ -108756,7 +111175,8 @@ } ] } - ] + ], + "id": "974" }, { "type": "entries", @@ -108765,7 +111185,8 @@ "entries": [ "Crafting items sometimes requires a character or NPC with a certain proficiency to take part in the crafting. A person proficient with weapon {@item smith's tools|PHB} must create the sword or mace if a magical weapon is being crafted. This proficiency is separate from the ability check that must be successfully made to craft the item.", "For example, creating {@item arcane oil|GHMG} from a {@creature xakalonus|GHMG} requires a successful {@dc 15} Intelligence ({@skill Arcana}) check by a proficient alchemist. If a single person meets both conditions (proficient with {@item alchemist's supplies|PHB} AND proficient in the {@skill Arcana} skill), they can craft the oil by themselves. However, two people can also work together if each is proficient in only one of the necessary skills or tools. In this case, they must each spend the entire time required for crafting." - ] + ], + "id": "975" }, { "type": "entries", @@ -108776,7 +111197,8 @@ "Only people who take part in the entire process, and who are proficient in the skill called for, can attempt this check. If multiple people involved are proficient with the skill, they can roll individually, or they can assist someone else, giving them advantage on the check.", "Magic that provides bonuses for a limited time\u2014such as {@spell guidance}\u2014cannot be used to affect the ability check unless it is active for the entirety of the crafting process.", "In some cases, rather than calling for a certain skill or ability check, the crafting of an item requires repeated casting of a particular spell. In these cases, someone must be available and willing to take part in the process for at least 1 hour of the day that the crafting takes place. This spell might be provided from a scroll, magic item, NPC, or some other source. Spells provided by a source other than a character might require payment, which could be in the form of coin, favors, or whatever else you can imagine that makes for a memorable story." - ] + ], + "id": "976" }, { "type": "entries", @@ -108793,7 +111215,8 @@ "page": 412, "entries": [ "No components are lost, and only half the time of crafting is spent." - ] + ], + "id": "979" }, { "type": "entries", @@ -108801,7 +111224,8 @@ "page": 412, "entries": [ "Half the components are lost, and 75% of the time is spent." - ] + ], + "id": "97a" }, { "type": "entries", @@ -108809,7 +111233,8 @@ "page": 412, "entries": [ "All components and time is lost." - ] + ], + "id": "97b" }, { "type": "entries", @@ -108817,11 +111242,14 @@ "page": 412, "entries": [ "All components and time are lost, and all participants gain 2 levels of {@condition exhaustion} (or alternative arcane mishap occurs)." - ] + ], + "id": "97c" } - ] + ], + "id": "978" } - ] + ], + "id": "977" }, { "type": "inset", @@ -108831,7 +111259,8 @@ "This game is, to some extent, a game about resource management: defeat all the enemies in your path before you run out of hit points, spells slots, ki points, rages, etc. Many memorable campaigns make time as valuable a resource as any other.", "To make these time-valuable campaigns work, you must integrate the drama of time passing into the unfolding story. For example, it might be necessary for the characters to create a certain item to defeat a looming opponent, but other tasks are also pressing. The decision of whether to create the item, take on the other tasks, or split the party becomes important.", "It's of the utmost importance to remember, however, that forcing players to sit out even parts of sessions to watch others play might not provide the most fun. In cases like this, you have options. If two of the characters are needed to create an item, and the rest of the characters go off to perform a task, you have options to keep the players of the crafting characters involved. Companion characters can be hired to join the party for a mission. (A few interesting options are provided in this book.) Players can be allowed to make decisions and roll dice for the monsters the other characters are fighting on their side-mission. Just because the characters are absent doesn't mean the players can't participate in significant and fun ways." - ] + ], + "id": "97d" }, { "type": "section", @@ -108940,9 +111369,11 @@ "{@item Potion of Vampire Climbing|GHMG}" ] } - ] + ], + "id": "97e" } - ] + ], + "id": "96d" }, { "type": "section", @@ -108959,7 +111390,8 @@ "The heroes walking the risk-laden paths of Etharis are awash in the most vile, dangerous, horrifying evils that anyone could imagine. While fighting those evil opponents with all their might, the heroes of Etharis find more than their bodies getting damaged. Evil wears on the soul as well, and heroes are not immune to its seductive powers.", "In a Grim Hollow campaign, characters have access to rules that represent the pull of evil power on them. Sangromancy magic offers great power, at a great price. Curses fly as readily as arrows or bolts. Most impactful are the transformations, changing the characters in dramatic and dark ways.", "If the campaign is accepting of characters that turn into monsters as play progresses, then there's no reason to think that creatures considered monsters can't get in on the fun!" - ] + ], + "id": "980" }, { "type": "entries", @@ -108970,7 +111402,8 @@ "For these types of characters to work, however, communication among the gamemaster and players is vital. Bugbears, gnolls, or morbus kobolds walking into a rural village\u2014or even a major city\u2014might be a cause of great concern for many. If expectations are not set ahead of time, this could cause problems in a campaign.", "Having monstrous characters confronted once or twice might be a fun roleplaying session. Having such a conflict occur every session gets repetitive and tedious. So how does a group handle this?", "If there is just one monstrous character in a party, the rest of the party can vouch for the untrusted member of their group. Even better, provide a home base for the party where such characters are not just accepted, but they are welcomed. A town like this, set on the dangerous edge of civilization, can be a great setting for a campaign." - ] + ], + "id": "981" }, { "type": "section", @@ -108998,9 +111431,11 @@ "name": "Bugbear", "page": 418 } - ] + ], + "id": "984" } - ] + ], + "id": "983" }, { "type": "entries", @@ -109023,9 +111458,11 @@ "name": "Faevlin", "page": 419 } - ] + ], + "id": "986" } - ] + ], + "id": "985" }, { "type": "insetReadaloud", @@ -109033,7 +111470,8 @@ "name": "Monsters, Ability Scores and Alignment", "entries": [ "Individuals are unique, and the characters in your game take that uniqueness to a whole new level. The traits presented in this chapter reflect the average characters of this monster's type. Aspects of the character\u2014specifically ability score increases and alignment\u2014should be flexible during character creation. Players and DMs should talk before a campaign starts to agree on the best choices for the story they're hoping to tell." - ] + ], + "id": "987" }, { "type": "entries", @@ -109055,9 +111493,11 @@ "name": "Gnoll", "page": 419 } - ] + ], + "id": "989" } - ] + ], + "id": "988" }, { "type": "entries", @@ -109079,9 +111519,11 @@ "name": "Grudgel", "page": 420 } - ] + ], + "id": "98b" } - ] + ], + "id": "98a" }, { "type": "entries", @@ -109103,11 +111545,14 @@ "name": "Morbus Kobold", "page": 420 } - ] + ], + "id": "98d" } - ] + ], + "id": "98c" } - ] + ], + "id": "982" }, { "type": "section", @@ -109135,9 +111580,11 @@ "name": "Monsters as PCs Trinket Table", "page": 421 } - ] + ], + "id": "98e" } - ] + ], + "id": "97f" }, { "type": "section", @@ -109259,7 +111706,8 @@ } ] } - ] + ], + "id": "98f" }, { "type": "section", @@ -109301,7 +111749,8 @@ } ] } - ] + ], + "id": "991" }, { "type": "hr" @@ -109338,7 +111787,8 @@ "The dark and dangerous world Of Etharis, home to the Grim Hollow fantasy setting, challenges all who live there. And the deadliest challenges to those who trod the adventuring roads of Etharis are the terrifying, bizarre, and fantastical beasts who lurk in the shadows or tower over the cities. Corrupted humanoids bent and twisted by otherworldly forces, enervating undead seeking to snuff out the light of life, malicious fey pursuing their own devious and capricious ends, putrid aberrations serving masters imprisoned in realities beyond the mortal realm: these forces, and more, challenge those seeking peace and prosperity in a hostile world.", "Grim Hollow: The Monster Grimoire offers over 400 new monsters, tailor-made for a dark fantasy campaign. The foes detailed in this supplement, ranging from capricious fey to corrupt fiends, can fit nicely into any 5e campaign where the players are looking for a devious and deadly challenge. The monster lore and statistics are just the beginning. Each monster comes with suggested salvage! Monster entries detail methods that characters might use to harvest monster parts to turn into equipment or magic items. Additional material discusses creating characters from some of the monsters, using them to their utmost tactical and narrative potential, and running intelligent monsters as intelligently as possible.", "All this and more await you within this copy of Grim Hollow: The Monster Grimoire." - ] + ], + "id": "992" }, { "type": "image", @@ -109351,7 +111801,8 @@ "width": 1280, "height": 1655 } - ] + ], + "id": "990" } ] } diff --git a/collection/HapHazred; Wyldefarne.json b/collection/HapHazred; Wyldefarne.json index 19dfd3abc..998eca7c4 100644 --- a/collection/HapHazred; Wyldefarne.json +++ b/collection/HapHazred; Wyldefarne.json @@ -1392,7 +1392,8 @@ "page": 1, "entries": [ "Okay this next one I should be getting royalties for. She's pretty unstable but nothing gets a crowd riled up like the Menace." - ] + ], + "id": "001" }, { "type": "statblock", @@ -1426,7 +1427,8 @@ "page": 2, "entries": [ "Tried this for a while when I was into piano; it really does make a difference when you can carry your instrument around with you. Shame about the {@spell levitate} spell." - ] + ], + "id": "002" }, { "type": "statblock", @@ -1441,7 +1443,8 @@ "page": 2, "entries": [ "Genuinely can't remember what this one does." - ] + ], + "id": "003" }, { "type": "statblock", @@ -1475,7 +1478,8 @@ "page": 3, "entries": [ "I can still remember the perfect blend of oregano, cheese, and tomato. The music was okay, too." - ] + ], + "id": "004" }, { "type": "statblock", @@ -1530,7 +1534,8 @@ "page": 4, "entries": [ "Mephistopheles Cleric is my favourite old-school Baharian band." - ] + ], + "id": "005" }, { "type": "statblock", @@ -1553,14 +1558,16 @@ "page": 5, "entries": [ "Perfect if you aren't popular enough to start a band." - ] + ], + "id": "006" }, { "type": "inset", "page": 5, "entries": [ "This crazy contraption is like one of those weird Institute-like golem things, all beeps and whirring noises. Not the most low-key instrument out there, is it?" - ] + ], + "id": "007" }, { "type": "statblock", @@ -1607,7 +1614,8 @@ "page": 6, "entries": [ "Never needed a wand to make people do things for me, personally." - ] + ], + "id": "008" }, { "type": "statblock", @@ -1647,9 +1655,11 @@ "name": "About the Author", "entries": [ "Viscera 'Viz' Runs in Water is a musician native from the Baharian Jungles. Her discography includes work provided for the bands {@b Kitty Pop} (rhythm guitar), {@b Zero Heroes} (lead guitar), and {@b Chaotic Naughty} (lead guitar, maracas). Songs include {@b Jaguar Queen}, {@b Wrecksist}, and {@b Ballad of the Mayday Wizard}. Notes on these instruments were compiled with the assistance of Vardenshire and Horn the Scalebard ({@b Trial Party Z})." - ] + ], + "id": "009" } - ] + ], + "id": "000" } ] } diff --git a/collection/Jonoman3000; Blazing Dawn Player's Companion.json b/collection/Jonoman3000; Blazing Dawn Player's Companion.json index 297dd4bc0..64b97857e 100644 --- a/collection/Jonoman3000; Blazing Dawn Player's Companion.json +++ b/collection/Jonoman3000; Blazing Dawn Player's Companion.json @@ -14782,7 +14782,8 @@ "style": "text-center", "entries": [ "Explore a multitude of new options themed around light, fire, and the divine with this supplement for the world's greatest roleplaying game." - ] + ], + "id": "001" }, { "type": "hr" @@ -14827,7 +14828,8 @@ } ] } - ] + ], + "id": "002" }, { "type": "entries", @@ -14835,7 +14837,8 @@ "page": 2, "entries": [ "Light, fire, and divinity are some of the most well-established magical motifs in the worlds of D&D. This supplement aims to expand these options, adding new races, subclasses, and spells, among other things. If your dungeon master allows, these options can be used in any of your campaigns." - ] + ], + "id": "003" }, { "type": "image", @@ -14849,7 +14852,8 @@ }, "{@note Created August 2019, v1.0 released August 2021}", "{@note The Blazing Dawn Player's Companion is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.}" - ] + ], + "id": "000" }, { "type": "section", @@ -14880,7 +14884,8 @@ "entries": [ "Those that look upon an astran's peculiar features can tell that these creatures are not of this world. Although humanoid in form, an astran's appearance is off-putting. Their bodies are long and wiry, and their skin is the color of ash, accented by deep crimson hues. But their most unique feature is the shape of their head, which is characterized by a set of three tentacle-like protrusions from the back of their skull, as well as pairs of smaller protrusions set into their slender face.", "They are approximately 7 feet tall on average, though some can stand up to 8 and half feet tall. Despite their staggering height, astrans usually only weigh between 130 and 170 pounds. They have no hair on any part of their bodies. To the other races all astrans look quite similar. While astrans can easily tell their kind apart, most others need to study their features for at least a few moments before coming to a conclusion. If in doubt, all astrans can be set apart by their uniquely colored eyes, which can take on nearly any color and often contain complex patterns that are as unique as fingerprints." - ] + ], + "id": "006" }, { "type": "entries", @@ -14890,7 +14895,8 @@ "Astrans are not born like other races. The rare, tiny embryos that eventually grow up into astrans can be found encased within meteorites. The origins of these meteorites is unknown\u2014some believe that they are created by some celestial deity that casts down shooting stars from the heavens. Others believe that these meteorites are the destroyed remains of an ancient planet, still harboring sparks of life within its countless fragments.", "After an astran meteorite lands, it behaves much like an egg. The astran embryo grows inside the meteorite, until it emerges a few weeks later as a tiny creature, only 1\u20132 feet tall. Astrans are capable of fending for themselves as soon as they emerge. They can protect themselves with their innate magical capabilities, and they know the {@language astran|BDPC|astran language} and basic {@skill survival} skills from their inception. They grow quickly, reaching their full size in approximately 1\u20132 years.", "Even if young astrans are better equipped to survive alone than most humanoid young, the world is still an exceptionally dangerous place for a young astran. Some older astrans watch the night sky for shooting stars, and trek great distances to find where meteorites have landed. Through these treks they seek to find a meteorite that holds an astran embryo, so that the young astran might have a better chance of surviving to adulthood, and so that they might have a companion to ease their loneliness." - ] + ], + "id": "007" }, { "type": "entries", @@ -14900,7 +14906,8 @@ "Astrans often live for close to a {@homebrew millennium|millenia}, and during their long lives little changes about them from a physical standpoint. The changes made by aging are subtle\u2014typically their skin changes color, becoming darker and losing some of its luster, and the light of their eyes becomes slightly dimmer. These changes happen so slowly that they are nearly unnoticeable, however, and only similarly long lived races, like elves, would have a chance of noticing an astran's aging.", "The vast majority of astrans spend their long lives carefully avoiding long-lasting friendships, fearing the sadness that comes with watching their friends grow old as they, in turn, remain unchanged by the years. This fear often fades over time, and they might make friends with other long-lived races, particularly elves, once they have a few centuries behind them. While they tend to make their homes in places untraveled by other folk, they don't actively avoid other races when those folk happen upon their humble abodes, and in fact they often welcome their visitors inside and are eager to share their wisdom with individuals that would appreciate it.", "One of the few relationships that an astran is willing to take on with another race is that of a mentor-student relationship, where the astran imparts its knowledge and skill upon a worthy student. Even these associations are often short-lived, however, as they seek to not become too attached to their pupils." - ] + ], + "id": "008" }, { "type": "entries", @@ -14908,7 +14915,8 @@ "page": 4, "entries": [ "While most astrans tend to stay put when they can help it, there are many points in their lives where they might take up adventuring. Some astrans are compelled to adventure when they take up students, as they seek to train them in real-life situations. Others might become unintentionally involved in worldly conflicts, if those conflicts reach their homesteads. Their typical kindness might make them protectors of refugees or escorts of travelers, where their involvement can easily rope them into greater adventures. Adventuring astrans tend to be the exception, rather than the rule, and may learn to make lasting friendships with their comrades." - ] + ], + "id": "009" }, { "type": "entries", @@ -14929,7 +14937,8 @@ } ] } - ] + ], + "id": "00a" }, { "type": "entries", @@ -14944,7 +14953,8 @@ "name": "Astran", "page": 4 } - ] + ], + "id": "00b" }, { "type": "image", @@ -14956,7 +14966,8 @@ "width": 1325, "height": 1647 } - ] + ], + "id": "005" }, { "type": "section", @@ -14971,7 +14982,8 @@ "entries": [ "A guardrin's appearance takes after its guardinal parent, granting it an animalistic form similar to that of a true guardinal. Like their celestial parents, the degree of animalism in their appearance varies greatly. Some guardrins look like humans, but with a light covering of fur over parts of their bodies, and a few distinguishing features like horns, claws, or fangs. Other guardrins more closely resemble animals, and look just like beasts that have learned to walk on two legs and wear clothing.", "Guardrins are typically tall and muscular, though their exact height varies among their different varieties. More human-like guardrins are usually beautiful to behold, and even the more animalistic ones resemble only the most magnificent members of their corresponding species. Even the most bestial members typically hold some resemblance to their human parent, such as a shared eye color, hair color, or other identifying feature." - ] + ], + "id": "00d" }, { "type": "entries", @@ -14980,7 +14992,8 @@ "entries": [ "Though guardrins are compassionate and gentle to their friends, they are merciless to all that commit evil. Their disposition can change quickly as the situation commands it, with calm tranquility quickly transitioning to blind anger when evil rears its ugly head. They have no qualms with killing those that have commited evil, especially those that have killed innocents.", "When it comes to close friends and family, guardrins are fierce protectors and loving companions. They value these close connections above all else, and will fight to protect them even when they are clearly outmatched. When it comes to their friends, guardrins are selfless and willing to sacrifice their lives for them." - ] + ], + "id": "00e" }, { "type": "entries", @@ -14988,7 +15001,8 @@ "page": 5, "entries": [ "When they come of age, guardrins typically leave home and wander the world, searching for those that would need their help and companionship, and rooting out evil wherever they find it. Guardrins have a natural inclination towards adventuring, and are usually quite good at it. Their strong sense of justice oftens leads them to become heroes, celebrated far and wide for their great deeds. They fight against oppression, dethrone tyrants, and become champions of moral causes." - ] + ], + "id": "00f" }, { "type": "entries", @@ -14996,7 +15010,8 @@ "page": 5, "entries": [ "Guardrins typically grow up with their non-celestial parent, and therefore use human naming conventions. They often have more atypical names, however, and might be given names themed around the beast they share features with." - ] + ], + "id": "010" }, { "type": "entries", @@ -15085,11 +15100,14 @@ "page": 6, "collapsed": true } - ] + ], + "id": "012" } - ] + ], + "id": "011" } - ] + ], + "id": "00c" }, { "type": "section", @@ -15114,7 +15132,8 @@ "entries": [ "The primordial god of fire, {@deity Kossuth|Faerûnian|SCAG|Kossuth}, forged the first volcani from the white-hot magma that flows within the outer edges of the Plane of Fire, which he molded and cooled into a humanoid shape that resembled his own divine image. Over many generations, the physical appearance of volcani has mellowed somewhat, and they have become less elemental and more humanoid. They typically stand between 5 and 6 feet tall, though they are heavier than humans of equivalent height. Their skin color ranges from a deep black to a lighter red, but the most common shades are lighter browns and greys, occasionally accented by streaks of red. Their eyes are often brown or grey, though shades of red, orange, and yellow are also common. Their hair, usually kept of medium length, tends to be of a similar shade to their skin color.", "A volcanus has a more elemental form that they can temporarily manifest, however. For short periods of time, a volcanus can unleash their inner elemental power, causing their eyes to become motes of elemental fire, as their skin darkens and takes on a metallic sheen. According to legend, this form was the natural form of the first volcani, and it only became temporary after many generations." - ] + ], + "id": "014" }, { "type": "entries", @@ -15123,7 +15142,8 @@ "entries": [ "{@deity Kossuth|Faerûnian|SCAG|Kossuth} made the volcani for a purpose. They were designed as his servants, driven to build to his specifications, fight for his causes, and exist as an extension of his will. And to this end they served him well, for a time. {@deity Kossuth|Faerûnian|SCAG|Kossuth's} dealings on the material plane were short lived, however, and he eventually found himself without need of his volcani servants. So he left them to their own devices, abandoned upon the material plane while he returned to the Plane of Fire.", "Though their god had left them, the volcani lived on without him, transforming their drive to work for his purposes into a desire to better themselves. While their physical appearance has mellowed over the centuries, the same cannot be said about their determination. All volcani believe they were born for a reason, and they are always searching for the purpose they believe they must fulfill. When a volcanus finds their purpose, they either complete it or die trying. For a volcanus, there is no such thing as procrastination or giving up." - ] + ], + "id": "015" }, { "type": "entries", @@ -15133,7 +15153,8 @@ "A volcanus' soul is like a flickering flame\u2014bright and full of life, up until the moment it's snuffed out. Moreso than any other race, a volcanus' lifespan is uncertain. After reaching adulthood, a volcanus shows no more signs of aging, and can die a natural death at any point thereafter. Some might die as early as 20 years old, while others might live to the age of 80. The volcani believe that their lifespan is tied to their innate purpose\u2014when they complete that purpose, death is surely just around the corner.", "But for a volcanus, death isn't truly the end. Death merely signals the beginning of the next generation. When a volcanus dies, their body burns to ash\u2014colored a deep black for males and a vibrant red for females. It is from this ash that a volcanus' children are born. By taking some of the ash of an adult male volcanus, combining it with some of the ash of an adult female volcanus, and using fresh lava to set that mixture ablaze, a new volcanus is born after the flames subside. A pair of two volcani has enough ash to sire four children, but most couples only sire two or three. The memories of a volcanus are in part passed down to their children, who often see the memories of their parents in vivid dreams. These memories can also give a volcanus a natural aptitude in the skills their parents knew.", "The unique reproductive system of volcani, combined with their uncertain lifespans, makes it common for a volcanus to plan for their death early in life. It is almost considered a coming of age ceremony for a young adult volcanus to write their first will. A volcanus' will generally specifies what is to be done with their material possessions, like the wills of other races, but more importantly it specifies what should be done with their ashes. Married volcani will typically create joint wills, stating potential names for their future children, and how many children they wish to have. Unmarried volcani are expected to donate their ashes their community, so that they might be used for adoption purposes. Another oddity of volcanus culture is the creation of a personal urn, which a volcanus either commissions or forges themself. These urns are heavily decorated with symbols telling the life story the volcanus they were made for, and are used to hold and transport a volcanus' ashes upon their death." - ] + ], + "id": "016" }, { "type": "entries", @@ -15141,7 +15162,8 @@ "page": 8, "entries": [ "Volcani live in small communities on the outskirts of active volcanoes, where they construct impressive stone buildings and complex roadways. The members of a volcanus community are expected to help the other members of their community, particularly in fulfilling their wills. Many volcani have jobs as caretakers, where they are tasked with raising the children of past community members. Some volcani are \"seekers,\" a job where they are tasked with finding and recovering the ashes of those that died in the field, so that those ashes can be brought back to the community and used as that volcanus' will specified. There are also many adventurers among the volcani, as the desire to find their purpose leads many volcani to travel and perform great deeds, such as hunting down a deadly monster, fighting against oppressive regimes, or otherwise helping those in need." - ] + ], + "id": "017" }, { "type": "entries", @@ -15162,7 +15184,8 @@ } ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -15200,13 +15223,17 @@ "width": 1291, "height": 906 } - ] + ], + "id": "01a" } - ] + ], + "id": "019" } - ] + ], + "id": "013" } - ] + ], + "id": "004" }, { "type": "section", @@ -15261,7 +15288,8 @@ "width": 621, "height": 706 } - ] + ], + "id": "01c" }, { "type": "section", @@ -15289,7 +15317,8 @@ "width": 1500, "height": 1207 } - ] + ], + "id": "01d" }, { "type": "section", @@ -15397,7 +15426,8 @@ "width": 1500, "height": 1102 } - ] + ], + "id": "01e" }, { "type": "section", @@ -15445,7 +15475,8 @@ "width": 1500, "height": 1169 } - ] + ], + "id": "01f" }, { "type": "section", @@ -15493,7 +15524,8 @@ "width": 1575, "height": 1220 } - ] + ], + "id": "020" }, { "type": "section", @@ -15521,7 +15553,8 @@ "width": 1410, "height": 1104 } - ] + ], + "id": "021" }, { "type": "section", @@ -15569,7 +15602,8 @@ "width": 1328, "height": 1155 } - ] + ], + "id": "022" }, { "type": "section", @@ -15597,7 +15631,8 @@ "width": 1242, "height": 1094 } - ] + ], + "id": "023" }, { "type": "section", @@ -15625,7 +15660,8 @@ "width": 1195, "height": 931 } - ] + ], + "id": "024" }, { "type": "section", @@ -15673,7 +15709,8 @@ "width": 1219, "height": 2500 } - ] + ], + "id": "025" }, { "type": "section", @@ -15744,7 +15781,8 @@ "width": 1454, "height": 1120 } - ] + ], + "id": "027" }, { "type": "entries", @@ -15769,9 +15807,11 @@ "{@optfeature Tome of the Anima|BDPC}" ] } - ] + ], + "id": "028" } - ] + ], + "id": "026" }, { "type": "section", @@ -15819,7 +15859,8 @@ "width": 1206, "height": 1042 } - ] + ], + "id": "029" }, { "type": "section", @@ -15922,11 +15963,14 @@ "width": 1818, "height": 1405 } - ] + ], + "id": "02b" } - ] + ], + "id": "02a" } - ] + ], + "id": "01b" }, { "type": "section", @@ -16011,7 +16055,8 @@ } ] } - ] + ], + "id": "02e" }, { "type": "entries", @@ -16101,7 +16146,8 @@ } ] } - ] + ], + "id": "02f" }, { "type": "entries", @@ -16219,7 +16265,8 @@ } ] } - ] + ], + "id": "030" }, { "type": "entries", @@ -16329,7 +16376,8 @@ } ] } - ] + ], + "id": "031" }, { "type": "entries", @@ -16392,7 +16440,8 @@ } ] } - ] + ], + "id": "032" }, { "type": "entries", @@ -16457,7 +16506,8 @@ } ] } - ] + ], + "id": "033" }, { "type": "entries", @@ -16583,7 +16633,8 @@ } ] } - ] + ], + "id": "034" }, { "type": "entries", @@ -16683,7 +16734,8 @@ } ] } - ] + ], + "id": "035" }, { "type": "entries", @@ -16807,7 +16859,8 @@ } ] } - ] + ], + "id": "036" }, { "type": "image", @@ -16819,7 +16872,8 @@ "width": 1275, "height": 872 } - ] + ], + "id": "02d" }, { "type": "section", @@ -17565,9 +17619,11 @@ "width": 1300, "height": 955 } - ] + ], + "id": "037" } - ] + ], + "id": "02c" }, { "type": "section", @@ -17599,7 +17655,8 @@ "page": 59, "collapsed": true } - ] + ], + "id": "039" }, { "type": "entries", @@ -17646,7 +17703,8 @@ "page": 61, "collapsed": true } - ] + ], + "id": "03a" }, { "type": "entries", @@ -17694,7 +17752,8 @@ "page": 63, "collapsed": true } - ] + ], + "id": "03b" }, { "type": "entries", @@ -17722,7 +17781,8 @@ "page": 64, "collapsed": true } - ] + ], + "id": "03c" }, { "type": "entries", @@ -17749,9 +17809,11 @@ "width": 1500, "height": 1329 } - ] + ], + "id": "03d" } - ] + ], + "id": "038" } ] } diff --git a/collection/KibblesTasty; Kibbles' Crafting Guide.json b/collection/KibblesTasty; Kibbles' Crafting Guide.json index 8b3a05a73..10498269c 100644 --- a/collection/KibblesTasty; Kibbles' Crafting Guide.json +++ b/collection/KibblesTasty; Kibbles' Crafting Guide.json @@ -29479,7 +29479,8 @@ ] }, "...and so many more. Thank you all!" - ] + ], + "id": "001" }, { "type": "hr" @@ -29494,7 +29495,8 @@ "width": 1277, "height": 1653 } - ] + ], + "id": "000" }, { "type": "section", @@ -29521,7 +29523,8 @@ "In a game with a robust crafting system, there is no junk, there are just more opportunities and fresh possibilities. A {@item +1 shortsword|DMG} that no one can use could be the valuable basis of a new spear. Gems, gold, relics, and recyclables... all valid entry points for the crafter's creativity.", "Adventurers are inherently innovative folks on a quest for creative solutions to difficult problems. Crafting gives them that toolbox.", "So... why do you need crafting? You don't. But you should probably want it." - ] + ], + "id": "003" }, { "type": "entries", @@ -29530,7 +29533,8 @@ "entries": [ "Anyone! Who can succeed in making something useful? Perhaps a bit of a different story. Crafting is not inherently tied to class, though in some cases some classes may give benefits to it (like {@class KibbleTasty's Inventor|KibbleInventor|Inventor}); crafting may come from your background in the form of a tool proficiency, or it may be something you learn during your adventures following the old adage of necessity being the mother of invention.", "Crafting is mostly about the time, effort, knowledge and materials. As such, most of crafting is knowing the recipe and having the time and materials needed... but a skilled craftsman works quicker and is more successful, and in this business practice makes perfect, so there are various progression modifiers that apply. Your GM can determine if your background would merit starting your adventure with any, otherwise guidelines for how to gain them are included." - ] + ], + "id": "004" }, { "type": "entries", @@ -29540,7 +29544,8 @@ "Anything! But this guide is made by a mere mortal, and is thus limited in scope. This guide will provide the principles of crafting for many fields\u2014from {@book alchemy|KTKCG|10} to {@book engineering|KTKCG|21} to {@book woodworking|KTKCG|19}.", "The basis of how crafting works is similar between each field, but the recipes, material, and most important results will be radically different... After all, a healing potion, a catapult, and a magic sword are all things you can craft, but the process for each varies quite a bit.", "The goal of this document is to teach you how to get started, and provide the basics that will get you a long way into your adventure, but not make a complete codex of everything that could potentially be crafted. When you hit something that doesn't appear in this document, just reference the closest items and make a bit of a leap to what extra steps might be needed to realize your vision into your game world!" - ] + ], + "id": "005" }, { "type": "entries", @@ -29557,9 +29562,11 @@ "entries": [ "While the system is meant to enable player-driven choice, always remember to work with your GM. Check in with them when selecting an item you would like to make and confirm that item exists in their world, and any assumptions hold true.", "Some GMs may rule that some items have higher rarity or are simply not available at their default assigned rarity. A common example of this may be something like {@item Winged Boots|DMG}, which are only rated as Uncommon, but some GMs may feel they are a better fit for rare and adjust their difficulty accordingly." - ] + ], + "id": "007" } - ] + ], + "id": "006" }, { "type": "entries", @@ -29568,7 +29575,8 @@ "entries": [ "On the other hand, if the GM wants to get the players into it, there are some tools they can use. By far the most effective tool is to give the players reagents as part of loot that don't have an obvious place to sell them. If you give players 2 curative reagents, they are going to start looking into how they can use those, as they'd much rather have a {@item Potion of Healing|DMG|healing potion}.", "If you want to go one further though, if you give them 5 curative reagents and they realize they will have a remainder of one... then they start looking into \"Well, how do we get a 6th!\"" - ] + ], + "id": "008" }, { "type": "entries", @@ -29577,7 +29585,8 @@ "entries": [ "This system has two goals: to be simple and easy to use, and to be deep and extensible. Naturally these are somewhat at odds, and accomplished by having a great deal of optional depth. To produce standard items with standard effects, the process for finding or buying the materials and using them to make what you want to make will be straightforward.", "How much of the detail you want to engage with as a GM can be easily adjusted by how you hand out reagents. By sticking to the standard ingredients and using their generic names, the materials are no more complicated than handing out gold or other rewards (and can even be fully converted easily to a gold-based system if you want the most simplified version), but if you'd like to have specific ingredient names and exotic ingredients there is {@book information in the appendix|KTKCG|24} you can draw from for that." - ] + ], + "id": "009" }, { "type": "entries", @@ -29596,9 +29605,11 @@ "This greatly simplifies the process of crafting and recording what your supplies are. Narratively speaking, a skilled alchemist can render down the ingredients they want to use in the form they need.", "Each crafting profession will have some profession-wide materials that are used in their recipes: reagents for {@book alchemy|KTKCG|10}, metals for blacksmithing, etc.", "Some very rare and legendary items will have specific ingredients; this is for flavor rather than balance, though it is up to your GM." - ] + ], + "id": "00b" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -29666,9 +29677,11 @@ "A crafting roll is a special kind of check. You can't apply boosts other than expertise to your crafting check. In general, the only way other than expertise to boost a crafting roll is to get help from another skilled crafted for the entire duration of the craft. Remember you can use the {@variantrule Taking 10|KTKCG|take 10 option} to get slower more certain success, and if a craft has a higher DC than you can achieve using that method, it likely should involve some degree of difficulty and risk." ] } - ] + ], + "id": "00d" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -29682,7 +29695,8 @@ "name": "Crafting Quick Reference", "page": 6 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -29703,9 +29717,11 @@ "page": 6, "entries": [ "There are {@book alternative pricing models presented in the appendix|KTKCG|23}. If you use a simple conversion, such as 1/10th pricing using some sort of silver-based pricing, you can simply divide based on that. If you have a more complicated pricing version, my recommendation is to pick a few core items and use them as a point of reference for a conversion formula (I'd recommend {@item potion of healing|DMG|healing potions}, {@filter +1/+2/+3 weapons|items|source=dmg|type=|category=generic variant|bonus=weapon attack and damage rolls|search=weapon}, and {@item plate armor|PHB})." - ] + ], + "id": "010" } - ] + ], + "id": "00f" }, { "type": "entries", @@ -29755,9 +29771,11 @@ "These cases are largely something you only need to consider when making items for {@book enchanting|KTKCG|14}, and it's all quite a bit simpler than it might seem, as it's just expressions of the formula presented in {@book Appendix A|KTKCG|23}." ] } - ] + ], + "id": "012" } - ] + ], + "id": "011" }, { "type": "entries", @@ -29765,7 +29783,8 @@ "page": 7, "entries": [ "This system is designed to be extensible. While it contains many things, it does not (and cannot!) contain all the things. You can find the rules for building new items in {@book Appendix A: Creating New Items|KTKCG|23}." - ] + ], + "id": "013" }, { "type": "entries", @@ -29783,9 +29802,11 @@ ] }, "Use of these items is optional, they exist to flesh out the lists, show how to extend the system, and, in the case of the contributed items, because they are cool items!" - ] + ], + "id": "014" } - ] + ], + "id": "002" }, { "type": "section", @@ -29808,9 +29829,11 @@ "page": 7, "entries": [ "A recommended system is the {@book Kibbles Camp Actions|KTKCG|27} which can be found here and provide more formalized rules for how to make use of your time during a long rest." - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "entries", @@ -29836,7 +29859,8 @@ "page": 8, "entries": [ "Features that grant tool expertise (the ability to add twice your proficiency bonus to ability checks made with a tool) are calculated into your crafting roll modifier, but do not add to an the calculated DC the effects of that item have." - ] + ], + "id": "019" }, { "type": "entries", @@ -29846,7 +29870,8 @@ "crafting roll is a special type of ability check and you can't add temporary bonuses to your roll (such as {@classFeature Bardic Inspiration|Bard||1} or the spell {@spell guidance|PHB}) as the crafting roll represents the entire time you spend working the item.", "In general, the intention is that no external bonuses apply, unless they specifically state they do. This would include feats (such as ones that allow you to reroll certain rolls), class features (such as ones that allows you to add dice to certain rolls), etc. A GM can apply these bonuses, but they are not intended to work, and can result in checks becoming too easy.", "You can gain can advantage if another player with proficiency in the related tool helps for the whole crafting time." - ] + ], + "id": "01a" }, { "type": "entries", @@ -29860,7 +29885,8 @@ "name": "Taking 10", "page": 8 } - ] + ], + "id": "01b" }, { "type": "entries", @@ -29869,11 +29895,14 @@ "entries": [ "When a character is spending all day working, they make 8 hours of progress, and cannot exceed 8 hours working on a crafting project during a day. Players will occasionally want to work longer than 8 hours, but this fails to account for the limitations of mortals: player characters still need to eat, sleep, and will eventually lose their focus and ability to work. This is primarily implemented for balance reasons, but also helps model how much productive time a character can spend; they are not just working 8 hours straight and idling for 8 hours, but rather a model of the natural flow of a day, taking breaks, etc.", "A GM can choose to overrule this and allow extreme crafting days in special circumstances, but in almost all cases working over 8 hours on a crafting project would leave a character with one or more levels of {@condition Exhaustion}." - ] + ], + "id": "01c" } - ] + ], + "id": "018" } - ] + ], + "id": "015" }, { "type": "section", @@ -29887,7 +29916,8 @@ "page": 8, "entries": [ "Nothing is useless when you have a party of crafters. One of the main sources of materials will be the things you find. Nothing is useless when you have an expert craftsman in the party." - ] + ], + "id": "01e" }, { "type": "entries", @@ -29895,7 +29925,8 @@ "page": 8, "entries": [ "How something is gathered varies on the profession; in many cases, it can only be gathered when the opportunity arises. Dragon {@item scales|KTKCG}, for example, are a lot easier to gather when there is a dead dragon nearby. Be it harvesting rare herbs, monster parts, or minerals, gathering is an opportunity you won't want to pass up." - ] + ], + "id": "01f" }, { "type": "entries", @@ -29911,12 +29942,15 @@ "In general, the buying price of a material is its listed value, and its selling price is usually half of that to an interested property.", "Between negotiation, market fluctuation, and GM moods, you may get better or worse prices. Note that many materials are simply junk to a party that does not have a use for them, and will only sell to interested parties that can use or resell them.", "Threatening to burn down a merchant's shop because they will not offer you the listed price may result in an {@skill Intimidation} check, but does not change market realities and is typically not beneficial to your reputation; most merchants that have the gold to buy and sell expensive materials have dealt with adventurers before and are not easily intimidated." - ] + ], + "id": "021" }, "The sources of materials are tied to the pillars of the game. Looting and Harvesting are tied into the combat pillar, Salvaging and Gathering are tied into the exploration pillar, and purchasing and rewards are tied into the social pillar. This provides a lot of routes to add these materials to your game based on what works best for your group." - ] + ], + "id": "020" } - ] + ], + "id": "01d" }, { "type": "section", @@ -29938,7 +29972,8 @@ "page": 9, "entries": [ "All curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking thereof. Individual names are included only to deepen the immersion of the finding and buying ingredients, and can be treated as interchangeable by their label if preferred." - ] + ], + "id": "024" }, { "type": "gallery", @@ -29963,7 +29998,8 @@ } ] } - ] + ], + "id": "023" }, { "type": "entries", @@ -29974,7 +30010,8 @@ "Magical ink is not typically found or harvested on its own, though it may be found as loot, and in some instances a GM could rule that some blood collected from a fiend, celestial or dragon could be counted as such. It is generally created from reagents or purchased from alchemists that create it from reagents.", "Magical ink can't be salvaged once they have been combined into another form (such as potions, essences, or ink).", "Magical Ink can be assumed to weigh 0.1 pounds each." - ] + ], + "id": "025" }, { "type": "entries", @@ -29994,7 +30031,8 @@ "entries": [ "You also may be able to salvage magical essence from unwanted or broken magical items, though such a reclamation process can be difficult, and rarely results in more than a fraction of the essence infused into the original item. An item returns one essence equal to its rarity when harvested. The process takes 2 hours to complete, and doesn't work if the item is currently attuned to any creature. An essence can only be salvaged from permanent magic items; a permanent magic item is one that recharges or doesn't have a limitation on its charges or uses. A magic item with charges or uses can only be salvaged while it is at full charges or uses.", "The item becomes nonmagical after the essence is salvaged from it. If it required magic to function or exist, it is destroyed." - ] + ], + "id": "027" }, { "type": "entries", @@ -30009,7 +30047,8 @@ "name": "Synthesizing Essences", "page": 9 } - ] + ], + "id": "028" }, { "type": "entries", @@ -30049,9 +30088,11 @@ } ] } - ] + ], + "id": "029" } - ] + ], + "id": "026" }, { "type": "entries", @@ -30067,7 +30108,8 @@ "entries": [ "Metal items can be converted back to ingots quite efficiently, but require a forge to do so. With a forge and 2 hours per item, a metal item can be rendered down into its component ingots.", "Advanced metals may require special tools to smelt." - ] + ], + "id": "02b" }, { "type": "gallery", @@ -30098,9 +30140,11 @@ "page": 10, "entries": [ "Creating ingots from raw ore is largely out of scope for most adventurers, but you can create ingots from raw ore with a suitable facility. For more details see the {@table Components and Materials|KTKCG} table under {@book Blacksmithing|KTKCG|12}." - ] + ], + "id": "02c" } - ] + ], + "id": "02a" }, { "type": "entries", @@ -30118,9 +30162,11 @@ "page": 11, "entries": [ "The process of turning hide into leather takes quite awhile (as per the {@table Leatherworking: Miscellaneous|KTKCG|crafting table}), and is often something adventurers can delegate to NPCs (delivering hides to be processed) or do during downtime. If you would like a more expedited system, there is no balance reason for this, and you can short the leather crafting process to taking 2 hours, it just won't be exceedingly realistic." - ] + ], + "id": "02e" } - ] + ], + "id": "02d" }, { "type": "entries", @@ -30137,7 +30183,8 @@ "page": 11, "entries": [ "In almost all cases, named components (such as a \"wooden stock\" for a crossbow) can be simply abstracted out as a minor cost, but, as always, the level of abstraction is up to the GM." - ] + ], + "id": "030" }, { "type": "entries", @@ -30145,9 +30192,11 @@ "page": 11, "entries": [ "The other main way to acquire parts is to salvage them. What can be salvaged is determined by the GM, but in general common items provide parts, uncommon or expensive items may provide fancy parts, and esoteric parts are found only from esoteric sources at your GM's discretion. Tools, vehicles, and complex items generally return {@dice 1d4} metal scraps and {@dice 1d4} parts for a Small or smaller item, {@dice 2d6} metal scraps for a Medium-sized item, {@dice 3d8} metal scraps for a Large-sized item, and more for larger items, though they may return less of rare types of parts." - ] + ], + "id": "031" } - ] + ], + "id": "02f" }, { "type": "entries", @@ -30169,13 +30218,17 @@ "page": 11, "entries": [ "A quality branch refers to one that can be made into more precious objects, particularly bows. It is nonmagical in nature, but typically yew when dealing with bows, though ash, mulberry, elm, oak, hickory, hazel, and maple can be used under broader definitions." - ] + ], + "id": "034" } - ] + ], + "id": "033" } - ] + ], + "id": "032" } - ] + ], + "id": "022" }, { "type": "section", @@ -30230,7 +30283,8 @@ "page": 13, "collapsed": true } - ] + ], + "id": "035" }, { "type": "section", @@ -30285,7 +30339,8 @@ "page": 15, "collapsed": true } - ] + ], + "id": "036" }, { "type": "section", @@ -30305,7 +30360,8 @@ "page": 16, "entries": [ "The Harvesting tables replace the Individual Treasure for Aberration, Beast, Dragon, Monstrosity, and Plant type creatures." - ] + ], + "id": "039" }, { "type": "entries", @@ -30313,7 +30369,8 @@ "page": 16, "entries": [ "Remnants optionally replace the Individual Treasure table for creatures that leave behind no body on death, like Elementals, Celestials, or Fiends (ones that leave behind a body can use the Harvesting table)." - ] + ], + "id": "03a" }, { "type": "entries", @@ -30327,9 +30384,11 @@ "page": 16, "entries": [ "I would recommend using the table for all humanoid enemies, but using the Equivalent Gold Value for roughly half of enemies to keep gold flowing into the PCs pockets while also providing abundant crafting supplies." - ] + ], + "id": "03c" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -30337,9 +30396,11 @@ "page": 16, "entries": [ "Rather than replacing the hoard tables, simply use the default hoard table and replace an amount of coins, gems, and art pieces with crafting materials. This ensures that players are still getting the sort of loot they expect, but also fills in new materials into things that would often fill little role beside being converted to coinage at a later date." - ] + ], + "id": "03d" } - ] + ], + "id": "038" }, { "type": "entries", @@ -30347,7 +30408,8 @@ "page": 16, "entries": [ "Beasts, Dragons, and Monstrosities can be harvested using Wisdom ({@skill Survival}) for meat and hides. At a GM's discretion, a Plant type creature can be harvested for food using the same DC and amount, but providing common fresh ingredients instead of meat. Basic Harvesting takes 10 minutes. At your GM's discretion, it may take longer for larger creatures." - ] + ], + "id": "03e" }, { "type": "entries", @@ -30364,9 +30426,11 @@ "page": 16, "entries": [ "If a monster is applicable for both Basic Harvesting and Exotic Harvesting, you can perform both, but the second check has disadvantage on the roll to successfully gather the materials." - ] + ], + "id": "040" } - ] + ], + "id": "03f" }, { "type": "entries", @@ -30381,9 +30445,11 @@ "page": 16, "entries": [ "As a GM, never feel compelled to roll on a table if you feel it makes sense to do something else. The tables provide a baseline, but if you feel that it makes sense of a given monster to leave behind a given material, simply do so, requiring the check that seems most appropriate (using the tables as a guide if you wish)." - ] + ], + "id": "042" } - ] + ], + "id": "041" }, { "type": "gallery", @@ -30520,7 +30586,8 @@ } ] } - ] + ], + "id": "037" }, { "type": "section", @@ -30565,7 +30632,8 @@ "name": "Replacing Hoards", "entries": [ "Note that crafting materials found as part of a Hoard replace coinage, gems, or art objects of equal Equivalent Gold Value. You can use the same {@dice d100} roll for both the Treasure Hoard table and the crafting replacement." - ] + ], + "id": "044" }, { "type": "statblock", @@ -30599,7 +30667,8 @@ "page": 22, "collapsed": true } - ] + ], + "id": "043" }, { "type": "section", @@ -30619,7 +30688,8 @@ "name": "Gather Reagents", "entries": [ "Reagents are harvested by making a Wisdom check. If you have an {@item Herbalism kit|PHB} and are proficient with it, you can add your proficiency bonus to the roll." - ] + ], + "id": "047" }, { "type": "entries", @@ -30627,7 +30697,8 @@ "page": 23, "entries": [ "Materials can be harvested with your choice of a Strength, Dexterity, or Wisdom check. If you have proficiency with the {@skill Survival} skill, you can add your proficiency bonus to the roll." - ] + ], + "id": "048" }, { "type": "entries", @@ -30635,9 +30706,11 @@ "page": 23, "entries": [ "Food can be gathered with your choice of a Dexterity or Wisdom check. If you have proficiency with the {@skill Survival} skill, you can add your survival modifier to the roll." - ] + ], + "id": "049" } - ] + ], + "id": "046" }, { "type": "inset", @@ -30645,7 +30718,8 @@ "page": 23, "entries": [ "Gathering is a time gated system. It is not intended to be the primary source of materials. Rather than being balanced against the loot tables, it's balanced against the down time activities (and consequently not particularly efficient)." - ] + ], + "id": "04a" }, { "type": "statblock", @@ -30703,7 +30777,8 @@ "page": 25, "collapsed": true } - ] + ], + "id": "045" }, { "type": "section", @@ -30729,7 +30804,8 @@ "entries": [ "Alchemy works using {@item alchemist's supplies|PHB}. Attempting to craft a potion without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any alchemy crafting roll.", "Alchemy uses your choice of your Intelligence or Wisdom modifier." - ] + ], + "id": "04c" }, { "type": "entries", @@ -30748,7 +30824,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "04d" }, { "type": "entries", @@ -30758,7 +30835,8 @@ "A unique attribute to alchemy, potions once crafted have a shelf life of 1 year before becoming expired. This shelf life is shortened to 1 month if the potion contains any reactive ingredient.", "If an expired potion is used or consumed within double its shelf life, roll a {@dice d4}. On a 1, you become {@condition poisoned} for 1 minute. On a 2 or 3, the potion will work with reduced effect; its duration will be halved if it had a duration, and damage or healing it dealt will be halved. On a 4, it works as expected.", "Any potion that is older than twice its shelf life has no effect besides causing the imbiber to become {@condition poisoned} for 1 minute." - ] + ], + "id": "04e" }, { "type": "entries", @@ -30782,9 +30860,11 @@ "entries": [ "For Alchemy, after you make the crafting roll and succeed mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Alchemy must be consecutive, meaning that if you wish to continue after a failed craft, you need to extend your crafting time.", "Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged." - ] + ], + "id": "050" } - ] + ], + "id": "04f" }, { "type": "entries", @@ -30809,9 +30889,11 @@ "While herbalism is primarily used for gathering herbs, a creature with proficiency with {@item herbalism kit|PHB|herbalism kits} has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an {@item herbalism kit|PHB} in place of {@item alchemist's supplies|PHB} when creating {@item potion of healing|DMG|potions of healing}, antidotes, {@item Antitoxin (vial)|PHB|antitoxins}, and vials of {@item Basic Poison (vial)|PHB|poison}.", "When crafting in this way, you use an {@item herbalism kit|PHB} and proficiency with it in place of {@item alchemist's supplies|PHB}. This crafting otherwise works the same as using {@item alchemist's supplies|PHB}.", "You can add additional reagent modifiers when crafting in this way." - ] + ], + "id": "052" } - ] + ], + "id": "051" }, { "type": "inset", @@ -30830,7 +30912,8 @@ "Not wanting to lose his precious hard won reagents, he stays up late making another check. He rolls a 10! This results in a 15! He's successfully made a {@item potion of healing|PHB|Healing Potion}!", "Unfortunately he's stayed up too late, but the next morning the party lets him sleep in to avoid the level of {@condition exhaustion}.", "Two days later, Vandrin the Cleric, the groups only healer, is on death's door! A quick swig of the {@item potion of healing|PHB|healing potion} gets him back on his feet, and the day is won thanks to the hard work of making a potion, and adventurers keep a keen eye out for more of those curative reagents!" - ] + ], + "id": "053" }, { "type": "gallery", @@ -30937,9 +31020,11 @@ "page": 37, "collapsed": true } - ] + ], + "id": "055" } - ] + ], + "id": "054" }, { "type": "entries", @@ -31033,7 +31118,8 @@ } ] } - ] + ], + "id": "057" }, { "type": "entries", @@ -31064,7 +31150,8 @@ "width": 611, "height": 614 } - ] + ], + "id": "058" }, { "type": "entries", @@ -31119,7 +31206,8 @@ } ] } - ] + ], + "id": "059" }, { "type": "entries", @@ -31141,7 +31229,8 @@ "{@item Explosive (*)|KTKCG} {@sup K}" ] } - ] + ], + "id": "05a" }, { "type": "entries", @@ -31158,11 +31247,14 @@ "{@item Magical Ink|KTKCG} {@sup K}" ] } - ] + ], + "id": "05b" } - ] + ], + "id": "056" } - ] + ], + "id": "04b" }, { "type": "section", @@ -31188,7 +31280,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "05d" }, { "type": "entries", @@ -31203,9 +31296,11 @@ "name": "Applying the Poison", "entries": [ "Applying an Injury poison to a weapon or a Contact poison to an object, requires a {@item Poisoner's Kit|PHB} and proficiency with it. To attempt to apply the poison without a kit, make a {@dc 15} Dexterity check, adding your proficiency bonus if you are proficient with the {@item Poisoner's Kit|PHB}. On a failure, the poison is not applied and you suffer the effects of the poison." - ] + ], + "id": "05f" } - ] + ], + "id": "05e" }, { "type": "entries", @@ -31237,7 +31332,8 @@ "wis" ] } - ] + ], + "id": "061" }, { "type": "entries", @@ -31246,9 +31342,11 @@ "entries": [ "For Poisoncraft, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Poisoncraft do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.", "If you fail three times in a row, all progress and materials are lost and can no longer be salvaged." - ] + ], + "id": "062" } - ] + ], + "id": "060" }, { "type": "entries", @@ -31266,7 +31364,8 @@ "name": "Contact", "entries": [ "Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects." - ] + ], + "id": "065" }, { "type": "entries", @@ -31274,7 +31373,8 @@ "name": "Ingested", "entries": [ "A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save." - ] + ], + "id": "066" }, { "type": "entries", @@ -31282,7 +31382,8 @@ "name": "Inhaled", "entries": [ "These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body." - ] + ], + "id": "067" }, { "type": "entries", @@ -31290,11 +31391,14 @@ "name": "Injured", "entries": [ "Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. An injury poison typically lasts 1 minute on a weapon, and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects." - ] + ], + "id": "068" } - ] + ], + "id": "064" } - ] + ], + "id": "063" }, { "type": "entries", @@ -31309,7 +31413,8 @@ "page": 39, "collapsed": true } - ] + ], + "id": "069" }, { "type": "entries", @@ -31381,9 +31486,11 @@ } ] } - ] + ], + "id": "06a" } - ] + ], + "id": "05c" }, { "type": "section", @@ -31409,7 +31516,8 @@ "entries": [ "Blacksmithing works using {@item smith's tools|PHB|blacksmith's tools}. Attempting to craft an item without {@item smith's tools|PHB|blacksmith's tools} will often be impossible, though a GM may let you use makeshift tools to make a check with disadvantage. Proficiency in {@item smith's tools|PHB|blacksmith's tools} allows you to add your proficiency bonus to any blacksmithing check.", "While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge; a fully equipped Forge entails forge, anvil, and {@item smith's tools|PHB|blacksmith's tools}." - ] + ], + "id": "06c" }, { "type": "entries", @@ -31435,9 +31543,11 @@ "name": "Magical Forges", "entries": [ "The worlds of the planar multiverse are a fantastical place with many wonders. Sometimes you may find locations that have been constructed in such a way as to leverage powerful primal powers in the forging technique: for example, a forge at the heart of a volcano or atop an ever-frozen glacier, which might imbue items crafted there with special properties." - ] + ], + "id": "06e" } - ] + ], + "id": "06d" }, { "type": "entries", @@ -31461,7 +31571,8 @@ "After you make a crafting roll, if you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item).", "Checks for Blacksmithing do not need to be immediately consecutive. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage." - ] + ], + "id": "070" }, { "type": "entries", @@ -31475,9 +31586,11 @@ "name": "Metals (Blacksmithing)", "page": 44 } - ] + ], + "id": "071" } - ] + ], + "id": "06f" }, { "type": "entries", @@ -31495,7 +31608,8 @@ "One of the perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. Over the course of 2 hours, a Blacksmith can maintain a number of weapons or sets of armor equal to their proficiency bonus, granting each weapon or armor maintained a special {@dice d6} Quality Die.", "For a weapon, this can be rolled and added to an attack or damage roll, representing a case where the perfect state of the gear turned a miss into a hit or dealt a bit of extra damage. For a set of armor, the die can be rolled when hit by an attack, and the damage taken from that attack can be reduced by that amount.", "Rolling this die doesn't require an action, but once rolled it is spent and can't be regained until the blacksmith maintains that armor or weapon again." - ] + ], + "id": "073" }, { "type": "entries", @@ -31503,7 +31617,8 @@ "name": "Modify Armor", "entries": [ "While the field crafting of armor is often not possible, you can make smaller adjustments on the go. Over the course of 2 hours, you can turn a set of {@item plate armor|PHB|plate mail} into a {@item half plate armor|PHB|half plate} or a {@item breastplate|PHB}, refit a set of heavy or medium armor to fit another user that is equal in size or smaller than the original user." - ] + ], + "id": "074" }, { "type": "entries", @@ -31527,9 +31642,11 @@ "name": "Note: Imperfect Results", "entries": [ "Using this method will make some... bad weapons. That is largely intentional. If you want to make a more functional weapon, you can make it from scratch using the {@book Weapon Template|KTKCG|12|Custom Weapon Template}. This represents quick hacks to an existing weapon." - ] + ], + "id": "076" } - ] + ], + "id": "075" }, { "type": "entries", @@ -31537,9 +31654,11 @@ "name": "Repair Gear", "entries": [ "Sometime in the course of adventuring, weapons or armor will become severely damaged, suffering a penalty to its attack rolls or AC. Over the course of 2 hours, you can repair this damage, though at the discretion of the GM you may need other materials to perform this task if it is heavily damaged. Weapons that are entirely broken (such as a snapped sword) are generally beyond simple repair." - ] + ], + "id": "077" } - ] + ], + "id": "072" }, { "type": "entries", @@ -31610,7 +31729,8 @@ "page": 47, "collapsed": true } - ] + ], + "id": "078" }, { "type": "entries", @@ -31630,7 +31750,8 @@ "name": "Weapon Creation Template", "page": 48 } - ] + ], + "id": "07a" }, { "type": "statblock", @@ -31681,7 +31802,8 @@ "page": 51, "collapsed": true } - ] + ], + "id": "079" }, { "type": "entries", @@ -31702,7 +31824,8 @@ "{@item Thunder Cannon|KTKCG}" ] } - ] + ], + "id": "07b" }, { "type": "entries", @@ -31726,9 +31849,11 @@ "name": "Work Together and be Reasonable", "entries": [ "The system is, by its nature, extremely extensible. Great pains have been taken to make things as \"balanced\" as possible. But this doesn't mean the rules transcend common sense. As a player, tell your GM what you want to make and be open to adjustments to how it would work. As a GM, tell players how their projects will work from the start, and be open to the idea they can make cool things... these crafted items are part of their \"loot\" and don't need to be \"power neutral\" as long as they aren't breaking anything." - ] + ], + "id": "07d" } - ] + ], + "id": "07c" }, { "type": "gallery", @@ -31789,7 +31914,8 @@ } ] } - ] + ], + "id": "06b" }, { "type": "section", @@ -31824,7 +31950,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the meal is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "07f" }, { "type": "entries", @@ -31832,7 +31959,8 @@ "page": 54, "entries": [ "Cooking works using {@item cook's utensils|PHB}. Attempting to craft a meal without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any cooking crafting roll. Cooking uses your Wisdom modifier." - ] + ], + "id": "080" }, { "type": "entries", @@ -31840,7 +31968,8 @@ "page": 54, "entries": [ "The duration a meal remains edible depends on the type of meal made. A feast must be consumed within an hour, a snack lasts for 1 day, and rations lasts 1 month." - ] + ], + "id": "081" }, { "type": "entries", @@ -31854,7 +31983,8 @@ "name": "General System, Specific Examples", "entries": [ "Like with all aspects, this crafting system does not attempt to provide systematic specific examples (though they are provided in the {@book appendix|KTKCG|24}), but rather a system that allows you to know the outcome of anything you could cook. For example, a party could acquire 1 {@item common fresh ingredient|KTKCG} by harvesting a {@creature Hook Horror|MM}, and then combine that with 1 {@item common supplies|KTKCG} to cook either Hook Turkey Sandwiches or Murder Chicken Tenders, but the benefit from either example would still fall into a Monstrosity Meat Quality Meal category (one step above standard rations)." - ] + ], + "id": "083" }, { "type": "entries", @@ -31864,7 +31994,8 @@ "Normal Ingredients expire very quickly, and must be used within 24 hours of being harvested or they become unusable. Preserved rations would fall into the staples category and cannot typically be used to cook anything besides basic meals.", "The ability to gain any sort of magical benefit is linked to its freshness; even well prepared preserved foods provide only the benefit of a Basic Meal (which is a satisfying and good tasting meal, but its benefits are not otherwise magical).", "Unlike Fresh Ingredients, Staples last significantly longer and do not need to have their expiration tracked for the purposes of this system." - ] + ], + "id": "084" }, { "type": "entries", @@ -31872,9 +32003,11 @@ "page": 55, "entries": [ "The magical benefits you get consuming rare and magical foods cannot be gained again until 24 hours have passed for any particular food. When combined with the ingredient expiration above, this typically means that any ingredient collected is only good for a single meal; this is intentional. You can harvest more if you wish, but cooking naturally is a profession of fleeting achievement and fickle opportunity." - ] + ], + "id": "085" } - ] + ], + "id": "082" }, { "type": "entries", @@ -31896,9 +32029,11 @@ "page": 55, "entries": [ "For cooking, all crafting rolls must be made consecutively. Make all checks listed for the items. If you succeed a greater number of times than you fail, the meal is successfully completed, otherwise, it is inedible and all ingredients are lost." - ] + ], + "id": "087" } - ] + ], + "id": "086" }, { "type": "entries", @@ -31908,7 +32043,8 @@ "While standard meals are made from a selection of ingredient types and generally a seasoning, exotic ingredients have specialized effects. When making a meal from these ingredients, the meal's effect is a combination of the effect of the exotic ingredients added.", "An Exotic Meal (meal cooked entirely from exotic ingredients) doesn't need a recipe and has a crafting time of 1 hour, and the difficulty is the difficulty of all the exotic ingredients added together, with 1 check needed per exotic ingredient added.", "Exotic ingredients can be combined with a standard meal by adding the DC of the standard meal to the combined difficulty of the exotic ingredients added. This can cause unusual meals and frequently has unattainably high difficulty to make it work, as adding random new components to meals typically wrecks the taste." - ] + ], + "id": "088" }, { "type": "entries", @@ -31917,7 +32053,8 @@ "entries": [ "While the rules present a handful of ways to use cooking for more exotic ends, the most common application of cooking is just to produce an edible meal during a long rest\u2014something any adventuring group would welcome. This is called a Quality Meal and provides greater benefit than rations, though the benefits it provides are not magical, and merely stem from it being a satisfying meal. You can do so by expending 1 {@item fresh ingredient|KTKCG} of any type and 1 {@item common supplies|KTKCG} to feed up to 5 allies or willing creatures, or by spending {@item common supplies|KTKCG} per creature being cooked for. These materials must have been purchased within the last week. Any creature, even one not proficient with {@item cook's utensils|PHB} can take this action.", "You and all willing creatures (willing to eat your cooking) regain an additional Hit Die (up to their maximum). If you have proficiency with {@item cook's utensils|PHB}, creatures regain additional Hit Dice equal to your Proficiency bonus." - ] + ], + "id": "089" }, { "type": "entries", @@ -31932,7 +32069,8 @@ "name": "Purchasing Cooking Materials", "page": 55 } - ] + ], + "id": "08a" }, { "type": "entries", @@ -31947,7 +32085,8 @@ "name": "Harvesting Cooking Ingredients", "page": 55 } - ] + ], + "id": "08b" }, { "type": "entries", @@ -32024,7 +32163,8 @@ } ] } - ] + ], + "id": "08c" }, { "type": "entries", @@ -32052,7 +32192,8 @@ "{@item What Doesn't Kill You... Feast|KTKCG}" ] } - ] + ], + "id": "08e" }, { "type": "entries", @@ -32073,7 +32214,8 @@ "{@item Quickening Candies|KTKCG}" ] } - ] + ], + "id": "08f" }, { "type": "entries", @@ -32091,11 +32233,14 @@ "{@item Iron Rations|KTKCG}" ] } - ] + ], + "id": "090" } - ] + ], + "id": "08d" } - ] + ], + "id": "07e" }, { "type": "section", @@ -32123,7 +32268,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "092" }, { "type": "entries", @@ -32139,9 +32285,11 @@ "entries": [ "The items listed on the {@table Psionic Items Table|KTKCG} is the exception to this rule. These are items infused with psionic power, and instead use the \"{@skill Psionics|ktp}\" skill, a skill that any psionic character can be considered proficient if not using special psionics rules.", "These items are something of a subtype of enchanting, and may not exist in your setting if psionics aren't included. Consult your GM." - ] + ], + "id": "094" } - ] + ], + "id": "093" }, { "type": "entries", @@ -32150,7 +32298,8 @@ "entries": [ "The materials of enchanting are Essences and Components. {@item essence|KTKCG|essences} come in three different types: Arcane, Primal, and Divine {@note and apparently psionic too}\u2014as well as five rarities: common, uncommon, rare, very rare, and legendary. What an {@item Essence|KTKCG} is can vary greatly, as they are things of innate magic that is used to power the Enchanter's creations.", "They could be organs of magical monsters (such as the heart of a dragon which would be a {@item rare primal essence|KTKCG}) or they can be synthesized from magical {@item reagent|KTKCG|reagents} into a magical compound. Components are a broad category of items ranging from the base item you are enchanting to any extraneous bits needed to be added. One unique component that is present in many enchantments is a {@item scroll|KTKCG|Spell Scroll} of various types of spells that form the basis of the sort of the magic the item has." - ] + ], + "id": "095" }, { "type": "entries", @@ -32164,9 +32313,11 @@ "name": "Exhausting & Difficult Method", "entries": [ "This mechanic is intentionally quite difficult to use\u2014even for casters that are capable of casting the spell. The typical process would be to make the scroll first to formalize their thoughts and process, laying down the patterns and templates for the magic item. It also removes a very costly gate in the process, so should not be easily bypassed." - ] + ], + "id": "097" } - ] + ], + "id": "096" }, { "type": "entries", @@ -32189,7 +32340,8 @@ "After you make a crafting roll, if you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item).", "Checks for Enchanting do not need to be immediately consecutive. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage." - ] + ], + "id": "099" }, { "type": "inset", @@ -32209,9 +32361,11 @@ "But Caius asks to take an extra long break at the next town. He uses the 4 hours to make his next check, taking a 10 on the roll to forestall disaster. As he wasn't too ambitious and the {@item Goggles of Night|DMG} are only {@dc 13}, that means by {@variantrule taking 10|KTKCG}, Caius has a minimum check of a 15, and it's a pass. Feeling better, now that he's no longer one checked from the whole project failing, he makes his next check on the road, and gets an 18, for a total of 24. A fourth success, and he can take his watch that night with {@sense darkvision} at long last...", "...unfortunately he'd been up too late working and fell asleep, so his party got ambushed anyway, but that's a story for another time!", "Caius the Wizard now can see in the dark as well as any pointy eared elf or long bearded dwarf! It took a bit longer than he'd hoped, but now Caius has his very first shiny magic item made by his own hands!" - ] + ], + "id": "09a" } - ] + ], + "id": "098" }, { "type": "entries", @@ -32306,7 +32460,8 @@ "page": 85, "collapsed": true } - ] + ], + "id": "09b" }, { "type": "entries", @@ -32356,7 +32511,8 @@ "name": "Contributed Items", "entries": [ "To expand the list beyond the SRD, the system includes items from talented creators like {@link Dungeon Strugglers|https://www.artstation.com/dungeon_strugglers} (DS), {@link Griffon's Saddlebag|https://www.thegriffonssaddlebag.com/} (GS), and {@link Spectre Creations|https://www.spectrecreations.com/} (TAG). These items are used with permission, and a tiny a fraction of their overall catalog. If you like the look of their stuff, you can find far more from them online." - ] + ], + "id": "09d" }, { "type": "entries", @@ -32379,7 +32535,8 @@ "{@item Sparkling Sapphire|KTKCG} {@sup K}" ] } - ] + ], + "id": "09e" }, { "type": "entries", @@ -32409,11 +32566,14 @@ "{@item Vision Stone|KTKCG} {@sup K}" ] } - ] + ], + "id": "09f" } - ] + ], + "id": "09c" } - ] + ], + "id": "091" }, { "type": "section", @@ -32438,7 +32598,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0a1" }, { "type": "entries", @@ -32454,9 +32615,11 @@ "name": "Scriptures", "entries": [ "A GM can choose to allow a cleric to use Wisdom in place of Intelligence and require proficiency in {@skill Religion} instead of {@skill Arcana}. Scrolls produced this way are called Scriptures and can only be used by others of the same faith." - ] + ], + "id": "0a3" } - ] + ], + "id": "0a2" }, { "type": "entries", @@ -32472,7 +32635,8 @@ "name": "Ink & Parchment Pricing", "page": 96 } - ] + ], + "id": "0a4" }, { "type": "entries", @@ -32496,7 +32660,8 @@ "After making a crafting roll, if you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item).", "Checks for Scrollscribing do not need to be immediately consecutive. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage." - ] + ], + "id": "0a6" }, { "type": "entries", @@ -32504,7 +32669,8 @@ "name": "Crafting Without Essence", "entries": [ "A crafter that is capable of casting magic can replace the essence when crafting a spell scroll with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion for each crafting check made this way." - ] + ], + "id": "0a7" }, { "type": "inset", @@ -32512,9 +32678,11 @@ "name": "A Difficult Process", "entries": [ "This is intentionally a difficult process, as stockpiling spell scrolls is something that should be challenging, otherwise magic can end up trivializing many encounters, and this method of crafting removes a large potential cost barrier." - ] + ], + "id": "0a8" } - ] + ], + "id": "0a5" }, { "type": "entries", @@ -32546,9 +32714,11 @@ "name": "Essence Types", "page": 97 } - ] + ], + "id": "0aa" } - ] + ], + "id": "0a9" }, { "type": "gallery", @@ -32586,9 +32756,11 @@ "page": 97, "collapsed": true } - ] + ], + "id": "0ab" } - ] + ], + "id": "0a0" }, { "type": "section", @@ -32622,7 +32794,8 @@ "For every 2 hours, make a crafting roll of {@dice 1d20} + your Dexterity modifier + your proficiency with {@item Woodcarver's Tools|PHB}. On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the wand is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0ad" }, { "type": "entries", @@ -32632,7 +32805,8 @@ "Wand whittling works using {@item Woodcarver's Tools|PHB}. Attempting to craft a wand without these is impossible.", "The related ability score is Dexterity. While spellcasters of any stripe can make wands of the spells they know, the process is one of systematic application of magical theory to integrate the spell into a wand in a function that can later be used.", "Additionally, like {@book Scroll Scribing|KTKCG|15} and {@book Enchanting|KTKCG|14}, proficiency in {@skill Arcana} is required; without proficiency in {@skill arcana}, you can't add your Tool proficiency to the crafting roll." - ] + ], + "id": "0ae" }, { "type": "entries", @@ -32647,7 +32821,8 @@ "name": "What Are Rare Woods?", "entries": [ "The most common examples would be from trees in exotic locations\u2014wood from the Feywild or from the outer planes. The exact nature of the wands can match the spell for flavor, but the details beyond rarity are not considered by default for the system. Some examples are provided at the end of this section." - ] + ], + "id": "0b0" }, { "type": "entries", @@ -32662,9 +32837,11 @@ "name": "Branch Prices", "page": 99 } - ] + ], + "id": "0b1" } - ] + ], + "id": "0af" }, { "type": "entries", @@ -32686,9 +32863,11 @@ "page": 99, "entries": [ "For Wand Whittling, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Wand Whittling do not need to be immediately consecutive. Failure means that no progress is made during that time. As usual, failing three times in a row results in the crafting project being a failure, and all materials are lost." - ] + ], + "id": "0b3" } - ] + ], + "id": "0b2" }, { "type": "entries", @@ -32704,7 +32883,8 @@ "int" ] } - ] + ], + "id": "0b4" }, { "type": "entries", @@ -32724,9 +32904,11 @@ "name": "Recharging Lesser Wands", "page": 99 } - ] + ], + "id": "0b6" } - ] + ], + "id": "0b5" }, { "type": "entries", @@ -32759,9 +32941,11 @@ "name": "Essence Types", "page": 99 } - ] + ], + "id": "0b8" } - ] + ], + "id": "0b7" }, { "type": "entries", @@ -32784,7 +32968,8 @@ "page": 100, "collapsed": true } - ] + ], + "id": "0b9" }, { "type": "entries", @@ -32806,9 +32991,11 @@ "{@item Whisperstick|KTKCG} {@sup K}" ] } - ] + ], + "id": "0ba" } - ] + ], + "id": "0ac" }, { "type": "section", @@ -32844,7 +33031,8 @@ "On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0bc" }, { "type": "entries", @@ -32852,7 +33040,8 @@ "page": 103, "entries": [ "Leatherworking works using {@item Leatherworker's Tools|PHB}. Attempting craft items with Leatherworking without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Leatherworking crafting roll." - ] + ], + "id": "0bd" }, { "type": "entries", @@ -32860,7 +33049,8 @@ "page": 103, "entries": [ "Leatherworking uses leather and hides, primarily harvested from monsters, however sometimes they work with heavy quilted clothes, metal pieces, and tough carapaces." - ] + ], + "id": "0be" }, { "type": "entries", @@ -32883,9 +33073,11 @@ "entries": [ "For Leatherworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Leatherworking do not need to be immediately consecutive. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged." - ] + ], + "id": "0c0" } - ] + ], + "id": "0bf" }, { "type": "entries", @@ -32916,7 +33108,8 @@ "page": 104, "collapsed": true } - ] + ], + "id": "0c1" }, { "type": "entries", @@ -32935,9 +33128,11 @@ "{@item Throwing Bandolier|KTKCG} {@sup K}" ] } - ] + ], + "id": "0c2" } - ] + ], + "id": "0bb" }, { "type": "section", @@ -32972,7 +33167,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0c4" }, { "type": "entries", @@ -32981,7 +33177,8 @@ "entries": [ "Tinkering works using {@item Tinker's Tools|PHB}. Attempting to tinker item without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Tinkering crafting roll.", "Most of the time tinkers need only the minimal heat of a basic fire and their tools to work, though any craft that requires an {@item ingot|KTKCG} may require a forge at the discretion of the GM." - ] + ], + "id": "0c5" }, { "type": "entries", @@ -32998,9 +33195,11 @@ "name": "Named Components", "entries": [ "In almost all cases, named components (such as a \"{@item wooden stock|KTKCG}\" for a crossbow) can be simply abstracted out as a minor cost, but, as always, the level of abstraction is up to the GM." - ] + ], + "id": "0c7" } - ] + ], + "id": "0c6" }, { "type": "entries", @@ -33023,9 +33222,11 @@ "entries": [ "For Tinkering, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Tinkering do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.", "If you fail three times in a row, all progress and materials are lost and can no longer be salvaged." - ] + ], + "id": "0c9" } - ] + ], + "id": "0c8" }, { "type": "entries", @@ -33041,7 +33242,8 @@ "int" ] } - ] + ], + "id": "0ca" }, { "type": "entries", @@ -33144,7 +33346,8 @@ } ] } - ] + ], + "id": "0cb" }, { "type": "entries", @@ -33206,9 +33409,11 @@ } ] } - ] + ], + "id": "0cc" } - ] + ], + "id": "0c3" }, { "type": "section", @@ -33233,7 +33438,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0ce" }, { "type": "entries", @@ -33241,7 +33447,8 @@ "page": 115, "entries": [ "Woodworking works using {@item woodcarver's tools|PHB}. Attempting to craft items with Woodworking without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Woodworking crafting roll." - ] + ], + "id": "0cf" }, { "type": "entries", @@ -33249,7 +33456,8 @@ "page": 115, "entries": [ "Woodworking is a bit more straight forward than other types of crafting in that it primarily has only category of material: wood. This can come in several different form factors, but is measured in branches, consistent pieces of useful wood." - ] + ], + "id": "0d0" }, { "type": "entries", @@ -33272,7 +33480,8 @@ "entries": [ "For Woodworking, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item). Checks for Woodworking do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item.", "If you fail three times in a row, all progress and materials are lost and can no longer be salvaged." - ] + ], + "id": "0d2" }, { "type": "entries", @@ -33281,9 +33490,11 @@ "entries": [ "Woodworkers can increase the rarity of a branch through expert carving techniques. A wooden branch of higher quality produced through woodcarving can't be used as the material to make a branch of even higher rarity, but otherwise a carved branch serves as a branch of their finished rarity for crafting (such as {@book Enchanting|KTKCG|14} or other woodworking items that call for a branch of that rarity).", "Effectively, carving the branch can only increase the rarity of a branch by one step." - ] + ], + "id": "0d3" } - ] + ], + "id": "0d1" }, { "type": "entries", @@ -33346,7 +33557,8 @@ "page": 117, "collapsed": true } - ] + ], + "id": "0d4" }, { "type": "entries", @@ -33386,9 +33598,11 @@ } ] } - ] + ], + "id": "0d5" } - ] + ], + "id": "0cd" }, { "type": "section", @@ -33414,7 +33628,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times in a row, the crafting is a failure and all materials are lost." ] } - ] + ], + "id": "0d7" }, { "type": "entries", @@ -33428,7 +33643,8 @@ "page": 118, "entries": [ "The runes of the Giants, Dwarves, and other ancient traditions. Your ability modifier for this tradition is Wisdom, and you can select your related tool from {@item Mason's Tools|PHB} or {@item Painter's Supplies|PHB}." - ] + ], + "id": "0d9" }, { "type": "entries", @@ -33436,9 +33652,11 @@ "page": 118, "entries": [ "The runes of mages, scholars, and elves, these traditions are not necessarily any less ancient, but runecarvers of these traditions seek new knowledge and expression, rather than being rooted in the old ways. Your ability modifier for this tradition is Intelligence, and you can select your related tool from {@item Calligrapher's Supplies|PHB} or {@item Woodcarver's Tools|PHB}." - ] + ], + "id": "0da" } - ] + ], + "id": "0d8" }, { "type": "entries", @@ -33446,7 +33664,8 @@ "page": 118, "entries": [ "Runecarving uses primarily magical ink and essences to imbue their runes with the prerequisite magical properties." - ] + ], + "id": "0db" }, { "type": "entries", @@ -33477,9 +33696,11 @@ "After you make a crafting roll, if you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item).", "Checks for Runecarving do not need to be immediately consecutive. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage." - ] + ], + "id": "0dd" } - ] + ], + "id": "0dc" }, { "type": "entries", @@ -33497,7 +33718,8 @@ "name": "Rune Attack Roll Modifier", "text": "your related tool proficiency bonus + your Wisdom or Intelligence modifier (based on Tradition)" } - ] + ], + "id": "0de" }, { "type": "entries", @@ -33518,9 +33740,11 @@ "name": "Rune Rarity Difficulty", "page": 118 } - ] + ], + "id": "0e0" } - ] + ], + "id": "0df" }, { "type": "entries", @@ -33552,7 +33776,8 @@ "width": 547, "height": 547 } - ] + ], + "id": "0e1" }, { "type": "entries", @@ -33584,7 +33809,8 @@ "{@item Wrath|KTKCG}{@sup K}" ] } - ] + ], + "id": "0e3" }, { "type": "entries", @@ -33613,11 +33839,14 @@ "{@item Time|KTKCG}{@sup K}" ] } - ] + ], + "id": "0e4" } - ] + ], + "id": "0e2" } - ] + ], + "id": "0d6" }, { "type": "section", @@ -33652,7 +33881,8 @@ "On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the construction project is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail three times in a row, the construction project is a failure and all materials are lost." ] } - ] + ], + "id": "0e6" }, { "type": "entries", @@ -33660,7 +33890,8 @@ "page": 124, "entries": [ "Engineering uses {@item Carpenter's Tools|PHB}. Checks can be made with a substitute tool at your GM's discretion, but are made with disadvantage." - ] + ], + "id": "0e7" }, { "type": "entries", @@ -33682,7 +33913,8 @@ "entries": [ "You can convert trees that are at least 20 feet tall into {@item unit of lumber|KTKCG|units of lumber}. A 20 foot tall tree will produce 1 {@item unit of lumber|KTKCG|units of lumber}, and an additional {@item unit of lumber|KTKCG|units of lumber} for each 10 feet of tree height. At your GM's discretion, some trees may not be suitable lumber. It takes 4 hours of work by a laborer to convert trees to {@item unit of lumber|KTKCG|units of lumber}.", "A {@item unit of lumber|KTKCG|units of lumber} can be converted to 10 {@item common branch|KTKCG|common branches}." - ] + ], + "id": "0e9" }, { "type": "entries", @@ -33691,9 +33923,11 @@ "entries": [ "Quarrying Stone is significantly harder and at the edge of what this system attempts to define. As a rule of thumb, if a quarry that can produce stone is available, 1 laborer can produce 1 {@item unit of stone|KTKCG|units of stone} in 8 hours of hard labor (1 unit per day). A laborer with a Strength ability score of 18 or higher can produce twice as much stone in the same time period.", "Setting up a quarry exceeds the scope of this system, but would take days or weeks." - ] + ], + "id": "0ea" } - ] + ], + "id": "0e8" }, { "type": "entries", @@ -33716,9 +33950,11 @@ "After making a crafting roll, if you succeed, you make 2 hours of progress toward the total crafting time (and have completed one of the required checks for making an item).", "Checks for Engineering do not need to be immediately consecutive. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged. Failure means that no progress is made during that time.", "Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage." - ] + ], + "id": "0ec" } - ] + ], + "id": "0eb" }, { "type": "entries", @@ -33742,9 +33978,11 @@ "entries": [ "For colossal projects (projects bigger than Gargantuan), you need one laborer for every additional 10 square feet of the project beyond 40 by 40. For example, to build a bridge that is 200 feet long by 40 feet wide, you would need five times more laborers (20 laborers) to maintain a 2 hour crafting check.", "Every laborer requires their own set of crafting tools, though they do not need proficiency with them. At a GM's discretion, {@item mason's tools|PHB} or {@item woodcarver's tools|PHB} can replace {@item carpenter's tools|PHB} for laborers where appropriate." - ] + ], + "id": "0ee" } - ] + ], + "id": "0ed" }, { "type": "entries", @@ -33799,9 +34037,11 @@ "page": 128, "collapsed": true } - ] + ], + "id": "0ef" } - ] + ], + "id": "0e5" }, { "type": "section", @@ -33841,7 +34081,8 @@ "page": 129, "collapsed": true } - ] + ], + "id": "0f1" }, { "type": "entries", @@ -33873,7 +34114,8 @@ "page": 129, "collapsed": true } - ] + ], + "id": "0f2" }, { "type": "entries", @@ -33905,7 +34147,8 @@ "page": 129, "collapsed": true } - ] + ], + "id": "0f3" }, { "type": "entries", @@ -33937,7 +34180,8 @@ "page": 130, "collapsed": true } - ] + ], + "id": "0f4" }, { "type": "entries", @@ -33969,7 +34213,8 @@ "page": 130, "collapsed": true } - ] + ], + "id": "0f5" }, { "type": "entries", @@ -34017,9 +34262,11 @@ "Particularly fancy or exotic beverages may take longer; up to months." ] } - ] + ], + "id": "0f7" } - ] + ], + "id": "0f6" }, { "type": "entries", @@ -34059,7 +34306,8 @@ "page": 131, "collapsed": true } - ] + ], + "id": "0f8" }, { "type": "entries", @@ -34091,7 +34339,8 @@ "page": 131, "collapsed": true } - ] + ], + "id": "0f9" }, { "type": "entries", @@ -34129,11 +34378,14 @@ "name": "Why Weaver's Tools?", "entries": [ "Because that's what the default system has. While I could invent a new tool, as much as possible I want to keep this compatible with the basic system, including backgrounds and proficiency. If a player wants to tailor things and consults the core books, they'll pick {@item weaver's tools|PHB}, so I want that to work as they'd expect." - ] + ], + "id": "0fb" } - ] + ], + "id": "0fa" } - ] + ], + "id": "0f0" }, { "type": "section", @@ -34167,7 +34419,8 @@ "name": "Default Pricing", "page": 133 } - ] + ], + "id": "0fe" }, { "type": "entries", @@ -34176,9 +34429,11 @@ "entries": [ "The most complicated (and most common) use case is {@book Enchanting|KTKCG|14}. Not only does enchanting use the basic components of its system, it adds an additional element: Scrolls. Scrolls serve as the \"magic blueprint\" to an item, and replace the rule of recipes or blueprints in the system. If your magic item casts spells...this step is easy. The item takes the scrolls of those spells.", "If it doesn't, find appropriate allegories to what the item does. The obvious example, is a +1 weapon. It doesn't cast a spell, but it does have the same effect as a {@spell magic weapon|PHB} spell, so it can use that scroll. A {@item bag of holding|DMG} is more complicated, but you can follow the same logic\u2014the {@spell Leomund's Secret Chest|PHB|secret chest} spell doesn't exactly overlap, but it shares some properties...it's close enough for these purposes." - ] + ], + "id": "0ff" } - ] + ], + "id": "0fd" }, { "type": "entries", @@ -34202,9 +34457,11 @@ "name": "Labor Cost Table", "page": 133 } - ] + ], + "id": "100" } - ] + ], + "id": "0fc" }, { "type": "section", @@ -34312,9 +34569,11 @@ "page": 138, "collapsed": true } - ] + ], + "id": "102" } - ] + ], + "id": "101" }, { "type": "section", @@ -34370,7 +34629,8 @@ "name": "Gritty Realism", "page": 141 } - ] + ], + "id": "103" }, { "type": "section", @@ -34385,7 +34645,8 @@ "While standard potions are made from curative, reactive, or poisonous ingredients, exotic ingredients have specialized effects. When making a potion from these ingredients, the potions effect is a combination of the effect of the exotic ingredients added.", "An Exotic Potion (potion brewed entirely from exotic ingredients) doesn't need a recipe and has a crafting time of 1 hour, and a difficulty of the difficulty of all the exotic ingredients used added together, with 1 check needed per exotic ingredient added.", "An exotic ingredients can be combined with a standard potion by adding the DC of the standard potion to the combined difficulty of the exotic ingredients. This can result in very powerful potions, but will frequently result in unattainable high difficulty to make it work, as adding random new components to potions typically wrecks the effect." - ] + ], + "id": "105" }, { "type": "entries", @@ -34434,9 +34695,11 @@ "name": "Mimic Heart", "page": 142 } - ] + ], + "id": "106" } - ] + ], + "id": "104" }, { "type": "section", @@ -34451,7 +34714,8 @@ "name": "Elves, Constructs, and More", "entries": [ "Some 5e races have unique sleep requirements. They consequently spend less of their time sleeping or sleep in unique ways. They can take the \"{@action Take a Watch|KTKCG}\" action as many times as they have available time for after taking care of whatever resting needs they have, but may take only one other Camp Action while gaining the benefits of a long rest." - ] + ], + "id": "108" }, { "type": "statblock", @@ -34495,7 +34759,8 @@ "name": "Task", "page": 143 } - ] + ], + "id": "107" }, { "type": "section", @@ -34524,7 +34789,8 @@ "{@spell Dimensional Workshop|KTKCG}" ] } - ] + ], + "id": "10a" }, { "type": "entries", @@ -34546,9 +34812,11 @@ "{@item Workshop Key|KTKCG}" ] } - ] + ], + "id": "10b" } - ] + ], + "id": "109" }, { "type": "section", @@ -34565,7 +34833,8 @@ "width": 1275, "height": 1650 } - ] + ], + "id": "10c" }, { "type": "section", @@ -34600,7 +34869,8 @@ "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "Kibbles' Compendium of Craft and Creation Copyright 2021, KibblesTasty.", "END OF LICENSE" - ] + ], + "id": "10d" } ] } diff --git a/collection/Kobold Press; Deep Magic 05 Ley Lines.json b/collection/Kobold Press; Deep Magic 05 Ley Lines.json index c32163f6c..819d33acd 100644 --- a/collection/Kobold Press; Deep Magic 05 Ley Lines.json +++ b/collection/Kobold Press; Deep Magic 05 Ley Lines.json @@ -1660,7 +1660,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "image", @@ -1688,7 +1689,8 @@ "entries": [ "The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.", "(Elements that have previously been designated as Open Game Content are not included in this declaration.)" - ] + ], + "id": "004" }, { "type": "entries", @@ -1697,9 +1699,11 @@ "entries": [ "The Open content in this book includes the Geomancy arcane tradition, both ley line feats, and the ley line spells.", "No other portion of this work may be reproduced in any form without permission." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "entries", @@ -1707,9 +1711,11 @@ "entries": [ "© 2016 Open Design", "{@link www.koboldpress.com}" - ] + ], + "id": "006" } - ] + ], + "id": "002" }, { "type": "gallery", @@ -1734,7 +1740,8 @@ } ] } - ] + ], + "id": "000" }, { "type": "section", @@ -1761,7 +1768,8 @@ "entries": [ "Ley lines tend to follow the contours of the land they flow across. At the same time, the terrain also reacts to the magical current. Learned spellcasters, most notably {@class Wizard|PHB|geomancer wizards|Geomancy|DM05}, can study the features of an area to determine whether ley lines are present and to gain insight into what effects they might produce. Creatures with close ties to the land can tell the difference between an area graced with a ley line and one without. Druids, rangers, woodsmen, farmers, even miners and architects have been known to learn the telltale signs of a ley line's presence and use them to their advantage.", "Natural pathways through the terrain (regardless of foliage) are easy channels for ley lines to follow. Like water, the magical power of ley lines follows an arcane path of least resistance; it's not uncommon for ley lines to follow or closely parallel waterways. Enterprising rulers and bold wizards sometimes manipulate the land to alter a ley line's path\u2014or at least, try to do so. Such meddling is delicate work, and it can have disastrous consequences if the job is botched. The benefits are tempting enough to outweigh the risk. Specific magical effects or even spectacular marvels such as chunks of rock or earth held aloft by the flowing power can be engineered via expertly channeled ley lines." - ] + ], + "id": "008" }, { "type": "inset", @@ -1783,9 +1791,11 @@ "type": "none" }, "width": 1101, - "height": 713 + "height": 713, + "id": "00a" } - ] + ], + "id": "009" }, { "type": "entries", @@ -1826,7 +1836,8 @@ "name": "Ley Line Backlash", "page": 7 } - ] + ], + "id": "00b" }, { "type": "inset", @@ -1848,7 +1859,8 @@ "name": "Ley-Bound", "page": 7 } - ] + ], + "id": "00c" }, { "type": "entries", @@ -1874,7 +1886,8 @@ "width": 889, "height": 1319 } - ] + ], + "id": "00d" }, { "type": "entries", @@ -1977,7 +1990,8 @@ } ] } - ] + ], + "id": "00e" }, { "type": "entries", @@ -2125,9 +2139,11 @@ "width": 559, "height": 411 } - ] + ], + "id": "00f" } - ] + ], + "id": "007" }, { "type": "section", @@ -2171,15 +2187,19 @@ "{@b Open Game License v 1.0a} Copyright 2000, Wizards of the Coast, LLC.", "{@b System Reference Document 5.0} Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "{@b Deep Magic: Ley Line Magic} © 2016 Open Design; Author: Dan Dillon." - ] + ], + "id": "013" } - ] + ], + "id": "012" } - ] + ], + "id": "011" } ] } - ] + ], + "id": "010" } ] } diff --git a/collection/Kobold Press; Deep Magic 07 Chaos Magic.json b/collection/Kobold Press; Deep Magic 07 Chaos Magic.json index 44cb3fd08..b89ec338e 100644 --- a/collection/Kobold Press; Deep Magic 07 Chaos Magic.json +++ b/collection/Kobold Press; Deep Magic 07 Chaos Magic.json @@ -2048,7 +2048,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "image", @@ -2076,7 +2077,8 @@ "entries": [ "The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.", "(Elements that have previously been designated as Open Game Content are not included in this declaration.)" - ] + ], + "id": "004" }, { "type": "entries", @@ -2085,9 +2087,11 @@ "entries": [ "The Open content in this book includes the Chaos Savant arcane tradition, bardic College of Entropy, and the chaos spells.", "No other portion of this work may be reproduced in any form without permission." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "entries", @@ -2095,9 +2099,11 @@ "entries": [ "© 2016 Open Design", "{@link www.koboldpress.com}" - ] + ], + "id": "006" } - ] + ], + "id": "002" }, { "type": "gallery", @@ -2122,7 +2128,8 @@ } ] } - ] + ], + "id": "000" }, { "type": "section", @@ -2155,9 +2162,11 @@ "name": "Chaos Magic Surge", "page": 5 } - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "entries", @@ -2173,7 +2182,8 @@ "classSource": "PHB", "page": 3 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -2199,7 +2209,8 @@ "width": 473, "height": 800 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -2295,7 +2306,8 @@ } ] } - ] + ], + "id": "00c" }, { "type": "entries", @@ -2459,9 +2471,11 @@ "width": 1230, "height": 920 } - ] + ], + "id": "00d" } - ] + ], + "id": "007" }, { "type": "section", @@ -2505,15 +2519,19 @@ "{@b Open Game License v 1.0a} Copyright 2000, Wizards of the Coast, LLC.", "{@b System Reference Document 5.0} Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "{@b Deep Magic: Chaos Magic} © 2016 Open Design; Author: Greg Marks." - ] + ], + "id": "011" } - ] + ], + "id": "010" } - ] + ], + "id": "00f" } ] } - ] + ], + "id": "00e" } ] } diff --git a/collection/Kobold Press; Deep Magic 09 Ring Magic.json b/collection/Kobold Press; Deep Magic 09 Ring Magic.json index b33d4f06e..6bd2ebd29 100644 --- a/collection/Kobold Press; Deep Magic 09 Ring Magic.json +++ b/collection/Kobold Press; Deep Magic 09 Ring Magic.json @@ -1465,7 +1465,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "image", @@ -1493,7 +1494,8 @@ "entries": [ "The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.", "(Elements that have previously been designated as Open Game Content are not included in this declaration.)" - ] + ], + "id": "004" }, { "type": "entries", @@ -1502,9 +1504,11 @@ "entries": [ "The Open content in this book includes the ring magic feats, Ring Warden arcane tradition, and the ring magic spells.", "No other portion of this work may be reproduced in any form without permission." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "entries", @@ -1512,9 +1516,11 @@ "entries": [ "© 2016 Open Design", "{@link www.koboldpress.com}" - ] + ], + "id": "006" } - ] + ], + "id": "002" }, { "type": "gallery", @@ -1539,7 +1545,8 @@ } ] } - ] + ], + "id": "000" }, { "type": "section", @@ -1571,7 +1578,8 @@ "Yet because it has no beginning and no end, because of its powerful symbolic ties to life, the ring is uniquely suited to be a receptacle for magic.", "The first practitioners of ring magic gleaned the secrets from visions granted by their gods. The seeds of ring magic were subtle, woven in dreamlike metaphor that was lost on many but needed the dwarves' mastery of craftsmanship to reach fruition. For generations, it was practiced in such isolation that no one recognized ring magic as a growing craft. Over time the dwarves realized that within their longheld techniques, the ore of another secret awaited excavation. These enlightened dwarves retreated deep under the mountains, to a place where molten rock flowed freely. There they carved great halls and forges fueled by the earth's fire. They worked tirelessly in their delve to perfect their new art, and their efforts were rewarded.", "Runes and sigils decorate every inch of this legendary stronghold's walls, revealing the secrets of ring magic and its signature spells to those who can read them. Ring wardens understand these writings as well as if they were their own spellbooks. In fact, a gathering of wizards at the walls, preparing their spells to the sound of ringing hammers, is a common scene. But this is a secretive community. The number of outsiders who have seen the halls of the ring wardens can be counted on one hand, and those few are bound to secrecy by oaths sworn on adamantine rings they can never remove. The molten fire forges still ring under dwarven hammers to this day. While it isn't a requirement to study here for a wizard to become a ring warden, it is a pilgrimage all dwarf ring wardens make at least once." - ] + ], + "id": "009" }, { "type": "entries", @@ -1593,7 +1601,8 @@ "name": "Ring-Bound", "page": 4 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -1626,9 +1635,11 @@ "entries": [ "In the Midgard Campaign Setting, ring magic is the province of the reaver dwarves of the Northlands. Reaver sorcerers and wizards imbue metal rings with their spells and give the rings to their comrades to unleash in battle. Even in Midgard, ring wardens are rare outside their home culture, and they can easily become the object of fear when they're encountered by outsiders who aren't familiar with ring magic. All dwellers in the Northlands, however, know the tales of the ring-bedecked dwarves marauding from their longships.", "The seat of these ring wardens is hidden deep beneath the northern mountains of Midgard. This delving, known as the Foundry of the Fathers, is where the reaver ring wardens craft the rings that are the root of their magic and contemplate the secrets the rings still hold." - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -1736,7 +1747,8 @@ } ] } - ] + ], + "id": "00d" }, { "type": "entries", @@ -1848,7 +1860,8 @@ "page": 8, "collapsed": true } - ] + ], + "id": "00e" }, { "type": "entries", @@ -1877,7 +1890,8 @@ "name": "Warden's Link", "page": 9 } - ] + ], + "id": "00f" }, { "type": "entries", @@ -1892,7 +1906,8 @@ "name": "Karrek's Bastion", "page": 10 } - ] + ], + "id": "010" }, { "type": "entries", @@ -1904,7 +1919,8 @@ "page": 10, "entries": [ "The head, arms, and torso of this massive figure are composed of metal plates surrounding a core of glowing energy. The whole resembles a vaguely humanoid figure, with two metal rings glowing with runes encircling its fists." - ] + ], + "id": "012" }, "Ring servants are mighty constructs created by ring magic. Though large in stature, they are deceptively light because most of their form is composed of energy. A ring servant stands 10 feet tall and weighs 300 pounds.", { @@ -1913,7 +1929,8 @@ "page": 10, "entries": [ "Ring servants are temporary beings, brought into existence by transmuting two simple metal rings into the weapons that surmount the creature's fists. These rings serve as the catalyst that generates the rest of the thing's form. Ring servants aren't mindless. They understand the fleeting span of their existence and don't rebel against it. Exceptions exists, where powerful ring wardens work tirelessly to imbue a ring servant with permanent existence. Such an enduring transformation is rare, however, and the resulting creature may have difficulty coming to terms with lingering in the world." - ] + ], + "id": "013" }, { "type": "entries", @@ -1921,7 +1938,8 @@ "page": 10, "entries": [ "A ring servant doesn't require air, food, drink, or sleep." - ] + ], + "id": "014" }, { "type": "statblock", @@ -1939,11 +1957,14 @@ "width": 510, "height": 782 } - ] + ], + "id": "011" } - ] + ], + "id": "008" } - ] + ], + "id": "007" }, { "type": "section", @@ -1985,15 +2006,19 @@ "{@b Open Game License v 1.0a} Copyright 2000, Wizards of the Coast, LLC.", "{@b System Reference Document 5.0} Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "{@b Deep Magic: Ring Magic} © 2016 Open Design; Author: Dan Dillon." - ] + ], + "id": "018" } - ] + ], + "id": "017" } - ] + ], + "id": "016" } ] } - ] + ], + "id": "015" } ] } diff --git a/collection/Kobold Press; Deep Magic 12 Blood and Doom.json b/collection/Kobold Press; Deep Magic 12 Blood and Doom.json index 22ee5052d..70b029ce4 100644 --- a/collection/Kobold Press; Deep Magic 12 Blood and Doom.json +++ b/collection/Kobold Press; Deep Magic 12 Blood and Doom.json @@ -2997,7 +2997,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "image", @@ -3026,7 +3027,8 @@ "entries": [ "The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.", "(Elements that have previously been designated as Open Game Content are not included in this declaration.)" - ] + ], + "id": "004" }, { "type": "entries", @@ -3036,9 +3038,11 @@ "The Open content in this book includes the Ritual Savant tradition and the Elven High Magic school spells.", "{@note Interesting choice...}", "No other portion of this work may be reproduced in any form without permission." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "entries", @@ -3046,9 +3050,11 @@ "entries": [ "© 2017 Open Design", "{@link www.koboldpress.com}" - ] + ], + "id": "006" } - ] + ], + "id": "002" }, { "type": "gallery", @@ -3073,7 +3079,8 @@ } ] } - ] + ], + "id": "000" }, { "type": "section", @@ -3108,7 +3115,8 @@ "name": "Oath of the Giving Grave in Midgard", "entries": [ "Though there are instances of warlords in the Southlands who embraced this path, the Oath of the Giving Grave truly thrives in the Principalities of Morgau and Doresh. There, among Order of the Knights Incorporeal, warriors both living and undead embrace this oath. Many of them are leaders at the head of armies of corpses marching against neighboring lands under Prince Lucan's commands." - ] + ], + "id": "009" }, { "type": "entries", @@ -3117,7 +3125,8 @@ "entries": [ "A paladin on the path toward swearing the Oath of the Giving Grave manifests some class features differently from other paladins.", "{@note See {@subclassFeature Unholy Smite|Paladin|PHB|Giving Grave|DM12|2|DM12} and {@subclassFeature Improved Unholy Smite|Paladin|PHB|Giving Grave|DM12|11|DM12}.}" - ] + ], + "id": "00a" }, { "type": "entries", @@ -3142,7 +3151,8 @@ "width": 987, "height": 766 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -3224,9 +3234,11 @@ } ] } - ] + ], + "id": "00c" } - ] + ], + "id": "008" }, { "type": "entries", @@ -3258,7 +3270,8 @@ "width": 731, "height": 603 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -3274,7 +3287,8 @@ "classSource": "PHB", "page": 6 } - ] + ], + "id": "00f" }, { "type": "entries", @@ -3290,7 +3304,8 @@ "classSource": "PHB", "page": 7 } - ] + ], + "id": "010" }, { "type": "entries", @@ -3358,9 +3373,11 @@ "{@spell Sanguine Horror|DM12} (antipaladin, warlock)" ] } - ] + ], + "id": "011" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -3702,7 +3719,8 @@ "width": 1216, "height": 787 } - ] + ], + "id": "012" }, { "type": "entries", @@ -3717,9 +3735,11 @@ "name": "Blood Elemental", "page": 17 } - ] + ], + "id": "013" } - ] + ], + "id": "007" }, { "type": "section", @@ -3761,15 +3781,19 @@ "{@b Open Game License v 1.0a} Copyright 2000, Wizards of the Coast, LLC.", "{@b System Reference Document 5.0} Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", "{@b Deep Magic: Blood and Doom} © 2017 Open Design; Author: Chris Harris." - ] + ], + "id": "017" } - ] + ], + "id": "016" } - ] + ], + "id": "015" } ] } - ] + ], + "id": "014" } ] } diff --git a/collection/Kobold Press; Warlock 20 Redtower.json b/collection/Kobold Press; Warlock 20 Redtower.json index a67043a34..295d824b9 100644 --- a/collection/Kobold Press; Warlock 20 Redtower.json +++ b/collection/Kobold Press; Warlock 20 Redtower.json @@ -1114,7 +1114,8 @@ "{@note {@b Open Game Content:} The Open content in this book includes the monster stats for the {@creature cecum devil|W20RT}, {@creature jack of strings|W20RT}, {@creature kafligkaal|W20RT}, and {@creature liminal drake|W20RT}. No other portion of this work may be reproduced in any form without permission.}", "{@note © 2020 Open Design LLC}", "{@link www.koboldpress.com}" - ] + ], + "id": "001" }, { "type": "gallery", @@ -1153,7 +1154,8 @@ "width": 1577, "height": 1202 } - ] + ], + "id": "000" }, { "type": "section", @@ -1185,7 +1187,8 @@ "The castle now called the Scarlet Citadel sits on the site of an ancient elven hunting lodge in the White Forest, claimed by a noble family after the Great Retreat 400-some years ago. The land was thus owned by House von Holzanger who owed fealty at various times to Illyria, to the Republic of Triolo, to the Canton of Melana, and (most often) to the Magdar Kingdom. Always rather deft in politics and inclined to an unambitious policy of, \"Just leave us alone with our books and hawks and hunting,\" House von Holzanger might have remained a footnote if it were not for their control of the Scarlet Crow ley line and their willingness to annoy the fey lords and ladies of the forest.", "Originally, the pretty lodge was visited each summer and fall for boar hunts, chasing deer in the White Forest, and fish-hawking along the Templine riverbanks. The family realized that the road to the lodge could also be utilized for timber transport, so the lodge became the manor for a new lumber village along the river. The lodge itself remained a place of blissful seclusion, though with some ability to gather servitors, various goods, and skilled craftsman from the village.", "This village was named Redleaf. At first, they sold their finest oak, ash, and rowan either east to the city Melana or north to the Magdar merchants for barrels, barge masts, and much else. The trade was not without problems (the forest fey included some alseid and bothersome druids), but in all, it was a worthwhile little fiefdom for the Holzangers. Over time, the village grew, and then Gerhardt von Holzanger came along, the first of the Holzanger sorcerers." - ] + ], + "id": "003" }, { "type": "entries", @@ -1196,7 +1199,8 @@ "Gerhardt kept his secret for almost 10 years until he took an apprentice who later ran away to Schio and told his tale. A ley line that might connect other ley lines! Ley line philters and encasements that reacted to void power, to radiant magic, and to shadow! Ley line distillations that gave his cruel master much added strength of body and mind! The tales were wild and had the effect that the apprentice Waldmer intended\u2014the privacy of the White Forest Lodge was a thing of the past.", "With the wider understanding of the discovery, the area was suddenly of interest to geomancers, the shadow fey, and darker forces who wished to travel the fey roads between the three lines, to plumb the mysteries of why this backwater might connect ley lines in this way and how this strong ley line might be harnessed. The first few visitors were greeted politely and told to go away. Later visitors were treated as foes. Over the years, the hunting lodge\u2014at the ley line's strongest point\u2014was rebuilt with the red stone common to the area, first as a single tower and then as a small keep.", "Arcane secrets were under frequent investigation. Gerhardt von Holzanger grew rich taking on various comely, cunning, and willing apprentices (some believe {@book Arshin the Enchanter|W02DM|3}\u2014see {@loader Warlock #2|collection/Kobold Press; Warlock 02 Dread Magic.json}\u2014was one of them, more long-lived than most) and having built his redstone castle on the site of the ley line's greatest resonance and generally making the most of it. He bound himself to the ley line, giving himself and his children greater strength in using its magic but also making it difficult to wander far from the Wandering Crow. At first, he could travel as far as Zigistad, Melana, and Triolo itself, but over time, this narrowed to Peltzenheim and the town of Erdovar (before its ruin) and Schio. Some believe this same ritual binds the master of Demon Mountain to his own domicile, granting him great power in a highly limited space." - ] + ], + "id": "004" }, { "type": "entries", @@ -1206,7 +1210,8 @@ "Despite the lack of travel, Gerhardt's private ley line offered strength and the seemingly boundless ability to study, learn, and tinker, delighting first Gerhardt and then his progeny (his wife was one Edelfrieda the Golden, said to be a druid, a sorceress, or an elfmarked petty noble of Dornig\u2014some insist on all three). Within the reach of the White Forest, first Gerhardt the Elder and then Gerhardt the Younger and then Gertruda and Gunthar and Gerhardt III all had control over the ley lines, countering any foe or assassin skillfully, inventing new ways to charm a friend or turn an enemy into a bug. Over generations, their interests delved deep into newts and amphibians and then the family was obsessed with horology and celestial mechanics and then with flotation and levitation and then with night creatures and then angelic languages and on and on. Always seeking knowledge purely to possess it, rarely using it to better their small barony or even to enrich themselves or their peasantry.", "For a fairly brief period, the area was quasi-independent, and each von Holzanger sorcerer styled himself the \"Baron of Citarossa, Lord of the White Forest, and Master of the Scarlet Citadel.\" So it went for nigh 200 years: always a tiny power, always independent, though sometimes paying tribute to one power or another, and always a strange little oddity known mostly to merchants, timberfolk, and the southern Magdar towns.", "However, their overweening pride and their power drew attention, and in time, an unexpected arrival ended the first age of the citadel roughly 150 years ago." - ] + ], + "id": "005" }, { "type": "entries", @@ -1229,7 +1234,8 @@ "width": 559, "height": 772 } - ] + ], + "id": "006" }, { "type": "entries", @@ -1243,7 +1249,8 @@ "When the dwarves refused to hand over Captain Chansar and his accomplices to the king's justice and the mercy of Khors, the knights laid siege to the citadel for a month. In time, owlbears within the citadel ate all there was to eat, and canny Chansar sent the starving beasts out the citadel gate, expecting to make short work of the knights. He was quite mistaken; High Priest Tadeas Toller struck the owlbears with holy fire, the Wands of Khors unleashed lightning, and the countercharge carried the knights into the citadel courtyard.", "The battle might yet have gone to the dwarves with their crossbows firing into the courtyard from well-built arrow slits if not for the fine timbers of the keep catching fire when a lucky fireball went through an arrow slit into the interior. The Scarlet Citadel floors, stairs, rafters, and tapestries burned bright and strong, and the conflagration quickly poured smoke into the buildings, the dungeons, and the courtyard. It became impossible to shoot through the smoke and soon to breath within the tower. The smoke and flames drove a few dwarves into the deeper tunnels, though most were forced to surrender to the waiting company of knights. Captain Chansar's body was never found, and his ring mystic lieutenant Valence Hellhand is known to have survived and fled to Nordmansch. The citadel walls still stood, blackened with smoke, and the dungeons below were no longer home to dozens of owlbears.", "But the age of the Scarlet Citadel as a functional fortress were over and done, and the cracked, blackened mortar and missing rafters meant that the walls themselves were weakened. Soon other inhabitants came to the citadel, and the villagers of Redleaf came to gather up useful stone blocks and take them by wagon to reinforce their own keep and palisade. Their scarlet stones, carried for miles and used with care. And one morning, a mysterious red tower was erected, making such a fine impression overlooking the village, which was soon renamed Redtower, and it has kept that name ever since." - ] + ], + "id": "007" }, { "type": "entries", @@ -1256,7 +1263,8 @@ "With the cult of Charun ensconced in the lower levels of the citadel, trading with inhabitants of the underworld and using the ley line to strengthen its presence from the Seven Cities to the heart of the Dragon Empire, things changed. The arcane power of the von Holzangers was passed to the Boatman's followers. Quendreth was suddenly held in very high esteem among the congregants who had once made their pilgrimages entirely on the surface world, and he was granted the title of Ferryman within the church. A period of 15 years kept him at the forefront of Charun's works over a vast territory.", "Alas, Quendreth was as susceptible to hubris and arrogance as many of the shadow fey, and he dabbled in void magic, opening portals to other planes entirely, speaking to demons and devils and inviting the satarre priestess Miskra ai-Vellec to advise him. This went about as well as you might expect, for even a less zealous priestess such as Miskra was delighted to have such power in her hands\u2014a tool for her own plans\u2014though she also shared much lore with Quendreth, and the two were allies of convenience for a decade. In time though, the satarre void cultists and the true believers of Charun fell out with each other but not before Miskra realized that she could use the waters of the Black River for certain dark rituals and malign enchantments. In time, the void cult arrived in force, and Quendreth was forced to leave quickly.", "When the shadow fey wizard departed, he did... something to the ley line that entirely removed its ability to easily connect to the Pontoretto or the shadow road, and its connection to the White Road remained flickering at best. At the same time, Quendreth brought one of the von Holzangers back to the Scarlet Citadel, the child of Gerhardt IV, to hold the place and the White Forest in perpetuity (more precisely until their return). He was called Gerhardt the Changeling and had a definite elfmarked look to him. He lived for 100 years, and at 70, he took a human wife from Raguza, said to be a pirate captain and certainly a hellraiser. Her name was Melanchia the Reaver, and {@creature Gellert the Gruesome|KPSC} is her son." - ] + ], + "id": "008" }, { "type": "entries", @@ -1275,9 +1283,11 @@ "width": 441, "height": 790 } - ] + ], + "id": "009" } - ] + ], + "id": "002" }, { "type": "section", @@ -1306,7 +1316,8 @@ "page": 10, "entries": [ "550 humans, 25 riverfolk halflings, 10 dwarves, 5 elfmarked, and 10 of other races." - ] + ], + "id": "00c" }, { "type": "entries", @@ -1314,7 +1325,8 @@ "page": 10, "entries": [ "{@creature Mayor Wislaw Broz|KPSC|Reeve Wislaw Broz} leads Redtower by virtue of being supported by many of the village's most notable and wealthy citizens." - ] + ], + "id": "00d" }, { "type": "entries", @@ -1322,7 +1334,8 @@ "page": 10, "entries": [ "Constable Roch heads Redtower's law enforcement and defense with a small militia of 20 volunteers and the battlemage Kondrad of Runkelstad in reserve." - ] + ], + "id": "00e" }, { "type": "entries", @@ -1330,7 +1343,8 @@ "page": 10, "entries": [ "Redtower's primary export is lumber, but it sustains itself on the patronage of adventurers." - ] + ], + "id": "00f" }, { "type": "entries", @@ -1338,9 +1352,11 @@ "page": 10, "entries": [ "Temple of Rava." - ] + ], + "id": "010" } - ] + ], + "id": "00b" }, { "type": "image", @@ -1367,7 +1383,8 @@ "Goblins and bandits are common around Redtower, particularly along the roads where they harass traveling merchants. The party could be working to quell these attacks." ] } - ] + ], + "id": "011" }, { "type": "entries", @@ -1880,7 +1897,8 @@ } ], "width": 1523, - "height": 1110 + "height": 1110, + "id": "013" }, { "type": "entries", @@ -1907,7 +1925,8 @@ "If the party doesn't visit the manor house on their own, Wislaw sends them an invitation within a day of their arrival to Redtower. When they arrive, he's eager to make the acquaintance of these new adventurers in the village; he makes pleasant conversation, plies them with food and drink, and welcomes their expedition. He plays up the threat of the Scarlet Citadel and the dangers roaming the woods but assures them they're in the best place to get equipped to face it. He claims to be so impressed that he authorizes them to use his name at the local merchants for a \"special\" discount.", "Dropping Wislaw's name among the merchants is actually a signal that the characters are promising marks, and the merchant raises their prices accordingly and gives the reeve a cut. Raise the cost of goods and services by 10% whenever the PCs use the reeve's name; if they inquire, merchants explain that demand is too high in Redtower, and without the reeve's go.ahead, prices would be higher. Otherwise, goods and services are priced as normal.", "The only merchant who doesn't respond to the reeve's authorization is the smith, Agniezka ({@area R8|W20-R8|x}), who scoffs if he is mentioned and doesn't alter her price from the standard." - ] + ], + "id": "014" }, "The other wing of the manor house rests the constabulary. Constable Roch is a suspicious and taciturn middle-aged human who constantly smells like smoke from his frequent pipe use. He has little to say to the party, preferring to watch for adventurers who slip up in the village for him to arrest. (See \"Arrested\" under the {@table Random Social Encounters|KPSC} Table)." ] @@ -2052,7 +2071,8 @@ "page": 17, "entries": [ "With a {@dc 12} Wisdom ({@skill Perception}) check, the party notices Gabe lurking about the orchard. He's alone and rubbing his temples, muttering to himself. If they engage him, he plays it off with a confident, teenage swagger as nothing being wrong, but a {@dc 10} Wisdom ({@skill Insight}) check reveals he's exhausted. If pressed, he admits he went to the arch at the lifeless clearing (see {@area E3|W20-E3|x} in \"{@adventure Beyond Redtower|KPSC|2|Beyond Redtower}\") and spent the night there on a dare; he'd done it a year ago and nothing happened, but this time, he had awful nightmares, and he hasn't slept well since. He begs the party not to tell his parents since he's not supposed to be going there." - ] + ], + "id": "015" }, { "type": "image", @@ -2066,7 +2086,8 @@ } ] } - ] + ], + "id": "012" }, { "type": "entries", @@ -2091,7 +2112,8 @@ "width": 704, "height": 396 } - ] + ], + "id": "016" }, { "type": "entries", @@ -2106,7 +2128,8 @@ "name": "Gossip Table", "page": 21 } - ] + ], + "id": "017" }, { "type": "entries", @@ -2167,7 +2190,8 @@ "page": 24, "entries": [ "If the party wants to delve further into the mystery around the resurgence of the arch, check out {@loader Warlock Lair #50: The Light of Memoria|adventure/Kobold Press; Warlock Lair 50 The Light of Memoria.json}. The PCs find a strange relic curiously connected to the magical archway long thought dormant but quickly realize someone is trapped on the other side! The relic allows them to pass through, but to get home, they'll have to traverse a shadowy landscape permeated by the memories of a mage conclave long forgotten\u2014and face the hungry shades eager for escape." - ] + ], + "id": "019" } ] }, @@ -2206,7 +2230,8 @@ "Under close inspection, the stones have a notable crimson hue beneath the moss. Touching the moss encrusts it on the investigating character's skin, the spores attempting to take root within the character's body, inflicting 1 ({@damage 1d3}) poison damage every hour until a successful {@dc 12} Constitution saving throw is made. The spores can also be removed via a remove poison effect or a successful {@dc 15} Wisdom ({@skill Medicine}) check." ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -2222,7 +2247,8 @@ "name": "Random Encounter Table", "page": 26 } - ] + ], + "id": "01a" }, { "type": "entries", @@ -2247,7 +2273,8 @@ "width": 608, "height": 874 } - ] + ], + "id": "01b" }, { "type": "entries", @@ -2272,9 +2299,11 @@ "width": 715, "height": 368 } - ] + ], + "id": "01c" } - ] + ], + "id": "00a" }, { "type": "section", @@ -2300,7 +2329,8 @@ "page": 32, "entries": [ "A tall, exquisitely robed figure glides silently forward, hand outstretched, beckoning. You've never seen anything so flawless, so sensuously beautiful, as that elegantly gesturing hand. You step forward, your comrades' muffled warnings distant and childlike. There's no horror when the hood falls back, only cold, reptilian perfection\u2014six, jewel-eyed viper heads gleam and sway hypnotically atop writhing, serpentine necks. Blissfully you reach out your hand..." - ] + ], + "id": "01f" }, { "type": "entries", @@ -2311,7 +2341,8 @@ "page": 32, "entries": [ "A cecum devil has access to a pocket dimension large enough to fit a mansion and a quarter acre of grounds outside the purview of Hell. The devil keeps its home away from home well-appointed and stores its favorite treasures as well as its mortal captives here." - ] + ], + "id": "021" }, { "type": "entries", @@ -2319,7 +2350,8 @@ "page": 32, "entries": [ "Usually at the behest of arch-devils, cecum devils use their coercive abilities to collect high-profile targets, granting their employers leverage on bargains with mortals. A few cecum devils quietly apply this kidnapping scheme to build their own power base." - ] + ], + "id": "022" }, { "type": "entries", @@ -2327,7 +2359,8 @@ "page": 32, "entries": [ "Cecum devils closely guard the secret of the physical similarities between them and hydras. They often entice lesser creatures to live in their pocket dimensions while allowing the hydras to hunt hostages who no longer have use or whatever prey the devils think might prove a challenge to their \"pets.\"" - ] + ], + "id": "023" }, { "type": "statblock", @@ -2336,7 +2369,8 @@ "name": "Cecum Devil", "page": 33 } - ] + ], + "id": "020" }, { "type": "image", @@ -2348,7 +2382,8 @@ "width": 537, "height": 787 } - ] + ], + "id": "01e" }, { "type": "entries", @@ -2360,7 +2395,8 @@ "page": 34, "entries": [ "Clad in fine clothes of black and red, this tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle escapes its fanged maw as it turns its caprine head. Like jack-o-lanterns in the void, its eyes fall on you, gleaming with cruel delight." - ] + ], + "id": "025" }, { "type": "entries", @@ -2371,7 +2407,8 @@ "page": 34, "entries": [ "A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays to delight children, ribald performances meant to titillate older audiences, satirical pantomimes making fun of court rivals, and terrifying tales intended as warnings or threats. Most horrifying, the jack of strings can take control of a creature to enact justice in the form of humiliation, torture, or even death, effectively self-inflicted by the controlled creature." - ] + ], + "id": "027" }, { "type": "entries", @@ -2379,7 +2416,8 @@ "page": 34, "entries": [ "When a jack of strings establishes a link between a marionette and another creature, the marionette becomes lifelike while the jack's victim takes on a wooden appearance. The puppet gains the victim's eyes, which disappear from the victim's face. Though the linked creature is effectively blind, this doesn't impact the jack's ability to manipulate the creature." - ] + ], + "id": "028" }, { "type": "entries", @@ -2387,7 +2425,8 @@ "page": 34, "entries": [ "Jacks of strings have several marionettes at their disposal. They painstakingly craft their first puppet, to which they establish a powerful psychic connection. Subsequent puppets derive from victims linked to their original creation and who perish while linked. To avoid retribution by powerful shadow fey, jacks of strings stalk mortal lands to add to their collections. They harvest their prey under the guise of traveling entertainment, either alone or in the company of carnivals or acting troupes. Jacks try to keep the disappearances in their wake to a minimum and to target creatures who won't be missed." - ] + ], + "id": "029" }, { "type": "statblock", @@ -2396,7 +2435,8 @@ "name": "Jack of Strings", "page": 34 } - ] + ], + "id": "026" }, { "type": "image", @@ -2408,7 +2448,8 @@ "width": 554, "height": 849 } - ] + ], + "id": "024" }, { "type": "entries", @@ -2420,7 +2461,8 @@ "page": 36, "entries": [ "Long and thin, winged like some great, desiccated black mantis, this creature wears a ghastly mask fashioned from the dried and stretched face of a man. Black eyes glitter behind the empty eye sockets of its macabre mask. Its wings move slowly against one another, emitting a dry, keening moan." - ] + ], + "id": "02b" }, { "type": "entries", @@ -2431,7 +2473,8 @@ "page": 36, "entries": [ "Humanoids who die while unwillingly transformed into another creature and horrified by their transformation return as kafligkaals. Despite the circumstances of their change of shape or the actual shape they took when they died, kafligkaals have a uniform appearance. Scholars speculate that an insectoid demon lord with the ability to polymorph was responsible for the undead creatures' visage, a reflection of the demon lord's true form. If not for the kafligkaals' murderous nature, it might seem tragic that they remain locked in their gruesome shapes regardless of any magical attempts to revert them to their former appearances." - ] + ], + "id": "02d" }, { "type": "entries", @@ -2439,7 +2482,8 @@ "page": 36, "entries": [ "A kafligkaal deludes itself in the belief it still retains its humanoid exterior and often attempts to comport itself as an ordinary member of society. A newly created kafligkaal that sees its reflection briefly realizes its horrific nature, which forces it to murder to maintain its facade. The kafligkaal doesn't care from what victim it harvests a face, and it often takes multiple faces in order to more effectively \"blend in.\"" - ] + ], + "id": "02e" }, { "type": "entries", @@ -2447,7 +2491,8 @@ "page": 36, "entries": [ "Kafligkaals curse their victims with similar transformations, inadvertently at first but relishing the cruelty of the change once they understand the effects. Rather than kill their victims, the undead prefer to excise their prey's faces and turn their prey loose after conversion. Unable to speak due to their insectoid natures, these victims run afoul of villagers or adventurers seeking to dispatch what they see as horrific abominations. Regrettably, this merely marks the genesis of more kafligkaals." - ] + ], + "id": "02f" }, { "type": "entries", @@ -2455,7 +2500,8 @@ "page": 36, "entries": [ "The kafligkaal doesn't require air, food, drink, or sleep." - ] + ], + "id": "030" }, { "type": "statblock", @@ -2464,7 +2510,8 @@ "name": "Kafligkaal", "page": 36 } - ] + ], + "id": "02c" }, { "type": "image", @@ -2476,7 +2523,8 @@ "width": 691, "height": 882 } - ] + ], + "id": "02a" }, { "type": "entries", @@ -2488,7 +2536,8 @@ "page": 38, "entries": [ "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void." - ] + ], + "id": "032" }, { "type": "entries", @@ -2499,7 +2548,8 @@ "page": 38, "entries": [ "When an {@creature ancient void dragon|ToB} {@homebrew |(see Tome of Beasts)} dies and imitates a collapsing star, some of the material composing the dragon cleaves from its body to produce liminal drakes. Though possible for the component drakes to recreate the void dragon, the fiercely independent drakes refuse to cooperate with each other to do so." - ] + ], + "id": "034" }, { "type": "entries", @@ -2507,7 +2557,8 @@ "page": 38, "entries": [ "As a side effect of their origins, liminal drakes are linked to multiple planes and worlds. They use these linkages to their advantage, swallowing pesky foes to divert them to other locations with little chance for their enemies to return. In an emergency, the drakes can turn themselves inside-out to pass through one of their own portals." - ] + ], + "id": "035" }, { "type": "entries", @@ -2515,7 +2566,8 @@ "page": 38, "entries": [ "The combination of starlight and void composing a liminal drake's body is repulsive to many observers. Madness cults relish a drake's appearance in the night sky as a sure sign their dark patrons will soon arrive." - ] + ], + "id": "036" }, { "type": "statblock", @@ -2524,7 +2576,8 @@ "name": "Liminal Drake", "page": 38 } - ] + ], + "id": "033" }, { "type": "image", @@ -2536,9 +2589,11 @@ "width": 719, "height": 1006 } - ] + ], + "id": "031" } - ] + ], + "id": "01d" }, { "type": "section", @@ -2584,15 +2639,19 @@ "{@b Tome of Beasts.} Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.", "{@b Creature Codex.} © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.", "{@b Warlock 20: Redtower.} Author: Wolfgang Baur, Victoria Jaczko, Mike Welham. © 2020 Open Design LLC" - ] + ], + "id": "03a" } - ] + ], + "id": "039" } - ] + ], + "id": "038" } ] } - ] + ], + "id": "037" } ] } diff --git a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json index fe946134e..fb57369dc 100644 --- a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json +++ b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json @@ -47915,11 +47915,14 @@ "Lirwen, the goddess of fertility and harvest known as the Verdant Mother, was a being full of life and compassion whose very presence brought forth bountiful harvests that the people of Luyarnha depended upon. Her tall and slender form, draped in emerald robes, and her ever-present motherly smile were the stuff of legends, and her benevolent nature was felt by all who worshiped her.", "To the early settlers of Luyarnha, Lirwen was more than just a goddess. She was a protector, a guardian, and a bringer of life. They offered her their prayers, devotion, and harvests for her blessings and she ensured the prosperity of their village.", "But as Luyarnha grew, its people slowly shifted their attention to machines and industry, gradually forgetting the gods that had long sustained them. They stopped offering their tribute to Lirwen, stopped heeding her wisdom, and began to forget how much they once depended on her benevolence. This rejection dimmed the goddess' once bright light, breaking her heart. The Whispering Darkness saw her pain and twisted it to manipulate her to his malicious purposes, resulting in her death and the birth of a horror." - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "section", @@ -47940,7 +47943,8 @@ "page": 464, "entries": [ "The party seeks shelter from the strange winter gripping the land by entering the cursed city of Luyarnha. Desperate townsfolk beg for help to stop the unending winter threatening to kill them. They say that it all began when the corpse of the goddess Lirwen washed ashore and believe the answer lies with those who disappeared when they touched her divine flesh." - ] + ], + "id": "006" }, { "type": "entries", @@ -47948,7 +47952,8 @@ "page": 464, "entries": [ "The Obitus Scholare has chosen the characters as their instrument of chaos, charging them with a dark task that could grant them power beyond their wildest dreams. Armed with the {@item Épée Solaire|SGttEH} {@homebrew |(see page 238)}, the party must enter the Frozen Wraithlands and bathe its blade in the blood of the eldritch child of the dead goddess Lirwen. However, unbeknownst to all, once the weapon's true power is unleashed and the child's corpse is retrieved, it will call the Great Ones' attention, bringing doom to Luyarnha." - ] + ], + "id": "007" }, { "type": "entries", @@ -47956,11 +47961,14 @@ "page": 464, "entries": [ "As legendary hunters, the party has faced many horrors in their time, but none quite like the eldritch nightmares that have overtaken Luyarnha. Drawn by the promise of adventure and the hope of ridding the city of this scourge, they learn of the disappearance of those who touch the corpse of a dead goddess. Rumors circulate that the eternal winter that grips the city is somehow connected to both the disappearances and whatever creature was strong enough to slay a goddess." - ] + ], + "id": "008" } - ] + ], + "id": "005" } - ] + ], + "id": "004" }, { "type": "section", @@ -47981,7 +47989,8 @@ "entries": [ "You stand in the heart of Luyarnha, a once bustling city now shrouded in a thick layer of ice and snow. The buildings loom overhead with rooftops covered in frost and icicles. The frozen wood creaks loudly, along with the howling of the frigid wind.", "The smell of decay grows thicker the closer you get to the riverbank until you finally arrive. And there, washed ashore like a piece of flotsam, lies a bloated corpse of a celestial woman wrapped in the remains of a green robe. Her once beautiful features are married with torn flesh and covered in frozen rime. Her swollen tongue lolls out of a mouth now home to a family of hermit crabs, and her milky white eyes glare blankly into the distance. The air is infused with a sense of dread, as if the cold that has infected the world is coming from this corpse. You cannot help but wonder what sort of cursed fate could have befallen such a divine being." - ] + ], + "id": "00b" }, "The corpse itself is immune to any magical analysis done by the party. A small group of Luyarnhians stands in the cold to weep for those who disappeared, and a small group of soldiers from the Radiant Order stand watch to keep others away. The characters must bribe the twelve guards (10 gp each) or persuade them to let them through. A character who succeeds on a {@dc 18} Charisma ({@skill Intimidation} or {@skill Persuasion}) check convinces them to give the characters some space and keep the rest of the civilians away while they handle the corpse.", "Once the characters touch Lirwen's remains, read aloud the following and proceed to the Frozen Wraithlands section below:", @@ -47992,13 +48001,17 @@ "An overwhelming surge of energy courses through your body the moment you touch the frozen corpse. The world distorts as strange sounds and colors blast into your eyes and ears. Time and space twist and warp as tendrils of shadow worm their way through your skin and mind.", "Finally, as the chaotic energy subsides, a cold wind whips around you as a frozen city reminiscent of Luyarnha comes into view. The sky above is a putrid shade of green, and the ground is slick with foul-smelling snow. Everything is covered in frost and bathed in unnatural light or distorted shadows.", "The buildings' once-beautiful facades are now warped and corrupted, and the frozen streets are empty, save for the occasional deformed creature that shuffles by in the frigid darkness." - ] + ], + "id": "00c" } - ] + ], + "id": "00a" } - ] + ], + "id": "009" } - ] + ], + "id": "000" }, { "type": "section", @@ -48019,7 +48032,8 @@ "page": 465, "entries": [ "The city of Luyarnha within the Frozen Wraithlands is an unsettling mockery of its true self. Streets shift and change with every passing moment, buildings twist and bend like living organisms, and horrors lurk around every corner. This ever-shifting city traps its victims in a treacherous labyrinth that no one can escape." - ] + ], + "id": "010" }, { "type": "entries", @@ -48038,7 +48052,8 @@ "Whenever a character fails a saving throw from an effect not caused directly by a creature (such as a spell or an ability), they must make a Wisdom saving throw of the same DC as the one they just failed. On a failure, the creature gains a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System\")}." ] } - ] + ], + "id": "011" }, { "type": "entries", @@ -48046,7 +48061,8 @@ "page": 465, "entries": [ "Flight spells, such as {@spell fly} or {@spell levitate}, are unreliable in the Frozen Wraithlands due to the constantly shifting nature of the demiplane. Whenever a creature attempts to use such a spell, roll a {@dice d20}. On a roll of 1\u201310, the spell fails. On a roll of 11\u201319, the spell works, but the character's flying speed and the spell's duration are halved. On a roll of 20, the spell works normally. Additionally, when a creature uses a magical item, ability, or effect that provides flight, roll a {@dice d4}. On a roll of 1\u20133, it fails to work, and the creature can't use it again for the next 10 minutes." - ] + ], + "id": "012" }, { "type": "entries", @@ -48054,11 +48070,14 @@ "page": 465, "entries": [ "The Frozen Wraithlands is a realm where the party's deepest fears and anxieties manifest as physical threats. Whenever the party takes a long rest in the Frozen Wraithlands, they must make a group {@dc 15} Wisdom saving throw. On a failure, the party suffers from a shared nightmare, where their deepest fears manifest as an enemy they must defeat together. At the GM's discretion, this nightmare can be against a creature using level-appropriate statistics, such as a {@creature purple worm} or an {@creature iron golem}. Alternatively, instead of combat, use a skill challenge using group {@dc 20} Constitution, Wisdom, or Charisma checks or saving throws with two successes out of three needed for the characters to overcome the challenge. Those who fail to defeat the nightmare wake up without the benefits of the long rest and suffer 1 level of {@condition exhaustion}." - ] + ], + "id": "013" } - ] + ], + "id": "00f" } - ] + ], + "id": "00e" }, { "type": "entries", @@ -48075,7 +48094,8 @@ "page": 466, "entries": [ "The city's architecture is twisted and distorted, with warped wooden floors and walls constantly changing. The ice-covered structures bend at impossible angles, and shadows flit past darkened windows." - ] + ], + "id": "016" }, { "type": "entries", @@ -48083,7 +48103,8 @@ "page": 466, "entries": [ "The Frozen Wraithlands is perpetually dark and without natural light sources. Spells and effects that generate magical light, such as {@spell light} or {@spell continual flame}, have their range reduced by half within the demiplane." - ] + ], + "id": "017" }, { "type": "entries", @@ -48091,7 +48112,8 @@ "page": 466, "entries": [ "The Frozen Wraithlands is an icy hellscape with biting winds and icy temperatures that can quickly lead to frostbite or hypothermia. Fire-based spells and effects are weakened in the Frozen Wraithlands, dealing only half damage." - ] + ], + "id": "018" }, { "type": "entries", @@ -48099,11 +48121,14 @@ "page": 466, "entries": [ "As the characters explore the frozen city of Luyarnha within the Frozen Wraithlands, time passes quickly. For every 1 hour spent exploring the city, 2 hours pass on the Material Plane. This time dilation impacts the magic in odd ways, and spell's durations are halved." - ] + ], + "id": "019" } - ] + ], + "id": "015" } - ] + ], + "id": "014" }, { "type": "entries", @@ -48123,13 +48148,17 @@ "page": 466, "entries": [ "As the party delves further into the Frozen Wraithlands, they discover tortured prisoners within the eldritch nightmare. Many of them are innocent citizens of Luyarnha, while others are former devotees of Lirwen who turned their backs on the goddess. The child-god has trapped these poor souls in endless personal hell loops within the Frozen Wraithlands, feeding off the energy created by their misery and despair." - ] + ], + "id": "01d" } - ] + ], + "id": "01c" } - ] + ], + "id": "01b" } - ] + ], + "id": "01a" }, { "type": "entries", @@ -48150,7 +48179,8 @@ "entries": [ "Specific Frozen Wraithlands Encounters include an object known as a celestial reliquary. These objects take different forms and hold a touch of the goddess Lirwen's essence. A character analyzing the reliquary who succeeds on a {@dc 15} Intelligence ({@skill Religion}) check recognizes the object is holding a breath of the dead goddess' power. Touching the reliquary causes the Frozen Wraithlands to pulse briefly, and the character feels a slight pull on their soul as if guiding them in a direction. This pull grows stronger with each reliquary the party finds.", "Once the party has gathered three reliquaries or completed eight available encounters, the city shifts to bring them to where the child-god weeps over its mother's corpse. When the party is ready, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning} section {@homebrew |(page 479)} for the final confrontation." - ] + ], + "id": "021" }, { "type": "entries", @@ -48165,13 +48195,17 @@ "name": "Frozen Wraithlands Encounters", "page": 467 } - ] + ], + "id": "022" } - ] + ], + "id": "020" } - ] + ], + "id": "01f" } - ] + ], + "id": "01e" }, { "type": "section", @@ -48193,7 +48227,8 @@ "page": 467, "entries": [ "The frozen buildings on these city streets are shattered, with bits of architecture drifting in mid-air." - ] + ], + "id": "025" }, "The buildings' twisted nature hints at the warped gravity that pervades this location. Every 10 minutes, a gravity surge affects the characters, pulling them towards walls, causing them to feel heavier or even become suspended in the air. Each character must make a {@dc 15} Strength saving throw when a surge occurs to maintain their balance. On a failed save, their movement speed is halved, and they have disadvantage on Dexterity checks and saving throws until the end of their next turn.", { @@ -48231,7 +48266,8 @@ "page": 467, "entries": [ "The stench of blood and rot fills your nostrils as you enter this macabre marketplace. The ice-laden empty stalls display freshly harvested chunks of hooked meat and other body parts." - ] + ], + "id": "026" }, "The depraved curses of the Meat Market can have unpredictable effects on the characters. When they enter the market, and again at the beginning of each hour spent here, characters must succeed on a {@dc 18} Wisdom saving throw or suffer from a random curse for 1 hour. Roll a {@dice d10} and consult the table below to determine what curse affects them:", { @@ -48255,7 +48291,8 @@ "page": 468, "entries": [ "The snow-covered landscape gives way to a steaming river of blood, its surface rippling with shadowy forms and shapes moving just beneath the surface." - ] + ], + "id": "027" }, "The blood of the Sanguine River corrupts creatures who come into contact with it. Enemies in this location know of the water's danger and attempt to shove or throw characters into the river. A creature entering or ending its turn in the water must make a {@dc 18} Constitution saving throw or contract {@disease blood corruption|SGttEH}. {@disease Blood corruption|SGttEH} has the following effects:", { @@ -48303,7 +48340,8 @@ "page": 468, "entries": [ "A massive clock tower looms before you, its gears grinding and filling the air with a deafening noise. As you approach, the structure appears to unnaturally twist and distort, as if being viewed through a watery veil." - ] + ], + "id": "028" }, "The distortion of time and space that plagues the Frozen Wraithlands is thick here. Characters entering the tower's area must make a {@dc 18} Wisdom saving throw every 30 minutes spent in the area or suffer from {@disease Temporal Distortion|SGttEH}. {@disease Temporal Distortion|SGttEH} has the following effects:", { @@ -48329,7 +48367,8 @@ "page": 468, "entries": [ "The biting cold sweeping through this plaza makes breathing difficult. Thick ice covers the ground in slippery sheets." - ] + ], + "id": "029" }, "The biting cold of the Arctic Plaza can lead to {@disease frostbite|SGttEH}. Characters must make a {@dc 10} Constitution saving throw each hour spent in the plaza or suffer from {@disease frostbite|SGttEH}. {@disease Frostbite|SGttEH} has the following effects:", { @@ -48355,7 +48394,8 @@ "page": 469, "entries": [ "Rows of frost-covered shelves stuffed full of books whose covers hint at forbidden knowledge fill this dark library. Strange whispers and eerie moans drift on a cool breeze between the stacks." - ] + ], + "id": "02a" }, "The cursed whispers in the library have been imbued with eldritch power and can cause unpredictable effects. For every 10 minutes a character spends in the library, they must succeed on a {@dc 15} Wisdom saving throw or suffer a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System\")}. Additionally, characters attempting to read any book sees only impure writing that appears to crawl over the pages, and they must succeed on a {@dc 20} Wisdom saving throw or suffer a {@table short-term madness|SGttEH} effect. However, on a success, the characters learn that artifacts called \"Celestial Reliquaries\" have been infused with the goddess Lirwen's essence and scattered throughout the Frozen Wraithlands. Once enough have been gathered, they can be used to gain an audience with the goddess. Given her current condition, they instead bring the party to her corpse." ] @@ -48371,7 +48411,8 @@ "page": 469, "entries": [ "This cathedral's once-beautiful stained glass windows are now shattered holes letting in the snow and wind. The twisted and distorted pews sit under bloody sigils painted across the walls." - ] + ], + "id": "02b" }, "The corruption inside the cathedral causes unpredictable effects on spells. Characters casting spells within the location must first succeed on a {@dc 15} Intelligence ({@skill Arcana}) check. On a failure, the spell has a random effect determined by rolling {@dice 1d10} on the table below:", { @@ -48394,7 +48435,8 @@ "page": 470, "entries": [ "These sewers are a maze of dark, twisting tunnels filled with the stench of raw sewage. The walls are slick with slime, and the sound of running water echoes all around." - ] + ], + "id": "02c" }, "While traveling the sewers, characters risk contracting a disease from the putrid filth when injured. When a character takes piercing, slashing, or bludgeoning damage in the sewers, they must make a {@dc 15} Constitution saving throw or contract a random disease from the table below:", { @@ -48418,7 +48460,8 @@ "page": 470, "entries": [ "This ice-covered fortress lies in ruins, its crumbling walls barely supporting its toppling towers. Strange creaking and groaning noises are the only warning before bits of ice and debris fall to shatter across the ground." - ] + ], + "id": "02d" }, "The unstable walls of the fortress can collapse at any moment, and the shifting ground is considered {@quickref difficult terrain||3}. Characters who make sudden movements (such as {@action Dash|PHB|Dashing} or other enhanced movement abilities) must first succeed on a {@dc 15} Dexterity saving throw or have their movement reduced to 0 for that round and fall {@condition prone}.", "For every 10 minutes the characters spend in the area, roll a {@dice d6}. On a roll of 5 or 6, a section of the wall collapses near a randomly chosen character. That character must succeed on a {@dc 15} Dexterity saving throw to avoid being crushed by the falling debris, taking 14 ({@damage 4d6}) bludgeoning damage on a failed save, or half as much damage on a successful one. The collapsed section also creates a 15-foot-tall, 5-foot-wide pile." @@ -48435,7 +48478,8 @@ "page": 470, "entries": [ "The city fades away in a blur of snow and ice, whipping around at impossible speeds. The temperature drops rapidly, and the frigid wind howls like a banshee." - ] + ], + "id": "02e" }, "The bitter cold of the blizzard can lead to hypothermia. For each hour the characters spend in the blizzard, they succeed on a {@dc 10} Constitution saving throw or suffer from hypothermia. Hypothermia has the following effects:", { @@ -48457,15 +48501,19 @@ "page": 470, "entries": [ "A character with a passive Wisdom ({@skill Perception}) of 20 or higher can notice a glowing mote amidst the ice and snow. It's a {@item bead of forbiddance|SGttEH}. A creature holding the bead can use its action to release the {@spell forbiddance} spell within, which considers this creature as the caster. The bead cracks after the first use, and it shatters and disappears after the second." - ] + ], + "id": "030" } - ] + ], + "id": "02f" } ] } - ] + ], + "id": "024" } - ] + ], + "id": "023" }, { "type": "section", @@ -48487,7 +48535,8 @@ "page": 471, "entries": [ "A bitterly cold wind carries the stench of decay and blood. The crunch of snow mixes with agonized moans echoing around. A delicious-looking feast sits stacked on crooked tables, surrounded by a dozen gaunt, hollow-eyed figures attempting to eat. With each touch, the food instantly rots in their hands. The figures stare hungrily at each other before lunging to rip into their neighbor's flesh, their mouths stained crimson." - ] + ], + "id": "033" }, "To help the cursed people (twenty commoners), the party must find a way to satiate their hunger without causing further harm. The characters must navigate the situation carefully, as physical contact with the cursed individuals poses a significant hazard. Whenever a cursed person touches a living creature, it must succeed on a {@dc 17} Constitution saving throw or gain 1 level of {@condition exhaustion} due to the eldritch corruption draining its life force. If a cursed individual is slain, they explode in a roiling miasma of darkness in a 10-foot radius sphere. Living creatures in the affected area must succeed on a {@dc 17} Dexterity saving throw to avoid the cloud, or suffer 2 levels of {@condition exhaustion} from the released corruption.", { @@ -48496,7 +48545,8 @@ "page": 471, "entries": [ "A creature eating the food on the table is {@condition poisoned} for 1 hour and must make a {@dc 18} Constitution saving throw. On a failure, the creature becomes afflicted with the same curse as the starving people, causing any food or drink that passes their lips to rot and spoil. A cursed character can only be cured by a {@spell greater restoration} spell or similar effect." - ] + ], + "id": "034" }, { "type": "entries", @@ -48504,7 +48554,8 @@ "page": 471, "entries": [ "The characters can attempt to help the starving individuals by providing real or magically conjured food, such as that created by the {@spell create food and water} or {@spell heroes' feast} spells. This food can temporarily satiate the cursed individuals without causing further decay, but the corruption remains. However, the party must be cautious; attempting to cast {@spell remove curse} or similar spells on the afflicted results in their immediate death, as their bodies can't withstand the sudden separation from the eldritch corruption. If all of the afflicted are killed in this manner, the food and table crumble to dust, leaving nothing behind." - ] + ], + "id": "035" }, "The corruption cannot be cured, as it has eaten away at the people gathered here to the point they are sustained only by its power. The only option to release them from their torment is to end their suffering permanently. It is up to the characters to decide to leave them to this fate or free them." ] @@ -48520,7 +48571,8 @@ "page": 471, "entries": [ "Agonized cries ring out from an emaciated figure bound to a dark altar that is covered in a network of pulsating, cursed veins that snake across the ground, pulsing with every heartbeat. Grotesque, malformed creatures covered in bony protrusions feast on the flowing blood, filling the air with the sound of slurping." - ] + ], + "id": "036" }, { "type": "entries", @@ -48528,7 +48580,8 @@ "page": 471, "entries": [ "Four {@creature cloistered maiden|SGttEH|cloistered maidens} {@homebrew |(see page 341)} are conducting a ritual using a bound captive chained to a dark altar. The drained blood forms a web of cursed rivulets along the ground, pulsating with an eldritch power that threatens to corrupt everything it touches." - ] + ], + "id": "037" }, { "type": "entries", @@ -48536,7 +48589,8 @@ "page": 471, "entries": [ "The captive is held in place by chains imbued with dark magic (AC 18, 25 hit points, and resistance to nonmagical damage). Any nonmagical weapon made of metal that hits the chains corrodes and takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed." - ] + ], + "id": "038" }, { "type": "entries", @@ -48545,7 +48599,8 @@ "entries": [ "A web of blood flows from the altar in a 40-foot radius along the ground. A character that touches the veins must succeed on a {@dc 18} Constitution saving throw or take 7 ({@damage 2d6}) necrotic damage and become {@condition poisoned} for 1 minute. A {@condition poisoned} creature takes 7 ({@damage 2d6}) necrotic damage at the start of each of its turns.", "The altar emanates a twisted aura that causes confusion and disorientation. Characters that enter within 20 feet of the altar must succeed on a {@dc 17} Wisdom saving throw or be subject to the {@spell confusion} spell for one round. Destroying the altar (AC 18, 50 hit points, damage threshold of 10, and immunity to nonmagical damage) or using a {@spell remove curse} spell of 5th level or higher or similar effect destroys the aura." - ] + ], + "id": "039" }, { "type": "entries", @@ -48553,7 +48608,8 @@ "page": 472, "entries": [ "If the captive (an emaciated half-elf) is freed from the chains, their body glows with a blinding light that fades to reveal a corroded gold chalice where the body was bound. The chalice is a celestial reliquary (see {@adventure Celestial Reliquaries|SGttEH-D|1|Celestial Reliquaries}, page 466) that holds a fragment of the dead goddess Lirwen's essence. If this is the third reliquary the party has found, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning} {@homebrew |(page 479)}." - ] + ], + "id": "03a" } ] }, @@ -48568,7 +48624,8 @@ "page": 472, "entries": [ "A horde of deformed humanoid figures writhes in a huddled mass as they lift their voices in a haunting melody. Their bodies are covered in markings that shift and pulsate in response to their sinister litany. The intensity increases as you come into sight, and the horde swarms toward you!" - ] + ], + "id": "03b" }, "The party comes across a massive group of corrupted people known as the lost, trapped in a state of endless torment as they sing a horrifying song in their madness. These individuals, once innocent Luyarnians, have been warped into monstrous beings, their minds held captive by the eldritch corruption of the Frozen Wraithlands.", { @@ -48577,7 +48634,8 @@ "page": 472, "entries": [ "A successful {@dc 20} Wisdom ({@skill Perception}) check allows the characters to discern that the litany is both a form of control over the Lost and a source of their anguish. The characters could attempt to disrupt the song by creating a loud noise or counter-melody with a successful {@dc 22} Charisma ({@skill Performance}) check. On a success, the lost horde is {@condition stunned} until the start of its next turn, giving the characters a chance to escape." - ] + ], + "id": "03c" }, { "type": "entries", @@ -48593,7 +48651,8 @@ "page": 472, "style": "inset" } - ] + ], + "id": "03d" } ] }, @@ -48608,7 +48667,8 @@ "page": 472, "entries": [ "An impassioned sermon rings through the air, mingling with the cries of an enthusiastic congregation. An elven cleric preaches to a small crowd as she adds another incision to the crimson cuts covering her body. Her audience stands in rapt attention, their limbs twisted into odd angles as they huddle together. The black-eyed gaze of the cleric fixates on you as she lifts her hands and cries, \"Join us, travelers! Embrace the void and be freed from your suffering!\"" - ] + ], + "id": "03e" }, "The characters stumble upon a congregation of corrupted souls, captivated by the words of a mad elven cleric named Seraphine. Cuts mar her oncegraceful features, and her black gaze is void-like. She preaches about the \"Benediction of the Void,\" promising her followers freedom from suffering if they sacrifice their blood to the great beings of the void.", { @@ -48617,7 +48677,8 @@ "page": 473, "entries": [ "Characters who spend more than 1 minute listening to Seraphine's sermon must make a {@dc 17} Wisdom saving throw. On a failure, they suffer a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System\")}." - ] + ], + "id": "03f" }, { "type": "entries", @@ -48625,7 +48686,8 @@ "page": 473, "entries": [ "If the characters approach Seraphine and engage her in conversation, she reveals that she was once a devoted follower of the goddess Lirwen. However, one day, the Frozen Wraithlands pulled her and her congregation into its nightmare realm. When it became clear the goddess abandoned them, she turned to the whispers in the darkness to escape the torment. She believes that only by embracing the void can one be truly free." - ] + ], + "id": "040" }, { "type": "entries", @@ -48674,7 +48736,8 @@ } ] } - ] + ], + "id": "041" }, { "type": "entries", @@ -48682,7 +48745,8 @@ "page": 473, "entries": [ "If the characters break Seraphine's hold, the mob screeches to attack the cleric, tearing her limb from limb before scattering into the Frozen Wraithlands." - ] + ], + "id": "042" }, { "type": "entries", @@ -48690,7 +48754,8 @@ "page": 473, "entries": [ "If the characters fail the skill challenge, members of the congregation (five {@creature skulking shade|SGttEH|skulking shades}, page 337), driven mad by Seraphine's influence, turn against the party and attack. Seraphine's body morphs and twists into a {@creature soul-snatching aranea|SGttEH} {@homebrew |(page 367)}." - ] + ], + "id": "043" }, { "type": "entries", @@ -48698,7 +48763,8 @@ "page": 473, "entries": [ "Once Seraphine is killed, her body rots and crumbles away, leaving behind a deformed silver medallion depicting a crescent moon cradling a sheaf of wheat. The {@item holy symbol|PHB} is a celestial reliquary (see {@adventure Celestial Reliquaries|SGttEH-D|1|Celestial Reliquaries}, page 466) that holds a fragment of the dead goddess Lirwen's essence. If this is the third reliquary the party has found, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning} {@homebrew |(page 479)}." - ] + ], + "id": "044" }, { "type": "image", @@ -48723,7 +48789,8 @@ "page": 473, "entries": [ "A sinister darkness suddenly rises from the ground to form shifting obsidian walls. Shadowy tendrils weave and twist around stone archways that mark a path forward. The oppressive atmosphere bears down, making breathing difficult, while an inexplicable sense of loss tugs at your heart. The scent of rot fills the frigid air, a reminder of the corruption that permeates this place. The ground beneath you feels strangely unstable like the earth is threatening to swallow you whole." - ] + ], + "id": "045" }, "The Path of the Forgotten is a sullied route that appears randomly throughout the Frozen Wraithlands, creating a warped labyrinth that overrides whatever location the party enters. Marked by ancient stone archways entwined with dark tendrils of corruption, it exudes an aura of madness. Whispers of lost secrets and pained cries echo through the area.", { @@ -48786,7 +48853,8 @@ ] ] } - ] + ], + "id": "046" }, { "type": "image", @@ -48811,7 +48879,8 @@ "page": 474, "entries": [ "A freezing wind rustles through the twisted branches of three massive trees, their bark slick with blood. The sickly-sweet stench of death fills the air as the grotesque sight of corpses entwined in the trees' limbs comes into focus. Shadowy tendrils slither around the roots of each tree, spreading corruption and malice wherever they touch. With creaks and groans, the trees shift, revealing themselves to be treants, now warped by dark energies. The treants' mournful gazes are chilling, their once proud stances marred by the oozing corruption." - ] + ], + "id": "047" }, "The party comes across a horrifying scene: three massive trees, their bark slick with blood, entwined with corpses among their twisted branches. These once-noble treants have been altered by the Frozen Wraithlands's dark energies, using the entangled bodies as grisly projectiles to defend themselves. Tendrils of eldritch corruption slither around the trees' roots, spreading their malevolent influence.", { @@ -48862,14 +48931,16 @@ "page": 475, "entries": [ "As an action, a corrupted treant can pull a corpse from its branches and hurl it at a target within 60 feet. The target must make a {@dc 15} Dexterity saving throw, taking 33 ({@damage 6d10}) necrotic damage on a failed save or half as much damage on a successful one. Each creature within 10 feet of the target must also make a {@dc 15} Dexterity saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save or half as much on a successful one." - ] + ], + "id": "049" } ] }, "Corrupted treants don't have the Animate Trees ability." ] } - ] + ], + "id": "048" }, { "type": "entries", @@ -48877,7 +48948,8 @@ "page": 475, "entries": [ "To cleanse a treant, the characters must first destroy the six tendrils of eldritch corruption that surround its roots. Each tendril has AC 15, 20 hit points, and immunity to poison and psychic damage. After all six tendrils are destroyed, a character can attempt to cleanse a treant by casting a spell such as {@spell greater restoration} or {@spell remove curse} with an additional {@dc 18} spellcasting ability check. On a success, the treant is cleansed, regains its original form, and becomes an ally. On a failure, the treant lashes out in pain and continues to attack." - ] + ], + "id": "04a" }, "If the characters succeed in cleansing the treants, they learn that the trees were once devoted to Lirwen and guardians of her sacred grove. A cleansed treant can provide the following information:", { @@ -48896,7 +48968,8 @@ "page": 475, "entries": [ "Once the treants are defeated or cleansed, their bodies crumble away, leaving behind a rotten staff of black oak. The staff is a celestial reliquary (see {@adventure Celestial Reliquaries|SGttEH-D|1|Celestial Reliquaries}, page 466) that holds a fragment of the dead goddess Lirwen's essence. If this is the third reliquary the party has found, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning} {@homebrew |(page 479)}." - ] + ], + "id": "04b" }, { "type": "image", @@ -48921,7 +48994,8 @@ "page": 475, "entries": [ "The sound of a crying child cuts through the air, drifting from behind thick ice walls that divide the area into a maze. Shadows swirl under each frozen surface, revealing faces peering out. They're contorted in terror, trapped within the icy prison. The sound of weeping starts to grow fainter." - ] + ], + "id": "04c" }, "While traveling the Frozen Wraithlands, the party hears the faint sound of a child weeping in the distance. The sound leads them to a maze of twisting ice walls holding swirling darkness and people frozen in terror.", { @@ -48931,7 +49005,8 @@ "entries": [ "If the characters attempt to follow the sound of the weeping child, it leads the party deeper into the maze. Navigating the maze requires three successful {@dc 20} Wisdom ({@skill Survival}) checks. The DC increases by 1 for each subsequent check as the maze twists and shifts around the party. However, no child can be found\u2014this maze is a trap designed to lure and torment anyone who enters. The sound is an echo of the child-god's weeping (see {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning}) echoing around the frigid maze and refracting off the ice walls.", "Each failed check to navigate the maze results in a psychic assault from the eldritch powers flowing through the ice. Each character must succeed on a {@dc 18} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage and gain one {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System\")}." - ] + ], + "id": "04d" }, { "type": "entries", @@ -48939,7 +49014,8 @@ "page": 475, "entries": [ "Attempting to thaw a person trapped in the ice releases a {@creature penitent|SGttEH} {@homebrew |(Page 460)} that attacks the party." - ] + ], + "id": "04e" }, { "type": "entries", @@ -48947,7 +49023,8 @@ "page": 475, "entries": [ "If the party manages to succeed on all three {@skill Survival} checks while navigating the maze, they find a {@item phantasmal executioner|SGttEH} frozen in a wall and gripped in the hand of a warrior {@homebrew |(Page 247)}." - ] + ], + "id": "04f" } ] }, @@ -48962,7 +49039,8 @@ "page": 475, "entries": [ "The blizzard rages especially hard here, and the temperature drops drastically. Fractures shimmer mid-air, warping the surrounding area like a kaleidoscope. Each mirror-like sliver reveals your corrupted reflection, with twisted faces glaring back with obsidian eyes filled with malicious intent. Their mouths suddenly twist into maniacal smiles as the reflections step out of the rifts and into the snow." - ] + ], + "id": "050" }, "The characters enter an area that appears distorted and fractured. The blizzard rages around them, obscuring their vision and adding to the difficulty of discerning reality. The fractures that distort and reflect the area result from the corruption within the Frozen Wraithlands.", { @@ -48971,7 +49049,8 @@ "page": 476, "entries": [ "The reflective fractures in this area distort vision, making it difficult to discern reality from reflection. Creatures entering the area must succeed on a {@dc 22} Wisdom saving throw or gain disadvantage on all {@skill Perception} checks, saving throws, and attacks that require sight while in this location. An affected creature can spend an action at the start of its turn to repeat this saving throw, ending the effect on themselves with a success." - ] + ], + "id": "051" }, { "type": "entries", @@ -49006,7 +49085,8 @@ } ] } - ] + ], + "id": "052" }, { "type": "entries", @@ -49043,7 +49123,8 @@ } ] } - ] + ], + "id": "053" }, { "type": "entries", @@ -49051,7 +49132,8 @@ "page": 476, "entries": [ "Once the reflections have been defeated, their bodies shatter into shards of colored glass that appear to be from a broken stained glass window. The largest shard emits a soft glow and depicts a portion of a crescent moon cradling a sheaf of wheat: the symbol of Lirwen. The shard is a celestial reliquary (see {@adventure Celestial Reliquaries|SGttEH-D|1|Celestial Reliquaries}, page 466) that holds a fragment of the dead goddess Lirwen's essence. If this is the third reliquary the party has found, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning} {@homebrew |(page 479)}." - ] + ], + "id": "054" } ] }, @@ -49066,7 +49148,8 @@ "page": 476, "entries": [ "A weary group of civilians huddles around a fire near a makeshift altar. Their breath mists in the freezing air, and fear clings to them like the snow covering the ground. Each bears the mark of an odd corruption, such as twisted limbs, patches of scaly flesh, or faintly glowing eyes. Their leader, a gaunt woman with haunted eyes, regards your approach with a mix of disbelief and caution." - ] + ], + "id": "055" }, "The party discovers a small camp of desperate Luyarnhian citizens (numbering 1.5 times the party's size, rounded up) who have banded together to survive the harsh environment. They each touched the corpse of Lirwen in the city and became trapped in the Frozen Wraithlands. The group found solace in this location after whispers from the shadows taught them a ritual that temporarily protected them from the eldritch horrors and the blizzard's bite. This ritual, however, comes at a terrible cost: one of their members must willingly allow themselves to be sacrificed and consumed by an eldritch entity.", { @@ -49075,7 +49158,8 @@ "page": 476, "entries": [ "The entire location is affected by an eldritch aura that dampens the cold, keeps other eldritch creatures at bay, and negates the listed effects of the location where this encounter occurs. However, this aura also has a corrupting influence on those who stay within it for too long. For every hour a creature spends within the aura, they must make a {@dc 15} Wisdom saving throw or suffer from a minor eldritch corruption. The corruptions manifest as unsettling physical or behavioral changes, such as unnaturally colored eyes, an eerie aura, or uncontrollable shivering. The GM chooses the specific manifestation. While not directly harmful, these changes can cause unease and mistrust among NPCs or other party members. The corruptions can be removed by completing a long rest or with a {@spell lesser restoration} spell." - ] + ], + "id": "056" }, { "type": "entries", @@ -49085,7 +49169,8 @@ "The group consists of a dozen haggard Luyarnhians (a mix of human, elf, and dwarf commoners) suffering from various degrees of madness, starvation, and exhaustion. Their clothes are ragged, hanging loose on their emaciated bodies, and their faces are etched with the pain of constant suffering. Most are too intimidated by the characters to discuss anything with them and rely on their leader to speak for them as a group.", "The group leader, a middle-aged half-elf named {@creature Elara|SGttEH} ({@creature noble}), has striking silver hair and piercing blue eyes. Her face is gaunt, and her once-fine clothes hang loosely around her emaciated frame. Though she appears fragile, the strength of her will is evident in the way she carries herself. She firmly believes that the ritual is the only way to survive, fearing that the entity will otherwise kill them all if they try to leave.", "A young human named {@creature Caelum|SGttEH} ({@creature commoner}) stands out among the group. His golden hair is unkempt, and his green eyes are filled with fear and uncertainty. His slender form is wrapped in a simple, tattered brown cloak, and his delicate features are twisted by the anguish of knowing he is the next sacrifice. The rest of the group looks at {@creature Caelum|SGttEH} with pity and determination, understanding the gravity of the situation and the choice they have made. Characters observing the group who succeed on a {@dc 16} Wisdom ({@skill Perception}) check notice that the more starved members also appear to be looking at the half-elf with clear hunger in their eyes, hinting at the ultimate fate of the sacrificed." - ] + ], + "id": "057" }, { "type": "entries", @@ -49093,7 +49178,8 @@ "page": 477, "entries": [ "The ritual the group performs is simple: a person is sacrificed on a nearby stone altar covered in runes and blood. A character inspecting the runes must succeed on a {@dc 20} Wisdom saving throw or suffer a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System\")}. Once sacrificed, a small rift to the void opens above the altar, and the sacrifice is pulled into the darkness with an ear-splitting scream that cuts to the soul of anyone hearing it." - ] + ], + "id": "058" }, { "type": "entries", @@ -49102,7 +49188,8 @@ "entries": [ "The ritual, set to occur in 1 hour with {@creature Caelum|SGttEH} as the sacrifice, forces the party to choose between letting it proceed or persuading the group to stop. The civilians are hesitant to follow the characters and are loyal to {@creature Elara|SGttEH}, who argues against leaving the camp. She is adamant that the protection will vanish if the ritual isn't performed on time and should continue because the way home is still unknown.", "If the party decides to persuade the group to abandon the ritual, they must use a convincing argument and succeed on a series of {@dc 16} skill checks. The party can use {@skill Persuasion}, {@skill Intimidation}, {@skill Performance}, or {@skill Deception} checks to make their case. They need a total of three successful checks before they accumulate three failures. If they succeed, the group abandons the ritual and begs the party's help to find an alternative way to survive. Otherwise, the group proceeds with the ritual. If the party attempts to intervene, {@creature Caelum|SGttEH} attempts to sacrifice himself on the altar to save the rest of the group. If the characters stop {@creature Caelum|SGttEH} and the sacrifice isn't performed at the appointed time, the altar cracks, the aura dissipates, and the group scatters back into the frozen city in despair." - ] + ], + "id": "059" } ] }, @@ -49117,7 +49204,8 @@ "page": 477, "entries": [ "The scent of decay drifts along the frigid air, with the howling wind filling the silence. Standing before you are statues cast in ice depicting familiar faces from the past. Whispers of despair drift through the air, barely audible but impossible to ignore." - ] + ], + "id": "05a" }, { "type": "image", @@ -49146,7 +49234,8 @@ "The character succumbing to a dark temptation or making a pact with an eldritch being, resulting in the corruption or destruction of something precious to them." ] } - ] + ], + "id": "05b" }, { "type": "entries", @@ -49164,7 +49253,8 @@ "The character suffers a \u22122 loss of an ability score related to the character's memory." ] } - ] + ], + "id": "05c" }, { "type": "entries", @@ -49173,7 +49263,8 @@ "entries": [ "Characters inspecting the statues who succeed on a {@dc 18} Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check notice writing on each statue in an ancient, eldritch script. Characters proficient in both {@language Abyssal} and {@language Infernal} or who succeed on a {@dc 22} Intelligence ({@skill Arcana}) check can decipher the message. On a success, the message reveals a simple ritual that will release the memories trapped within the statues, but at a cost.", "The ritual includes a heartfelt acknowledgment by the character of their memory and splashing their statue with some of their blood. In addition, the ritual requires the characters to sacrifice a portion of their own life force or a random ability score. Characters must choose to either reduce their maximum hit points by an amount equal to their character level or suffer a \u22122 penalty to a random ability score (roll a {@dice d6} to determine which ability is affected). If they choose to perform the ritual, the pain of the memories is released, and those afflicted by the curse are freed from its effects. However, the hit points or ability score sacrificed can only be regained with a {@spell wish} spell or {@classFeature divine intervention|Cleric|PHB|10}." - ] + ], + "id": "05d" }, { "type": "entries", @@ -49181,13 +49272,16 @@ "page": 478, "entries": [ "Once the ritual has been completed, the statues melt away, leaving behind a wilted white rose with rot-tinged petals. The rose is a celestial reliquary (see {@adventure Celestial Reliquaries|SGttEH-D|1|Celestial Reliquaries}, page 466) that holds a fragment of the dead goddess Lirwen's essence. If this is the third reliquary the party has found, proceed to the {@adventure Garden of Mourning|SGttEH-D|1|Garden of Mourning}." - ] + ], + "id": "05e" } ] } - ] + ], + "id": "032" } - ] + ], + "id": "031" }, { "type": "section", @@ -49202,7 +49296,8 @@ "entries": [ "Space and time twist and grab ahold of you, pulling you through a hole while shadows press ominously around you. The pressure lasts for a moment that feels like a lifetime before melting away an instant later. You now stand at the edge of a field of beautiful white flowers that clash with the stench of decay permeating the air. In the center of the field is the same celestial corpse that transported you to this realm. Thick vines pulsing with an obsidian ooze wrap around its limbs and writhe as if trying to bring it back to life.", "Hovering above the body is a weeping nightmarish figure, its body an unholy fusion of divine and eldritch elements. Shifting tendrils of darkness extend from its hunched form, writhing in tandem with its anguished cries. Glimpses of celestial beauty flicker beneath the horror, yet its tormented gaze is fixated upon the lifeless body. The very fabric of reality around the being warps and distorts." - ] + ], + "id": "060" }, "The child-god, while powerful, does not have the capability or desire to engage with the party in conversation\u2014its grief is all-encompassing. In addition to the monsters the creature summons, the party has to contend with the corrupted environment itself, as the vines feeding on the dead flesh of the goddess lash out against the characters.", { @@ -49218,7 +49313,8 @@ "entries": [ "The eldritch-infused vines infest the area around the corpse in a 30-foot radius. Characters that start their turn in the affected area, or enter it for the first time on their turn, must succeed on a {@dc 18} Dexterity saving throw to avoid the lashing vines or take 11 ({@damage 2d10}) necrotic damage and become {@condition restrained}. A creature {@condition restrained} in this manner takes an additional 5 ({@damage 1d10}) necrotic damage at the start of each of its turns. The {@condition restrained} creature can use its action to make a {@dc 18} Strength ({@skill Athletics}) check to break free from the entangling vines. Alternatively, to release a {@condition restrained} creature, the restricting vine can be destroyed (AC 15, 20 hit points, immunity to necrotic, poison, and psychic damage, and vulnerability to radiant damage).", "The vines are empowered by the child-god and cannot be completely destroyed until the creature is defeated. However, the vines can be suppressed using spells or abilities that counteract necrotic energy, deal radiant damage, or control plant life. For example, a strategically placed {@spell Antimagic Field|PHB|anti-magic field} spell negates the vines for its duration." - ] + ], + "id": "063" }, { "type": "entries", @@ -49226,11 +49322,14 @@ "page": 479, "entries": [ "The corrupted child-god ({@creature Orr, the Grieving Rebirth|SGttEH}, Page 372) is in a constant state of madness and grief, unable to articulate or speak with the characters. Each time it opens its mouth, it releases a debilitating scream backed by its blend of eldritch and divine powers. It uses its screams to weaken the characters and uses the Eldritch Summoning lair action (see below) to mold creatures out of the darkness to overwhelm the party. The child-god knows only pain and is without fear, fighting to the death in its rage and utter despair." - ] + ], + "id": "064" } - ] + ], + "id": "062" } - ] + ], + "id": "061" }, { "type": "statblock", @@ -49250,7 +49349,8 @@ "page": 480, "entries": [ "As the child-god's form shudders with pain, its anguished cries intensify, causing the very fabric of reality to tremble. The twisted vines crackle with newfound energy, and the flowers around the battlefield erupt into violent whirlwinds of razorsharp petals." - ] + ], + "id": "066" }, "In the second phase, the following additional hazard manifests, and the child-god gains an additional lair action:", { @@ -49262,7 +49362,8 @@ "page": 480, "entries": [ "A whirling, 15-foot-wide, 40-foot-high vortex of razor-sharp petals appears in the center of the battlefield. At the beginning of the childgod's turn, the vortex moves 30 feet in a random direction (roll a {@dice 1d4} to decide north, south, east, or west). Any creature that starts its turn within 10 feet of the vortex or that comes within 10 feet of the vortex for the first time on its turn must make a {@dc 20} Dexterity saving throw, taking 18 ({@damage 4d8}) slashing damage on a failed save or half as much damage on a successful one." - ] + ], + "id": "068" }, { "type": "entries", @@ -49270,9 +49371,11 @@ "page": 480, "entries": [ "Each round, at the end of the child-god's turn, a random 10-foot-square area on the battlefield erupts in a geyser of eldritch energy that reaches 40-feet high. Creatures within the affected area must succeed on a {@dc 20} Constitution saving throw or take 22 ({@damage 4d10}) necrotic damage and become {@condition stunned} until the end of their next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}." - ] + ], + "id": "069" } - ] + ], + "id": "067" }, { "type": "gallery", @@ -49296,7 +49399,8 @@ } ] } - ] + ], + "id": "065" }, { "type": "entries", @@ -49309,14 +49413,18 @@ "page": 480, "entries": [ "The flowers bloom with renewed vibrancy, their petals shimmering with a soft, divine glow. The field, no longer a macabre testament to the eldritch creature's grief and corruption, has returned to its original state as a reflection of Lirwen's divine garden. The oppressive atmosphere of despair lifts, replaced by peace and tranquility. Though the celestial corpse still rests at the center of the garden, the vines that had once fed upon it now seem to gently cradle the body, as if in a final act of reverence." - ] + ], + "id": "06b" }, "The goddess's corpse eventually shimmers with the final vestiges of divinity remaining. It crumbles away, revealing a radiant rift leading to the safety of the Material Plane and the city of Luyarnha." - ] + ], + "id": "06a" } - ] + ], + "id": "05f" } - ] + ], + "id": "00d" }, { "type": "section", @@ -49330,7 +49438,8 @@ "page": 481, "entries": [ "Once the child-god has been defeated, its ooze and ash-covered remains can be brought to the Obitus Scholare to complete the ritual to awaken the {@item Épée Solaire|SGttEH} {@homebrew |(see page 238)}. However, tapping into the eldritch-corrupted corpse sends resonations through the void and directly toward the Great Ones. The ancient beings follow the tenuous threads directly back to Luyarnha, and a new wave of despair falls as madness incarnate arrives to feast upon the city." - ] + ], + "id": "06d" }, { "type": "inset", @@ -49339,9 +49448,11 @@ "entries": [ "{@link Click here to download all the maps|https://drive.google.com/drive/folders/1ePkzhN9p5fGNc7bGbmz3Ny6ia3cNA7OI?usp=share_link}", "{@note You're better off using the maps provided in this conversion, either imported through Plutonium, or as standalone images.}" - ] + ], + "id": "06e" } - ] + ], + "id": "06c" } ] }, @@ -49363,7 +49474,8 @@ "name": "GM Note", "entries": [ "This adventure references powerful, ambiguous eldritch beings with motivations and methods that no one truly understands." - ] + ], + "id": "001" }, { "type": "image", @@ -49386,7 +49498,8 @@ "And so the Obitus Scholare cried out to their god once more for answers. The God-Shaped Hole responded with yet more blood and darkness. Before their eyes, he took their leader with his power, twisting his body and tearing it apart to form His word carved into the temple floor. He taught the acolytes to inscribe these Eldritch Carvings into their flesh to grant them new powers. He left the leader in the temple stones, where he continues to suffer eternal agony.", "The newly carved members of the Obitus Scholare fought back against the scourge of monsters as they hid that their hubris created them. Soon after, the God-Shaped Hole disappeared, and the church was left in darkness once more. New eldritch creatures, born of twisted flesh and dark experiments, emerged in the underground temple.", "Without the guidance of their \"god\" and fearing the influx of monsters escaping into the world, the Obitus Scholare sealed the first temple\u2014now called the Templum Praeteritum\u2014to hide their dark past. Years passed, but the creatures remained, and what was once sealed has been uncovered again. An ocean of madness threatens to drown the world as echoes of the past scream into the present." - ] + ], + "id": "002" }, { "type": "section", @@ -49406,7 +49519,8 @@ "page": 448, "entries": [ "The party is just finishing a long and hard-fought battle in the city of Luyarnha when their luck runs out. An earthquake rolls through the very spot they are standing, and the ground splits open to swallow them whole. They tumble deep into the earth, landing in a heap in a cavern with no way back to the surface. The only way to escape is to seek further into the whispering darkness." - ] + ], + "id": "005" }, { "type": "entries", @@ -49414,7 +49528,8 @@ "page": 448, "entries": [ "The river running through Luyarnha has provided a stable water source for its residents since its founding. Since the quarantine stopped trading vessels from accessing the docks, it's become more common to see bodies instead of ships floating downstream. Reports have started circulating of creatures emerging from a new sinkhole that appeared near the riverbank, and local guards sent to investigate have vanished into its depths. Residents call for someone to end whatever horrors lie within before it's too late." - ] + ], + "id": "006" }, { "type": "entries", @@ -49422,11 +49537,14 @@ "page": 448, "entries": [ "The Scions are arcane scientists on the cutting edge of fusing arcane and machine. Their experiments have led to the creation of constructs and devices used to combat the cursed monsters, leading to the birth of Manikins. Constantly searching for new material for their designs, they stumbled upon an entrance to the Templum Praeteritum and the secrets hidden within its dark chambers. An excavation site has been erected, but the mechanical custodians sent into the darkness did not return. The Scions require experts to explore the depths in exchange, and they've reached out to the party with an offer of a tidy sum of gold." - ] + ], + "id": "007" } - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -49452,9 +49570,11 @@ "entries": [ "Victorious from the hard-fought battle, you take a deep breath, feeling the weight of exhaustion lifted from your shoulders. But before you can fully relax, the ground begins to shake. The earth trembles, rattling your bones and causing the nearby structures to quiver. The ground beneath you collapses completely, and you're falling, tumbling into the unknown depths of the earth.", "But, by some stroke of luck, you're unharmed as you hit the bottom and roll across a rocky surface. You're disheveled and dazed but alive. The air around you is thick with the acrid smell of sulfur, burning your eyes and making it hard to breathe. It feels like you're deep underground, in the depths of the earth. The ground is littered with bones, and as the dust settles, you see there is no going back the way you arrived." - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -49468,9 +49588,11 @@ "entries": [ "As you trudge through the riverbank mud for hours, your eyes catch a small hole in the ground. It's barely big enough for a single person to fit through, but it's surrounded by a gruesome scene: the earth is slick with blood, and scraps of flesh are scattered around it. The stench of death is overwhelming, and it seems like the source of it is coming from the hole.", "As you stand near the pit, you feel the ground below you suddenly give way, and you fall into the darkness. The cavity collapses into a sinkhole, and you tumble into an underground cavern as the tunnel seals itself off completely, trapping you deep underground." - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "entries", @@ -49485,9 +49607,11 @@ "After answering a local faction of arcane engineers' request for experienced adventurers, you meet with a station director of the Scions. The eclectic group is known for creating mechanical Manikins, multiple firearms, and other inventions.", "The director is an older man named Marcus with liver-spotted hands permanently stained with machine oil and other substances, and one of his arms appears to be completely mechanical. In contrast, his gray and black robes are spotless and neatly pressed. \"The task is simple,\" he says. \"Clear out the cavern ruins of the monstrous threats so that we may explore the ruins below. 1000 gold reward for each of you if you succeed.\" He nods to a thick iron door guarded by a group of constructs. \"Behind that door you'll meet one of our junior engineers who will explain things further. Good luck!\"", "He waits until you're ready to enter the tunnel before closing the door firmly behind you with an ominous bang." - ] + ], + "id": "010" } - ] + ], + "id": "00f" }, { "type": "image", @@ -49499,13 +49623,17 @@ "width": 612, "height": 842 } - ] + ], + "id": "00a" } - ] + ], + "id": "009" } - ] + ], + "id": "008" } - ] + ], + "id": "000" }, { "type": "section", @@ -49523,7 +49651,8 @@ "page": 450, "entries": [ "The former main entrance to the temple was discovered by the arcane scientists known as the Scions. They attempted to clear the creatures inside using their {@creature blue flame custodian|SGttEH|blue flame custodians} {@homebrew |(page 352)}, but they failed. The custodians were ill-suited to this task, as their fleshy parts fell under the eldritch influences within the temple. The characters can attempt to convince the Scion Percival Stanway (see {@area area 8|EoM-1-8|x}) to lend them a custodian to assist in their exploration; those they come across in the depths have otherwise already gone feral." - ] + ], + "id": "013" }, { "type": "entries", @@ -49531,7 +49660,8 @@ "page": 450, "entries": [ "The ancient bones infused into the walls have been soaked in the eldritch essence. A non-construct creature touching the bones must make a {@dc 15} Wisdom saving throw as it is bombarded with a litany of horrific mental images, taking 14 ({@damage 4d6}) psychic damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "014" }, { "type": "entries", @@ -49539,7 +49669,8 @@ "page": 450, "entries": [ "An unnatural darkness fills the temple, reducing the ranges of normal and magical lights by half. The range of {@sense darkvision} is reduced in half and cannot pierce dim light." - ] + ], + "id": "015" }, { "type": "entries", @@ -49547,7 +49678,8 @@ "page": 450, "entries": [ "Sulfuric hot springs are prevalent throughout the cavern, as noted on the provided map (the red goo). A creature entering or starting its turn in the waters must succeed on a {@dc 13} Constitution saving throw due to the boiling water, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. Additionally, the creature must succeed on a {@dc 15} Wisdom saving throw or suffer a {@table short-term madness|SGttEH} effect {@homebrew |(see the \"Steinhardt's Madness System\" chapter in Steinhardt's Guide to the Eldritch Hunt)}." - ] + ], + "id": "016" }, { "type": "entries", @@ -49562,9 +49694,11 @@ "name": "Random Chaos Events", "page": 451 } - ] + ], + "id": "017" } - ] + ], + "id": "012" }, { "type": "section", @@ -49584,7 +49718,8 @@ "page": 451, "entries": [ "The cavern ceilings range from 10 to 15 feet high, except {@area areas 8|EoM-1-8|x} and {@area 12|EoM-1-12|x}, where they reach 30 feet high. The connecting passages are 8 feet high. Stalactites hang from above like the fangs of a great beast, and the sound of water dripping off them echoes in the darkness. Due to seismic activity, the cavern floors are rough and uneven in most places. Scattered rubble makes it difficult to run through most spaces without falling." - ] + ], + "id": "01b" }, { "type": "entries", @@ -49592,7 +49727,8 @@ "page": 451, "entries": [ "The cavern's walls are a rough black stone that looks wet and feels oily to the touch. Most are covered in murals and bas-reliefs from the Radiant Church's attempts to transform the space into a true temple. The bones of an ancient creature (see \"{@adventure Cursed Bones|SGttEH-EoM|1|Cursed Bones}\" section above) are infused with the stone, creating pillars and arches that support the ceiling." - ] + ], + "id": "01c" }, { "type": "entries", @@ -49600,7 +49736,8 @@ "page": 451, "entries": [ "The cavern has no natural light sources, and the provided descriptions assume the characters have a light source or assisted vision." - ] + ], + "id": "01d" }, { "type": "entries", @@ -49610,7 +49747,8 @@ "When the party first enters the cavern, they discover it is under the effects of {@hazard extreme heat|DMG} conditions. However, the conditions change between {@hazard extreme heat|DMG} and {@hazard extreme cold|DMG} without warning. At the end of every hour the party spends in the cavern, roll a {@dice d20}. On a roll of 18 or higher, the conditions swap. The creatures in the cavern have adapted to these changes and automatically succeed on their Constitution saving throw.", "While extremely hot, the temperature is at or above 100 degrees Fahrenheit (40 degrees Celsius), and a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. The DC is 5 for the first hour and increases by 1 for each additional hour.", "While extremely cold, the temperature is at or below 0 degrees Fahrenheit (\u221220 degrees Celsius), and a creature exposed to the cold must succeed on a {@dc 10} Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures with immunity or resistance to cold damage, wearing {@item Clothing, cold weather|IDRotF|cold-weather gear}, or adapted to cold climates automatically succeed in their saving throw." - ] + ], + "id": "01e" }, { "type": "image", @@ -49622,11 +49760,14 @@ "width": 1224, "height": 555 } - ] + ], + "id": "01a" } - ] + ], + "id": "019" } - ] + ], + "id": "018" }, { "type": "section", @@ -50196,7 +50337,8 @@ "entries": [ "This cave is filled with the stench of sulfur and the sound of bubbling water. In one corner is a pool of shimmering red water, which seems to be glowing from within. You can feel the heat emanating from the pool and hear the faint sound of sizzling like something is cooking below the surface.", "A broken statue of an angel is carved into the northern wall, its wings smashed and its face twisted in a scream. Crimson tears stream down its face, hissing as they hit the waters below." - ] + ], + "id": "020" }, "If the party starts the adventure in this location, characters with a passive Wisdom ({@skill Perception}) score of 14 or higher can hear the {@creature reviled hound|SGttEH|reviled hounds} in {@area area 2|EoM-1-2|x} snapping and snarling as they eat.", { @@ -50208,9 +50350,11 @@ "page": 452, "entries": [ "The statue (marked with an X on the provided map) is weeping tears of acid that spray in a 10-foot cone when a creature moves within 5 feet of it. Creatures in the affected area must make a {@dc 15} Dexterity saving throw, taking 14 ({@damage 4d6}) acid damage on a failed save, or half as much damage on a successful one." - ] + ], + "id": "022" } - ] + ], + "id": "021" } ] }, @@ -50226,7 +50370,8 @@ "entries": [ "Corpses are scattered everywhere, piled against the walls and strewn about the cave floor. The remains are in various states of decay, some nothing more than skeletons, while others are fresh kills, their blood still wet and sticky.", "You hear a low growling and the sound of flesh being ripped apart, and you see a pack of dog-like creatures covered in gore, feasting on the corpses. The creatures are huge and twisted, their fur matted and filthy, and their eyes glow with an otherworldly light. They're so focused on their meal that they don't notice you!" - ] + ], + "id": "023" }, "This chamber is filled with the bodies of victims pulled through the collapsed sinkhole in {@area area 1|EoM-1-1|x}.", { @@ -50238,7 +50383,8 @@ "page": 452, "entries": [ "Three {@creature reviled hound|SGttEH|reviled hounds} {@homebrew |(page 325)} are feasting on the remains of locals they brought here. The hounds focus on taking down single targets together, using Tentacles and Eldritch Tethers to {@action grapple} and lock down spell casters." - ] + ], + "id": "025" }, { "type": "entries", @@ -50256,7 +50402,8 @@ "A leatherbound journal, written by hand by Margot Theriot, with entries that give a glimpse into her daily life, struggles, hopes, and fears." ] } - ] + ], + "id": "026" }, { "type": "image", @@ -50268,7 +50415,8 @@ "width": 844, "height": 563 } - ] + ], + "id": "024" } ] }, @@ -50284,7 +50432,8 @@ "entries": [ "A half-ruined bas-relief sits crumbling along the easternmost wall. The carvings show priests bowing before a great being of light and then receiving scars on their bodies, ascending to the heavens as if they became angels.", "The rubble on the floor crunches beneath your feet as you move deeper into the cave, and you spot on the westernmost wall some inscriptions that depict more of the story of the priests and the great being. It tells of a time of peace and prosperity, where the priests would lead the people in worshiping the light, and they would receive blessings in the form of powers to protect their land." - ] + ], + "id": "027" }, "A character proficient in {@skill Religion} or who succeeds on a {@dc 18} Intelligence ({@skill Religion}) check recognizes the scenes as the origin story of the Obitus Scholare's initial meeting with the \"Radiant One\". The scenes depicting the scars on the priests are new and previously unknown.", { @@ -50296,9 +50445,11 @@ "page": 453, "entries": [ "A character with a passive Wisdom ({@skill Perception}) score of 15 or higher or who succeeds on a {@dc 15} Wisdom ({@skill Perception}) check while searching the area finds a {@item heart of darkness|SGttEH} (see \"{@adventure Heart of Darkness|SGttEH-EoM|1|Heart of Darkness}\" sidebar, page 455) sitting in a niche in the wall. This crystallized heart can be eaten directly or used in the ceremony for the Mind Well ({@area area 11|EoM-1-11|x}) or the Heart Well ({@area area 7|EoM-1-7|x})." - ] + ], + "id": "029" } - ] + ], + "id": "028" } ] }, @@ -50314,7 +50465,8 @@ "entries": [ "As you move deeper into the cave, you notice the smell of decay mixed with the metallic scent of blood. The cave floor is slick with it and other unidentifiable fluids. The overwhelming stench makes breathing difficult, but it's not as bad as the feeling of being watched.", "A dozen skeletons hang suspended from chains in a ring around the cave walls. They are dressed in ragged priest garments, and all face towards a rune-etched brazier in the center of the cave. Muttered whispers echo from the darkness within their yellowed skulls, but you can't make out what they're saying." - ] + ], + "id": "02a" }, "This chamber was used to safely restrain priests while they underwent the ceremony to receive their eldritch carvings (see \"{@book Eldritch Carvings|SGttEH|19|Eldritch Carvings}\" chapter in Steinhardt's Guide to the Eldritch Hunt). The last ceremony was interrupted by a monster who slaughtered both the carvers and the carved, leaving their skeletons in a state of cursed limbo.", { @@ -50326,7 +50478,8 @@ "page": 453, "entries": [ "A creature that spends more than 10 minutes in this area must succeed on a {@dc 15} Wisdom saving throw or gain a {@table short-term madness|SGttEH} as the skeletons' whispers invade its mind. A creature already living in the temple automatically succeeds on this saving throw. Affected creatures suffer disadvantage on {@skill Perception} checks that rely on hearing as they hear constant whispered warnings to run and hide in their mind." - ] + ], + "id": "02c" }, { "type": "entries", @@ -50334,9 +50487,11 @@ "page": 453, "entries": [ "A creature with proficiency in {@skill Arcana} or who succeeds on a {@dc 17} Intelligence ({@skill Arcana}) check can read the runes emblazoned on the brazier that read, \"Light the path for the Radiant One and bask in His Glory.\" Lighting the brazier results in an instant bonfire of purple flame as the runes flare with eldritch light. Each skeleton glows with ethereal energy as its screaming soul is pulled into the fire to be consumed by chaos. Creatures within 20 feet of the brazier must make a {@dc 15} Wisdom saving throw, taking 28 ({@damage 8d6}) psychic damage on a failed save, or half as much damage on a successful one. The screaming alerts the {@creature dreadcrow|SGttEH|dreadcrows} in {@area area 5|EoM-1-5|x} to the party's presence, and they screech in response as they rush toward the cave." - ] + ], + "id": "02d" } - ] + ], + "id": "02b" } ] }, @@ -50356,7 +50511,8 @@ "page": 453, "entries": [ "A pair of {@creature dreadcrow|SGttEH|dreadcrows} {@homebrew |(page 338)} are hiding in the shadows of the ceiling and enjoying the ambient heat of the hot spring. If not already alerted to the party's presence by the soul brazier in {@area area 4|EoM-1-4|x}, they attempt to ambush the party from above using their fear-inducing abilities." - ] + ], + "id": "02f" }, { "type": "entries", @@ -50364,9 +50520,11 @@ "page": 453, "entries": [ "A character inspecting the ancient bones finds worn etchings, and if they succeed on a {@dc 15} Intelligence ({@skill History}) check, they discern a priest carved them over a decade ago. The ramblings speak of fear and terror of the skittering darkness and ask the \"Radiant One\" to save them all from the nightmares. They also tell of a ceremony that can be performed in the \"Pools beneath the Watchers\" after consuming a \"Heart of Darkness.\" The etchings refer to the ceremonies that can be performed in the Mind Well ({@area area 11|EoM-1-11|x}) and Heart Well ({@area area 7|EoM-1-7|x})." - ] + ], + "id": "030" } - ] + ], + "id": "02e" } ] }, @@ -50382,7 +50540,8 @@ "page": 454, "entries": [ "Rubble and debris litter the ground of this small cave, the evidence of a recent cave-in sitting underneath an ancient arch made of bone. A shattered altar holding a small brazier covered in bloodstains and runic carvings sits near the southern wall. The smell of blood and death is thick in the air." - ] + ], + "id": "031" }, { "type": "entries", @@ -50393,9 +50552,11 @@ "page": 454, "entries": [ "A creature touching the altar has its mind filled with the screams and pleas of those once sacrificed here. The creature must succeed on a {@dc 13} Wisdom saving throw or take 5 ({@damage 1d10}) psychic damage and be affected by a {@table short-term madness|SGttEH} effect {@homebrew |(see the \"Steinhardt's Madness System\" chapter in Steinhardt's Guide to the Eldritch Hunt)}." - ] + ], + "id": "033" } - ] + ], + "id": "032" }, { "type": "entries", @@ -50438,7 +50599,8 @@ "page": 454, "entries": [ "As you tread into this star-shaped sanctuary, you are greeted by statues of celestial figures, each carved with impeccable craftsmanship and standing guard at each of the six points. At the center of the chamber, a pool of red water beckons, pulsating with an ethereal light that resembles a beating heart. The chamber is still, but echoes of ethereal hymns can be heard as if coming from beyond the statues, and the aroma of burning incense permeates the air, partially masking the ever-present scent of decay." - ] + ], + "id": "034" }, "This chamber was used in ceremonies to strengthen the body of acolytes and enhance their bodies to withstand the claws and fangs of the monsters they hunted. The well in the center of the room is fed by the underground tainted hot springs (see {@adventure Tainted Pools|SGttEH-EoM|1|Tainted Pools}, page 450). Creatures with a passive {@skill Perception} of 16 or higher will notice that the flickering glow of the pool seems to originate from something below the water.", { @@ -50450,7 +50612,8 @@ "page": 454, "entries": [ "A creature that immerses itself in the well after eating a {@item heart of darkness|SGttEH} (see sidebar, found in {@area areas 3|EoM-1-3|x} and {@area 9|EoM-1-9|x}) for 18 consecutive seconds and survives the damage must succeed on a {@dc 20} Wisdom saving throw or gain a {@table long-term madness|SGttEH} {@homebrew |(see the \"Steinhardt's Madness System\" chapter in Steinhardt's Guide to the Eldritch Hunt)}. In addition, at the end of the 18 seconds, eldritch tendrils erupt from the mouths of the surrounding statues to wrap around the creature in the pool. The creature then gains the '{@reward body of the dark heart|SGttEH}'. This eldritch boon grants a +2 bonus to AC while not wearing armor, and the creature is vulnerable to psychic damage. This boon can't be removed by anything short of a {@spell wish} spell." - ] + ], + "id": "036" }, { "type": "entries", @@ -50458,7 +50621,8 @@ "page": 455, "entries": [ "A creature that puts its head under the water will see a black stone key with a ruby embedded in its handle at the bottom of the 20-foot-deep well. This key is one of two used to open the Door of Despair ({@area area 10|EoM-1-10|x}). The other lies at the bottom of the Mind Well ({@area area 11|EoM-1-11|x})." - ] + ], + "id": "037" }, { "type": "statblock", @@ -50478,7 +50642,8 @@ "width": 495, "height": 693 } - ] + ], + "id": "035" } ] }, @@ -50495,7 +50660,8 @@ "page": 455, "entries": [ "Twin spires of bone stretch across the bottom of a deep pit in this massive cavern. Every inch of ivory is etched with sigils and glyphs, some of which appear to flow and move of their own accord. A set of stairs leads down from a crumbling platform that dominates the western side of the chamber. Standing atop the platform is a young man wearing a military-style haircut and a long, leather trench coat. A pair of brass goggles dangle around his neck as he uses tools to work on the mechanical arm of a massive construct. With a grunt and twist of his tool, blue flames suddenly flare to life within the machine, and it screeches to life." - ] + ], + "id": "038" }, { "type": "entries", @@ -50506,9 +50672,11 @@ "page": 456, "entries": [ "The engraved ancient bones (see {@adventure Cursed Bones|SGttEH-EoM|1|Cursed Bones}, page 450) sit at the bottom of a 10-foot-deep pit. In addition to the usual effects, when a creature touches these bones, it must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) necrotic damage and is cursed for 1 hour. A cursed creature is {@condition blinded}, and the affliction can only be removed with a {@spell remove curse} spell or similar effect. On a successful save, the creature takes half as much damage and is not {@condition blinded}." - ] + ], + "id": "03a" } - ] + ], + "id": "039" }, "Percival Stanway is finishing repairs on a {@creature blue flame custodian|SGttEH} {@homebrew |(page 352)} and is surprised to see the party in the temple. If the Scions sent the characters here, he greets them warmly and answers any questions they might have. Otherwise, he treats them suspiciously at first, wondering how they got into the temple.", "Percival knows the following useful information:", @@ -50536,7 +50704,8 @@ "page": 456, "entries": [ "\"I'm always tinkering with something new, even if I don't know what it is yet.\"" - ] + ], + "id": "03c" }, { "type": "entries", @@ -50544,7 +50713,8 @@ "page": 456, "entries": [ "\"Knowledge is power, and I strive to uncover secrets that others have overlooked.\"" - ] + ], + "id": "03d" }, { "type": "entries", @@ -50552,7 +50722,8 @@ "page": 456, "entries": [ "\"I am devoted to my research and the Scions, and will do whatever it takes to help them succeed.\"" - ] + ], + "id": "03e" }, { "type": "entries", @@ -50560,7 +50731,8 @@ "page": 456, "entries": [ "\"My curiosity often gets the better of me, leading me to take risks that may be too great.\"" - ] + ], + "id": "03f" }, { "type": "entries", @@ -50568,9 +50740,11 @@ "page": 456, "entries": [ "\"It's not enough to know something; you must understand it.\"" - ] + ], + "id": "040" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -50605,7 +50779,8 @@ "page": 457, "entries": [ "A creature made of metal and blue flame kneels before a hooded and hunched figure in the center of a stone bridge. The stink of sulfur rolls out of the chamber on a wave of oppressive heat." - ] + ], + "id": "041" }, { "type": "entries", @@ -50616,7 +50791,8 @@ "page": 457, "entries": [ "The underground river is tainted like the hot springs (see {@adventure Tainted Pools|SGttEH-EoM|1|Tainted Pools}, page 450). A creature entering or starting its turn in this river takes acid damage instead of fire. In addition, it must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 round. A creature becomes immune to the river's poison for 24 hours on a successful save." - ] + ], + "id": "043" }, { "type": "entries", @@ -50624,7 +50800,8 @@ "page": 457, "entries": [ "A {@creature blue-flame custodian|SGttEH} {@homebrew |(page 352)} is being corrupted by a {@creature penitent|SGttEH} {@homebrew |(page 360)} in the center of the stone bridge. If undisturbed, the {@creature penitent|SGttEH} completes the ritual in 1 round, using its action and bonus action, and the {@creature blue-flame custodian|SGttEH|custodian} falls under its control. Otherwise, it takes 2 rounds using its bonus action twice before the change occurs. The {@creature blue-flame custodian|SGttEH|custodian} becomes inert if the {@creature penitent|SGttEH} is defeated before the change finishes." - ] + ], + "id": "044" }, { "type": "entries", @@ -50632,9 +50809,11 @@ "page": 457, "entries": [ "Searching the penitent's basket uncovers a {@item heart of darkness|SGttEH} (see \"{@adventure Heart of Darkness|SGttEH-EoM|1|Heart of Darkness}\" sidebar, page 455) amongst the rotting, severed body parts. This can be eaten directly or used in the ceremony for the Mind Well ({@area area 11|EoM-1-11|x}) or the Heart Well ({@area area 7|EoM-1-7|x})." - ] + ], + "id": "045" } - ] + ], + "id": "042" }, { "type": "entries", @@ -50664,9 +50843,11 @@ "page": 457, "entries": [ "The door is protected by divine-level magic that cannot be harmed or bypassed outside of a {@spell wish} spell. If a creature attempts to damage or threaten the door, the door can attack using shadowy tendrils that emerge from its surface. These tendrils have an AC of 18, 30 hit points, a {@hit 5} bonus to attack rolls and cannot be harmed by nonmagical weapons. Upon contact, they deal 14 ({@damage 4d6}) necrotic damage and {@action grapple} (escape {@dc 14}) a creature in their grasp. A {@condition grappled} creature takes 14 ({@damage 4d6}) bludgeoning damage from being crushed by the tendril at the start of its turn. The door can have up to five active tendrils at one time and replenishes each tendril when one dies." - ] + ], + "id": "047" } - ] + ], + "id": "046" } ] }, @@ -50692,7 +50873,8 @@ "Ominous, twisted statues adorn the walls of this star-shaped chamber, and their eyes seem to follow your every move. The statues are made of dark stone, and upon closer inspection, you realize that they are intricately carved to depict demonic figures with nightmarish faces full of fangs.", "In the center of the room is a shimmering pool of red water. The pool flickers with an eerie glow, casting an unsteady light on the statues, making them appear even more unsettling. The water is inscrutable, and it's impossible to tell how deep it goes.", "Next to the water, you notice a half melted corpse. It's twisted and contorted, as if it were trying to reach for something below the waters. The fiendish statues seem to be watching the corpse with a twisted sense of satisfaction, as if they had played a role in its demise." - ] + ], + "id": "048" }, "This chamber was used in ceremonies meant to strengthen the minds of acolytes and enhance their ability to withstand the mental attacks of the monsters they hunted. The well in the center of the room is fed by the tainted hot springs (see {@adventure Tainted Pools|SGttEH-EoM|1|Tainted Pools}, page 450). A creature that immerses itself in the well after eating a {@item heart of darkness|SGttEH} (see \"{@adventure Heart of Darkness|SGttEH-EoM|1|Heart of Darkness}\" sidebar on page 455, found in {@area areas 3|EoM-1-3|x} and {@area 9|EoM-1-9|x}) for 18 consecutive seconds and survives the damage must succeed on a {@dc 20} Wisdom saving throw or gain a {@table long-term madness|SGttEH} {@homebrew |(see the \"Steinhardt's Madness System\" chapter in Steinhardt's Guide to the Eldritch Hunt)}. In addition, at the end of the 18 seconds, eldritch tendrils erupt from the mouths of the surrounding statues to wrap around the creature in the pool. The creature then gains the '{@reward mind of the dark heart|SGttEH}', a permanent boon that grants it immunity to being magically {@condition charmed} and a \u22121 penalty to its Strength and Dexterity scores. This boon can't be removed by anything short of a {@spell wish} spell.", { @@ -50704,9 +50886,11 @@ "page": 458, "entries": [ "At the bottom of the 20-foot-deep well is a black stone key with an emerald embedded in its handle. The key is one of two used to open the Door of Despair ({@area area 10|EoM-1-10|x}), with the other being at the bottom of the Heart Well ({@area area 7|EoM-1-7|x})." - ] + ], + "id": "04a" } - ] + ], + "id": "049" } ] }, @@ -50734,7 +50918,8 @@ "entries": [ "This massive hall is an imposing space dominated by six giant pillars that reach up to the high, vaulted ceiling. Streams of red hot springs flow throughout the room, creating a grid that crisscrosses the floor.", "At the far end of the room is a solid black door framed by a wall of yellowed bone. The door is massive and flickering patterns move across the slick surface. Seated in front of the door is a twisted and gnarled horror that is both terrifying and pitiable. Its flesh has been flayed from its body, leaving only exposed bones and tendons twisted in impossible angles. The exposed veins and nerves pulse with otherworldly power, and the creature's eyes glow with insanity. The stench of decaying flesh mixed with the sickly sweet smell of rot fills the air, making it difficult to breathe." - ] + ], + "id": "04b" }, { "type": "entries", @@ -50745,7 +50930,8 @@ "page": 459, "entries": [ "The streams of sulfur and ancient bones (as shown on the provided map) in this area do double the normal damage (see {@adventure Cursed Bones|SGttEH-EoM|1|Cursed Bones} and {@adventure Tainted Pools|SGttEH-EoM|1|Tainted Pools}, page 450)." - ] + ], + "id": "04d" }, { "type": "entries", @@ -50753,7 +50939,8 @@ "page": 459, "entries": [ "The {@creature Ectellax, The Flayed|SGttEH|adult eldritch dragon} {@homebrew |(page 370)} Ectellax has been trapped in this underground temple and forced to live as a parasite, feeding on the eldritch carving's energy to stay alive. Trapped in this chamber between the seals the Radiant Church placed on the temple, Ectellax has gone insane and cannot be reasoned with. He still has the mind of a wyrmling, but his thoughts are clouded by the constant state of pain and nightmares of the \"Radiant One.\" He was a dragon meant to lead hordes, not to \"crawl in the dust of a forgotten basement.\" Ectellax immediately goes into a blind rage if he sees a Radiant Church {@item holy symbol|PHB} (such as the one in {@area area 6a|EoM-1-6a|x}), focusing his attention on that individual." - ] + ], + "id": "04e" }, { "type": "image", @@ -50765,7 +50952,8 @@ "width": 624, "height": 443 } - ] + ], + "id": "04c" }, { "type": "entries", @@ -50791,7 +50979,8 @@ "entries": [ "The ceiling in this cavern is held up by what appears to be the oldest of the ancient bones in this temple, and crimson sulphuric springs ring the edges of the walls. The heat is intense, and the air is thick with the smell of sulfur. A desiccated body lies spread eagle across the center of the floor, its desiccated flesh warped and its intestines on full display. It's clear that the body is still alive and in immense pain, but it can't move or speak.", "The body is embedded directly into the cavern floor as if carved from the stone itself. The sight is gruesome, and it's clear they were used in some sort of ritual or sacrifice. The position of the body and the forceful way it's implanted into the stone seems to form a ceremonial shape." - ] + ], + "id": "04f" }, "The former priest is protected by the eldritch magic flowing through its flesh by the God-Shaped Hole. The body doesn't age, require food, air, or sleep, and is in an eternal state of pain. The priest is immortal and immovable, short of deity-level power, a {@spell wish} spell, or a {@item heart of darkness|SGttEH} (see Freeing the Priest below).", { @@ -50804,9 +50993,11 @@ "entries": [ "As soon as a creature comes within 5 feet of the priest, a 20-foot radius wave of intense psychic energy emanates from the body's flesh. Any creature within this wave who sees the body must succeed on a {@dc 15} Wisdom saving throw or be overwhelmed with feelings of dread, despair, and horror, and the creature becomes {@condition frightened}, its speed is halved for 1 minute, and it suffers a {@table short-term madness|SGttEH} effect {@homebrew |(see the \"Steinhardt's Madness System\" chapter in Steinhardt's Guide to the Eldritch Hunt)}.", "Additionally, every 10 minutes, creatures within 10 feet of the body must make a {@dc 10} Wisdom saving throw or take 15 ({@damage 6d4}) psychic damage as the body's screams of agony echo in its mind. If a character attempts to interact physically with the body, the DC for the saving throws increases to 18." - ] + ], + "id": "051" } - ] + ], + "id": "050" }, { "type": "entries", @@ -50814,7 +51005,8 @@ "page": 459, "entries": [ "A character who spends an hour studying the priest and succeeds on a {@dc 20} Intelligence ({@skill Religion}) check can commit the shape to memory. Any Eldritch Carvings (see \"{@book Eldritch Carvings|SGttEH|19|Eldritch Carvings}\" chapter in Steinhardt's Guide to the Eldritch Hunt) the character performs on another being grants the recipient a +2 bonus to their Constitution saving throw." - ] + ], + "id": "052" }, { "type": "entries", @@ -50822,7 +51014,8 @@ "page": 460, "entries": [ "The priest can be freed from his prison of pain and torment by being fed a {@item heart of darkness|SGttEH} (see \"{@adventure Heart of Darkness|SGttEH-EoM|1|Heart of Darkness}\" sidebar on page 455, found in {@area areas 3|EoM-1-3|x} and {@area 9|EoM-1-9|x}). This flood of chaos and eldritch energy combine to create an immense mix of powers that causes the body to erupt into chaotic flames. The body cracks with energy 10 seconds after being fed the heart. Any creature within 30 feet of the body must make a {@dc 20} Wisdom saving throw as it explodes in a blast of immense psychic energy, taking 70 ({@damage 20d6}) psychic damage and suffering a permanent \u22121 penalty to its Intelligence score on a failed save, or half as much damage and receiving no penalty to Intelligence on a successful one." - ] + ], + "id": "053" }, { "type": "image", @@ -50836,9 +51029,11 @@ } ] } - ] + ], + "id": "01f" } - ] + ], + "id": "011" }, { "type": "section", @@ -50855,7 +51050,8 @@ "page": 461, "entries": [ "The location of the original First Carving has been closely guarded among the Radiant Church's leadership and was considered lost. Other factions may find the information interesting, and the characters find they are in possession of valuable\u2014 and dangerous\u2014information. The Church and other factions may attempt to pay the party for what they know, while others are more than willing to kill them to keep it from spreading to others." - ] + ], + "id": "056" }, { "type": "entries", @@ -50864,9 +51060,11 @@ "entries": [ "The Obitus Scholare's past is filled with darkness and despair, as displayed throughout the temple. On the other side of this door is a path leading from their past into their present. A former church-owned underground research facility, the Asylum, is located there. Even though few, if any, can recall it, it was the place where the first jaegers were born, but after the gruesome experiments taking place there were made public, the location was abandoned and shut down.", "After their failed attempts in Jägerweiler, the Obitus Scholare allegedly repaired the facility and are now utilizing it to carry out their eldritch experiments covertly. This information may already have reached higher levels of the church." - ] + ], + "id": "057" } - ] + ], + "id": "055" }, { "type": "inset", @@ -50875,9 +51073,11 @@ "entries": [ "{@link Click here to download all the maps|https://drive.google.com/drive/folders/1U-pP2mNbP25WO3VtyBZDq3fYVGNiJ4Iu?usp=share_link}", "{@note You're better off using the maps provided in this conversion, either imported through Plutonium, or as standalone images.}" - ] + ], + "id": "058" } - ] + ], + "id": "054" } ] }, @@ -50899,7 +51099,8 @@ "name": "GM Note:", "entries": [ "{@i Horror campaigns benefit greatly from creating the perfect ambiance for your players. This atmosphere can be as simple as dimming lights or playing appropriate background music. However, it is helpful to discuss the themes and subject matter that your players do or don't enjoy before they start this adventure. The horror genre can make participants uncomfortable or frightened, but it should still be fun for everyone! Lastly, encourage your players not to get attached to their characters, and remember the first rule of horror: Run!}" - ] + ], + "id": "001" }, { "type": "section", @@ -50908,7 +51109,8 @@ "entries": [ "In Luyarnha, even the most terrifying nightmares pale compared to the horrors of the waking world. The moon reigns eternal over a terrified populace, and even the smallest creatures pose a deadly threat. None can escape the dangers that lurk around every corner, for even within the safety of the city walls, madness and peril persist. Luyarnha isn't an ordinary city; it is a torture chamber where each citizen simply waits in line to meet a horrific end.", "When the moon shatters above the city, filling the sky with glistening shards of light, it can do so with a silent explosion. Luyarnhians call this event Geistnacht (\"night of the spirits\"), after the hordes of vengeful spirits released upon the streets by this special Shattered Moon. In fear of these spectral terrors, the residents barricade their windows and douse their doors with holy water, hiding away and hoping the ghostly horde dissipates with the dawn. Those who survive until morning claim that while the ghosts may be gone, their presence still lingers on every street corner." - ] + ], + "id": "002" }, { "type": "section", @@ -50928,7 +51130,8 @@ "page": 399, "entries": [ "The {@card Slumbering Moon|Eldritch Moons Deck|SGttEH} has ripped through ethereal space and pulled the sleeping characters into Luyarnha just before the rise of a {@card Shattered Moon|Eldritch Moons Deck|SGttEH}. This teleportation could have pulled the characters from different kingdoms, realms, or even planes of existence, and further research into the eldritch moons would be required to send them back home." - ] + ], + "id": "005" }, { "type": "entries", @@ -50936,7 +51139,8 @@ "page": 400, "entries": [ "Members of the Radiant Church used uncertain powers to summon the characters to help them. The wild surges were too much for them to control, and the spell went awry, placing the party in a back alley and wiping their short-term memory. The priests have no idea their summons worked, albeit not the way they wished, and have already moved on to a different plan." - ] + ], + "id": "006" }, { "type": "entries", @@ -50944,11 +51148,14 @@ "page": 400, "entries": [ "The characters are Luyarnhian citizens who enjoyed themselves just a bit too much during a celebration last night and just so happened to wake up at the worst time possible. Unfortunately, they don't live anywhere close to where they are now, and there's no time to get to one of their homes. While this means the characters may not know how they got into that alley, they may be more familiar with the city, its history, and the sanctuary the Radiant Church can provide. Furthermore, they are familiar with Geistnacht and know the information included in the Background section of this adventure." - ] + ], + "id": "007" } - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "section", @@ -50968,7 +51175,8 @@ "page": 400, "entries": [ "The characters wake to discover they are in a dirty alley with a horde of spirits about to descend. They must gather their courage and try to find safety with the other residents before being overrun by nightmarish horrors." - ] + ], + "id": "00b" }, { "type": "entries", @@ -50976,7 +51184,8 @@ "page": 400, "entries": [ "An old hunter takes pity on the party, but with nowhere else to go, they must race toward the Cathedral of the Radiant Church for refuge. The rampaging horde is hot on their heels, and a massive lunar revenant chases them through the horror-filled city streets." - ] + ], + "id": "00c" }, { "type": "entries", @@ -50984,11 +51193,14 @@ "page": 400, "entries": [ "The party finds refuge in a cathedral of the Radiant Church and catches its breath while more survivors arrive. The peace doesn't last long, and the party must face the undead horde in a desperate attempt to protect the citizens huddled inside the holy sanctum." - ] + ], + "id": "00d" } - ] + ], + "id": "00a" } - ] + ], + "id": "009" }, { "type": "image", @@ -51000,9 +51212,11 @@ "width": 1224, "height": 689 } - ] + ], + "id": "008" } - ] + ], + "id": "000" }, { "type": "section", @@ -51017,7 +51231,8 @@ "page": 401, "entries": [ "Luyarnha's streets and market are empty save for the rising spirits and the increasing danger they present to the city. The party is hard-pressed to find shelter before the spirits arrive and take over the streets." - ] + ], + "id": "00f" }, { "type": "entries", @@ -51034,7 +51249,8 @@ "page": 401, "entries": [ "The doors in the area have been bolted, boarded, and sealed as tightly as possible by the residents. Each is protected by clear markings of holy water and incense that can be seen with a casual glance. The doors can be broken down (AC 15, 18 hit points, immunity to poison and psychic damage), but the fearful residents fight to the death against any forced entry." - ] + ], + "id": "012" }, { "type": "entries", @@ -51042,7 +51258,8 @@ "page": 401, "entries": [ "The streets are dimly lit by flickering lights filtering through the shutters of residential homes and by the remains of the shattered moon above." - ] + ], + "id": "013" }, { "type": "entries", @@ -51050,7 +51267,8 @@ "page": 401, "entries": [ "A creature looking at the moon must succeed on a {@dc 11} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect (see Steinhardt's Madness System in Steinhardt's Guide to the Eldritch Hunt) as the Shattered Moon sends a flood of visions showing Luyarnha's citizens dying in horrific ways. These visions can be personalized and passed along to each player character individually to amplify the ambiance." - ] + ], + "id": "014" }, { "type": "entries", @@ -51067,11 +51285,14 @@ "Humanoids have advantage on saving throws against madness." ] } - ] + ], + "id": "015" } - ] + ], + "id": "011" } - ] + ], + "id": "010" }, { "type": "entries", @@ -51086,10 +51307,12 @@ "entries": [ "You awaken to an eerie silence. This silence is not just the absence of sound, it is an entity unto itself, an oppressive force that seems to swallow the very air you breathe. It feels unnatural, as if the laws of nature have somehow been suspended and replaced with an ominous stillness. Your eyes open to see the moon hanging unnaturally low in the sky above you. A massive hole pierces the moon as if a spear was thrust through its core.", "The sight is haunting and surreal, and your mind struggles to comprehend it as questions and emotions suddenly flood your mind. Where are you? How did you get in this alley, and what is this strange feeling?" - ] + ], + "id": "017" }, "Each character must succeed on a {@dc 11} Wisdom saving throw as they look at the moon or be afflicted with {@table short-term madness|SGttEH} (see General Features). Once the characters have had a chance to catch their bearings, proceed to The Boxes ({@area area 1|SoT-1-1|x}) below." - ] + ], + "id": "016" }, { "type": "section", @@ -51261,7 +51484,8 @@ "page": 402, "entries": [ "You awaken to discover you're lying across a wooden crate covered in dust. Flickering candlelight filters through a nearby shutter, casting dancing shadows across the walls of an alley." - ] + ], + "id": "019" }, "A character inspecting the area who succeeds on a {@dc 12} {@skill Investigation} check realizes there aren't any footprints, drag marks, or other signs of how the party was brought here.", { @@ -51274,9 +51498,11 @@ "entries": [ "A character who looks at the moon (see General Features) and succeeds on a {@dc 12} {@skill Perception} check observes motes of light pouring out of the hole in the shattered core and making their way down into the city. Next to the larger motes are even smaller, rainlike lights descending with them.", "The lunar shower (see {@card Shattered Moon|Eldritch Moons Deck|SGttEH} rules in Steinhardt's Guide to the Eldritch Hunt) starts at this time and lasts for {@dice 1d6 × 10} minutes." - ] + ], + "id": "01b" } - ] + ], + "id": "01a" } ] }, @@ -51291,7 +51517,8 @@ "page": 402, "entries": [ "An empty city market opens up before you. The cobblestone street is empty except for two figures huddled in the fetal position on the ground." - ] + ], + "id": "01c" }, "The party can safely bypass the pair on the ground with a successful group {@dc 12} {@skill Stealth} check. On a failure, or if the characters don't move stealthily, read aloud the following:", { @@ -51299,7 +51526,8 @@ "page": 402, "entries": [ "The figures jerkily lumber to their feet with a disjointed crack of stiffened limbs. They incoherently mumble something before lurching at you with clawed hands." - ] + ], + "id": "01d" }, { "type": "entries", @@ -51315,7 +51543,8 @@ "page": 402, "entries": [ "The two {@creature Fallen Luyarnhian|SGttEH|fallen luyarnhians} {@homebrew |(page 311)} attack the party. Whenever hit, the {@creature Fallen Luyarnhian|SGttEH|fallen luyarnhians} yelp out in pain, causing a nearby {@creature scourge lycan|SGttEH} {@homebrew |(page 317)} to seek out the source of the noise. After {@dice 1d4 + 1} rounds, the {@creature scourge lycan|SGttEH} appears on the street's southern end. The {@creature scourge lycan|SGttEH} attacks the characters indiscriminately until destroyed or the characters flee. If the fight ends before the {@creature scourge lycan|SGttEH} has arrived on the map, it won't arrive at all, instead turning away and heading further into the city." - ] + ], + "id": "020" }, { "type": "entries", @@ -51323,11 +51552,14 @@ "page": 402, "entries": [ "A character searching the area who succeeds on a {@dc 13} {@skill Investigation} check finds a {@item pouch|PHB} that one of the creatures dropped. Inside is an {@item eversmoking bottle}, some stale bread, 3 sp, 28 cp, and an oil {@item Hooded Lantern|PHB|lantern}." - ] + ], + "id": "021" } - ] + ], + "id": "01f" } - ] + ], + "id": "01e" } ] }, @@ -51343,7 +51575,8 @@ "page": 402, "entries": [ "A plume of smoke drifting from a nearby chimney catches your eye. The building is much larger than others nearby, and faint movement sounds come from inside." - ] + ], + "id": "022" }, { "type": "entries", @@ -51355,9 +51588,11 @@ "page": 403, "entries": [ "{@creature Kiston Blemish|SGttEH} (TN cursed-blood {@creature guard}) is a paranoid and superstitious old former member of the militia from a farming family that has lived here for generations. He has dusky skin, a light gray beard, and a fire in his belly that still keeps him young. Kiston lives here with his wife Layla and their teenage daughter Meghan." - ] + ], + "id": "024" } - ] + ], + "id": "023" }, { "type": "entries", @@ -51366,7 +51601,8 @@ "entries": [ "The door to the home is barricaded (see General Features). Knocking on the door results in characters with a passive Wisdom ({@skill Perception}) score of 14 or higher experiencing a hallucination of the sound the moon made the first time it ever shattered. Those characters must succeed on a {@dc 11} Wisdom saving throw or gain one {@table short-term madness|SGttEH} {@homebrew |(see Steinhardt's Madness System, page 269)}.", "Kiston is superstitious and not in the mood for helping, telling the party to \"not expect him to open his door on Geistnacht.\" A character pleading for help who succeeds on a {@dc 13} {@skill Persuasion} check convinces the old cursed-blood to explain what is happening on Geistnacht (see Background). Immediately after, Kiston wishes good luck to the party and demands they leave his doorstep immediately. The cursed-blood fights to the death to defend his home and family if the characters attempt to force their way inside." - ] + ], + "id": "025" } ] }, @@ -51381,7 +51617,8 @@ "page": 403, "entries": [ "A two-story house comes into view, with separate doors on the outside for each level. The top half is dark and quiet, while light streams through cracks in the shutters on the bottom floor. A plume of smoke rises from the chimney, indicating someone may be inside." - ] + ], + "id": "026" }, { "type": "inset", @@ -51389,7 +51626,8 @@ "name": "Gwena Fiss", "entries": [ "{@creature Gwena Fiss|SGttEH} (neutral good cursed-blood {@creature commoner}) is a seamstress who spends her days caring for the sick grandmother who initiated her into the craft. Gwena is in her early twenties, with long dirty-blond hair she uses to hide her stone mask. Despite living in poverty, her colorful clothes are a credit to her abilities and are extremely well-made." - ] + ], + "id": "027" }, { "type": "entries", @@ -51407,7 +51645,8 @@ "After the party finishes talking to Gwena, a {@creature scourge lycan|SGttEH} {@homebrew |(page 317)} emerges from the south, and the terrified seamstress slams the door shut once more. The party can attempt to face the {@creature scourge lycan|SGttEH} or hide around the map, outrunning and dodging it. The {@creature scourge lycan|SGttEH} leaves the area and heads further into the city if the party succeeds on three consecutive group {@dc 13} {@skill Stealth} checks to {@action Hide}." ] } - ] + ], + "id": "028" } ] }, @@ -51422,7 +51661,8 @@ "page": 404, "entries": [ "Just beyond the stone bridge and to the west lies a third house, its windows aglow with welcoming light." - ] + ], + "id": "029" }, { "type": "inset", @@ -51430,7 +51670,8 @@ "name": "Kaspar", "entries": [ "{@creature Kaspar|SGttEH} (lawful good dwarf {@creature hunter|SGttEH}, {@homebrew |page 319}) is a former hunter of the Radiant Order who retired when he got older and slower. He hung up his sword and now works as a painter. Beneath a gruff exterior, {@creature Kaspar|SGttEH} is kind-hearted, but he has become suspicious and withdrawn due to past traumas. His milky white hair and sun-darkened skin testify to his years in the field. He's willing to help the party defend themselves if they prove they're willing to stand up against the horde." - ] + ], + "id": "02a" }, "If the party approaches {@creature Kaspar|SGttEH|Kaspar's} door, a character with a passive Wisdom ({@skill Perception}) score of 12 or higher or who succeeds on a {@dc 12} {@skill Perception} check notices the Radiant Church's Innarda {@font ♰|radiantcross} on the doorframe.", { @@ -51442,9 +51683,11 @@ "page": 404, "entries": [ "A character searching for traps who succeeds on a {@dc 15} {@skill Perception} or {@skill Investigation} check sees the wire leading along the doorframe to a cleverly hidden crossbow. A successful {@dc 15} Dexterity check using {@item thieves' tools|PHB} disarms the trap. Knocking on or striking the door sets off the pressure-sensitive trap and a {@item crossbow bolt|PHB} fires in a 30-foot line from the door. Creatures in the area directly in front of the door must make a {@dc 13} Dexterity check to avoid the bolt. The creature closest to the door who fails its saving throw takes 5 ({@damage 1d10}) piercing damage. The crossbow resets after 1 round." - ] + ], + "id": "02c" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -51453,7 +51696,8 @@ "entries": [ "Once the trap is triggered, {@creature Kaspar|SGttEH} is alerted to the party's presence and, if they are currently engaged in battle (see {@area Lycan's Chase encounter, area 5|SoT-1-4-ELC|x}), emerges in 1 round to come to their aid. Otherwise, he speaks with them for a brief moment through a peephole. {@creature Kaspar|SGttEH} explains the history of Geistnacht if asked and apologizes that he can't help them. He's adamant that the party will create too much noise and doom them all. As an alternative, he suggests the party seek refuge at the Cathedral in the middle of the district. As an extra incentive, he asks them to tell Father Hauke to watch out for his goddaughter Geraldine, a hunter who may need the priest's help.", "{@creature Kaspar|SGttEH} allows the party to stay for 1 hour to complete a short rest with a successful {@dc 15} {@skill Persuasion} or {@skill Intimidation} check, but not a moment longer. Before the party leaves for the cathedral, {@creature Kaspar|SGttEH} offers a vial of {@item holy tonic|SGttEH} {@homebrew |(SGttEH page 207)} as a parting gift, and then bolts his door shut and reloads the crossbow trap." - ] + ], + "id": "02d" }, "Once the party heads toward the Cathedral of the Radiant Church, proceed to {@adventure Chapter 2: The Chase|SGttEH-SoT|2}." ] @@ -51464,11 +51708,14 @@ "name": "Keeping the Pace", "entries": [ "If the characters don't interact with {@creature Kaspar|SGttEH} or any other NPCs during their search of the market, they could use a nudge to keep them going in the right direction. The ringing of the church's bell may remind a character who succeeds on a {@dc 11} {@skill History} or {@skill Religion} check that holy ground (such as the area around a cathedral) might be a good place to look for refuge from the oncoming horde of ghosts. Or, a dirty street urchin named {@creature Beryl|SGttEH} (chaotic neutral human {@creature commoner}) scampers out of the shadows and begs the party to take them to the cathedral before the \"bad things eat me.\"" - ] + ], + "id": "02e" } - ] + ], + "id": "018" } - ] + ], + "id": "00e" }, { "type": "section", @@ -51524,13 +51771,16 @@ "page": 405, "entries": [ "The howls of the undead grow louder and more frantic around you as you make your way further into the city. The air thickens with the stench of fear and panic, mingling with the smell of a nearby burning home. The plaza at the city's center looms in the darkness ahead\u2014a sprawling maze of dark alleys and buildings. Terrified screams come from the plaza, and you can see a growing crowd of ethereal spirits emerging down the street from where you just came." - ] + ], + "id": "032" }, "The party is in a precarious situation just as an aftershock rolls off the shattered moon. Each character must succeed on a {@dc 11} Wisdom saving throw or gain one {@table short-term madness|SGttEH} {@homebrew |(see \"Steinhardt's Madness System\" in Steinhardt's Guide to the Eldritch Hunt)} as visions of blood-soaked skeletons invade their mind.", "The path ahead leads straight into The Plaza de Noire." - ] + ], + "id": "031" } - ] + ], + "id": "030" }, { "type": "section", @@ -51551,11 +51801,14 @@ "page": 405, "entries": [ "The plaza is covered in coagulated blood and slick mold that requires a successful {@dc 13} Dexterity saving throw to perform movements faster than a normal pace (such as taking the {@action Dash} action). A creature that fails its save has its speed reduced to 0 for the rest of its turn and falls {@condition prone}." - ] + ], + "id": "036" } - ] + ], + "id": "035" } - ] + ], + "id": "034" }, { "type": "entries", @@ -51567,7 +51820,8 @@ "page": 405, "entries": [ "As you tread through the eerie streets, the smell of iron and rot fills your nostrils. You round a corner, stepping into a large open plaza, and are met with the gruesome signs of a ancient battle. The ground is stained with the blood of fallen guards\u2014 their remains torn apart and scattered across the cobblestones. Intricately carved stone pillars stand covered in a strange, writhing mold. A pair of keep doors loom ahead, sealed shut with waterfalls of coagulated blood creeping down beside them. The eerie silence is only broken by the occasional distant howl, as if the very earth is weeping for the atrocities committed here." - ] + ], + "id": "038" }, { "type": "image", @@ -51579,9 +51833,11 @@ "width": 1224, "height": 924 } - ] + ], + "id": "037" } - ] + ], + "id": "033" }, { "type": "section", @@ -51808,7 +52064,8 @@ "page": 406, "entries": [ "Laid out across the plaza and contorted in unnatural positions are guards who bravely tried to fight off some unseen terror. Their armor is rent, and their broken weapons lie beside them. The ground is slick with blood, and it pools around the decomposing bodies in puddles covered in swarms of flies." - ] + ], + "id": "03a" }, "A casual inspection of the guards' remains reveals claw marks covering the corpses, and a successful {@dc 13} {@skill Medicine} check reveals they are less than a week old. A character that spends 1 minute searching the hunters finds 3 gp, 14 sp, and a blood-stained letter informing the recipient they were eligible for retirement and a full pension next month in one guard's pouch. On the severed torso of a guard officer is an unsigned order directing the guards to abandon their post in the Ruby District and away from Lord Tomathin Rehwoldt's home (see {@adventure The Remedy adventure|SGttEH-TR} on page 413 for more information).", { @@ -51820,9 +52077,11 @@ "page": 406, "entries": [ "After a few moments, a pair of {@creature geist|SGttEH|geists} {@homebrew |(page 313)} burst from the bloody pool to the north with an ear-splitting wail. A new {@creature geist|SGttEH} appears each round at the southern edge of the map starting on initiative count 20 of round 2 of combat. The {@creature geist|SGttEH|geists} box in the party and push towards the gate. The new arrivals sense the presence of the {@creature lunar revenant|SGttEH} (see {@area area 3|SoT-2-3|x}) and don't ascend the stairs leading up to the entrance. Instead, they crowd together below the balcony in a seething mass of howling fury." - ] + ], + "id": "03c" } - ] + ], + "id": "03b" } ] }, @@ -51837,7 +52096,8 @@ "page": 406, "entries": [ "Large iron-wrought pillars loom over the plaza and partially block the moonlight. A thick layer of pink and red mold resembling raw flesh covers the stone pillars in the plaza's center." - ] + ], + "id": "03d" }, "Touching or interacting with a pillar alerts the {@creature lunar revenant|SGttEH} and initiates the Moon Runner encounter (see {@area area 3|SoT-2-3|x})." ] @@ -51853,7 +52113,8 @@ "page": 406, "entries": [ "The keep's gate stands tall, a towering iron monolith of massive proportions. It's adorned with heroic statues turned grotesque by blood splashed across them. The smell of iron and rot lingers in the air, emanating from the gate's every crevice. Thick red paint is gently sliding down from the walls amassing into a pool, but it's not a nostalgic sight; it's blood." - ] + ], + "id": "03e" }, "The iron gate is sealed shut, and a character with a military background or who succeeds on a {@dc 12} {@skill History} check can tell it can't be opened beyond spending hours breaking through using a siege engine. Interacting with the gate in any way results in initiating the Moon Runner encounter below.", { @@ -51868,7 +52129,8 @@ "page": 407, "entries": [ "All sound vanishes throughout the plaza, the fleshy mold stops writhing and shaking. Time stops for a brief moment. Suddenly, a massive, skeletal figure emerges from the darkness on the church's walls, wielding a greatsword as large as a person. The creature's body appears to be made of shadows, moving with silent, deadly grace. Its eyes glint with an unearthly light as it surveys the area, opening its jaws, as the air before it ripples with a deafening silence." - ] + ], + "id": "040" }, "The revenant's presence is impossibly quiet, its massive body not creating a single sound. The {@creature geist|SGttEH|geists} shy away in fear of the massive creature just before it shifts in and out of visibility and starts to attack the lesser undead creatures. The {@creature lunar revenant|SGttEH} ignores the party for the first few rounds of combat, allowing a short head start right before the {@creature lunar revenant|SGttEH} starts to chase them.", "A character proficient in {@skill Arcana} or who succeeds on a {@dc 12} {@skill Arcana} check notices the {@creature lunar revenant|SGttEH} vanishes when it's not in direct moonlight.", @@ -51878,9 +52140,11 @@ "name": "GM Note:", "entries": [ "The {@creature lunar revenant|SGttEH} is a powerful Undead and beyond the characters' capabilities to face headon. The creature doesn't acknowledge the party initially and instead establishes dominance over the gathered {@creature geist|SGttEH|geists}. Use this opportunity to build tension and impress upon the players that running away is the only chance their characters have to survive this encounter\u2014and only then by the skin of their teeth." - ] + ], + "id": "041" } - ] + ], + "id": "03f" } ] }, @@ -51897,9 +52161,11 @@ "name": "Chase Obstacles", "page": 408 } - ] + ], + "id": "042" } - ] + ], + "id": "039" }, { "type": "section", @@ -51913,7 +52179,8 @@ "page": 408, "entries": [ "With steps heavy from the night's trials, you approach the grand cathedral. The soaring bell tower blocks the moon's light while it tolls a desperate call, summoning survivors to seek refuge within its walls. The creature of shadow and bone clawing at your heels suddenly vanishes before the darkness cast by the cathedral spires." - ] + ], + "id": "044" }, "{@creature Father Hauke|SGttEH} cautiously answers the cathedral's doors, backed up by a pair of hunters with guns drawn. He hesitates at first but ushers everyone inside after a moment once he sees the characters are not Undead.", { @@ -51922,7 +52189,8 @@ "name": "Father Hauke", "entries": [ "{@creature Father Hauke|SGttEH} (chaotic good human {@creature zealot|SGttEH}, page 315) is a middle-aged man with a tall and thin build. He has a gaunt face and deep-set eyes that betray his weariness. He is dressed in the traditional robes of his faith, adorned with intricate golden embroidery. {@creature Father Hauke|SGttEH} speaks with a strong and confident voice, but his eyes reveal a hint of doubt and uncertainty. He is a priest of the Radiant Church and a man of faith who has recently grown doubtful in the face of how bad Geistnacht has turned out. As much as he wants to believe all will be well, he can't help but feel the night is only worsening. Despite his doubts, he is determined to do the right thing and protect his congregation." - ] + ], + "id": "045" }, { "type": "entries", @@ -51934,9 +52202,11 @@ "entries": [ "{@creature Father Hauke|SGttEH} has provided asylum to two dozen Luyarnhians huddled in the chapel and eagerly praying to survive the night. If the party is unfamiliar with the church, the priest feels obliged to introduce the {@book Radiant Church|SGttEH|2} {@homebrew |(page 14)} and describe Geistnacht in detail. He shows the party to a room just large enough to fit all of them comfortably where they can take a breath and, if they choose to, take a Short Rest. The priest recommends the party get what rest they can because he has a bad feeling about this night.", "Once the party has determined their plans for the evening, proceed to {@adventure Chapter 3: Until Dawn|SGttEH-SoT|3}." - ] + ], + "id": "047" } - ] + ], + "id": "046" }, { "type": "image", @@ -51948,9 +52218,11 @@ "width": 1224, "height": 558 } - ] + ], + "id": "043" } - ] + ], + "id": "02f" }, { "type": "section", @@ -51975,13 +52247,17 @@ "page": 409, "entries": [ "As the refugees huddle inside the church, they cling to each other in fear and exhaustion. The cathedral walls shake from the distant howls and roars of the undead outside, echoing through the halls and reminding them of the constant danger they face. Despite this, the refugees find solace in the comforting presence of {@creature Father Hauke|SGttEH}, who wanders among them, offering words of encouragement and reassurance." - ] + ], + "id": "04c" } - ] + ], + "id": "04b" } - ] + ], + "id": "04a" } - ] + ], + "id": "049" }, { "type": "section", @@ -51994,7 +52270,8 @@ "page": 409, "entries": [ "An insistent pounding leads Father Hauke to open the cathedral doors, and a blood-spattered hunter stumbles in before collapsing on the threshold. Others rush to her aid, lifting her to safety. With tears streaming down her cheeks, the hunter gasps her final warning, \"They're... here...\" before falling unconscious. A rising howl in the distance shatters the silence following her words." - ] + ], + "id": "04e" }, "{@creature Father Hauke|SGttEH} begs the characters to help defend the cathedral while the hunters quickly guide the huddled citizens upstairs to the second floor and create defensive positions. If the party agrees, {@creature Father Hauke|SGttEH} gives them Geraldine's {@item moongold equalizer|SGttEH} {@homebrew |(page 227)} with 20 {@item lead bullet|SGttEH|lead bullets} {@homebrew |(page 210)} and her {@item phantom limb|SGttEH} {@homebrew |(page 228)}. The priest also gives a {@item holy tonic|SGttEH} {@homebrew |(page 207)} to each character from his supply.", "The priest and hunters usher the refugees upstairs, and the party has 1 hour to prepare defenses before the first wave of Undead arrives. They can use this time to attune to Geraldine's weapons. Once they are ready, proceed to the Cathedral Defense section below.", @@ -52004,7 +52281,8 @@ "name": "GM Note:", "entries": [ "If the party runs away after hearing the cathedral is compromised and somehow manages to survive the rest of the night, they learn of {@creature Father Hauke|SGttEH}'s death the next morning. His sacrifice saved everyone in the cathedral\u2014who clearly remembers being abandoned by the party. The characters are treated as pariahs for the rest of their time in Luyarnha." - ] + ], + "id": "04f" }, { "type": "entries", @@ -52043,7 +52321,8 @@ "page": 410, "entries": [ "Four {@creature geist|SGttEH|geists} emerge through the western wall just as the front doors begin to rattle from the pounding of two {@creature fallen luyarnhian|SGttEH|fallen luyarnhians}. They will burst through after 2 rounds unless the door is successfully held shut by a character or hunter who succeeds a contested {@dc 12} {@skill Athletics} checks against the {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} each round. On a failure, one {@creature fallen luyarnhian|SGttEH} breaks through and enters the cathedral on that round." - ] + ], + "id": "052" }, "Once the creatures that made it inside the cathedral are defeated, a {@creature scourge lycan|SGttEH} bursts through the front doors. Any {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} that didn't make it inside are crushed and killed in the process.", "Read aloud the following to initiate the next wave:", @@ -52052,7 +52331,8 @@ "page": 410, "entries": [ "Tremors rock the cathedral as you catch your breath, immediately followed by the sound of the front doors shattering into splinters as a figure bursts through. With an eerie glow that fills the room, the creature lets loose a bloodcurdling howl and charges right at you." - ] + ], + "id": "053" }, { "type": "entries", @@ -52060,15 +52340,20 @@ "page": 410, "entries": [ "The {@creature scourge lycan|SGttEH} {@homebrew |(page 317)} is followed by two {@creature parasitic geist|SGttEH|parasitic geists} {@homebrew |(page 310)}. The {@creature scourge lycan|SGttEH} fights to the death, rampaging through the cathedral and targeting those it deems the largest threat. The {@creature parasitic geist|SGttEH|parasitic geists} target the characters they view as the weakest." - ] + ], + "id": "054" } - ] + ], + "id": "051" } - ] + ], + "id": "050" } - ] + ], + "id": "04d" } - ] + ], + "id": "048" }, { "type": "section", @@ -52084,7 +52369,8 @@ "entries": [ "{@link Click here to download all the maps|https://drive.google.com/drive/folders/1YjmrbX947Y71Oq4N1DGdBBNKYmvJf57U?usp=share_link}", "{@note You're better off using the maps provided in this conversion, either imported through Plutonium, or as standalone images.}" - ] + ], + "id": "056" }, { "type": "image", @@ -52096,7 +52382,8 @@ "width": 1224, "height": 603 } - ] + ], + "id": "055" } ] }, @@ -52131,7 +52418,8 @@ "A small sect of the Radiant Church\u2014the Obitus Scholare\u2014recently smuggled the remains of an ancient eldritch creature into the city for experimentation, hiding it in the once-thriving area known as the Ruby District. They discovered a way to augment their bodies, cure diseases, and even extend their lives by alchemically processing the creature's fluids and flesh. A handful of nobles unwittingly funded the secret research to access the sect's eldritch-augmented assassin, oblivious to the grotesque methods being used. And while the nobles gleefully murdered rivals to enrich themselves further, the sect harvested the corpse, developed a tonic they claimed could cure any disease, and gave it to the church healers.", "They did not realize the magnitude of the forces at play, nor did they know their assassin was weakening and would betray them. The eldritch being's remains began twisting the fabric of reality, causing the moon to appear on fire and emanating a maddening aura throughout the Ruby District. As the madness flowed through his mind and body, the augmented assassin killed sect members to take the husk's power all for himself.", "The resulting sickness spread like wildfire, transforming its victims into twisted creatures filled with rage and madness. In an attempt to impede the propagation of the scourge, the Ruby District, where the infection hit the hardest, was isolated. Citizens now cry for help and accuse the nobility of dabbling in dark arts as the church continues distributing their tonic, unwittingly spreading the madness further. The city's inner rot has finally seeped through the cracks as Luyarnha sinks further into darkness and despair." - ] + ], + "id": "001" }, { "type": "section", @@ -52141,7 +52429,8 @@ "An eldritch curse engulfs the city of Luyarnha in madness while a sickness runs rampant, turning the residents into monstrous creatures. The state quarantined the Ruby District to limit the spread, with limited success, as the whole city now stands in lockdown. Unwittingly the Radiant Church is distributing a tonic meant to cure the sickness but is spreading the outbreak instead. The characters come to the city, learn of its fall into decay, and begin to feel the curse's influence in the form of random hallucinations. A strange orc rogue named Maddon guides the party through the quarantine zone and to the manor of a local noble named Thomathin Rehwoldt.", "Lord Rehwoldt wants to hire the characters to find the source of the plague and gives some insight into the Radiant Church. The characters interview an injured jaeger named Borast that Thomathin hired initially. He points them towards the Radiant Church and an abandoned brewery that may hold answers.", "After following up on the hunter's leads, the party discovers the brewery was used to manufacture a strange substance similar to the Radiant Church's tonic. They face a former cleric turned eldritch-infused horror and learn the truth behind the plague that infects the city." - ] + ], + "id": "002" }, { "type": "section", @@ -52164,7 +52453,8 @@ "T.R." ] } - ] + ], + "id": "004" }, { "type": "image", @@ -52176,9 +52466,11 @@ "width": 1224, "height": 625 } - ] + ], + "id": "003" } - ] + ], + "id": "000" }, { "type": "section", @@ -52203,7 +52495,8 @@ "page": 415, "entries": [ "The sky is filled with heavy clouds as the picturesque Luyarnha comes into sight. Even without the moonlight, the sprawling city sparkles with dancing lights. The beautiful arched bridges and gently curving towers are a testament to its history of art and wealth, while the gleaming metal machines are a monument to their advanced technology. Moonlight breaks through the clouds just as the towering gates loom ahead, and shadows dance across the walls as raging distant fires can now be seen. The city's beauty fades quickly with each step closer as the crumbling walls and decay come into sight. Even the moon takes on an orange hue as if reflecting the seemingly burning city below." - ] + ], + "id": "006" }, { "type": "entries", @@ -52217,7 +52510,8 @@ "page": 415, "entries": [ "The first time a creature looks at the moon, it must make a {@dc 12} Wisdom saving throw. On a failure, their mind is filled with a brief vision of the moon engulfed in flames, and they gain disadvantage on their next saving throw made against a madness effect. Note which characters failed their saves, but don't inform them of the future disadvantage. You can pass along the vision to each character privately as a way to amplify the unsettling ambiance." - ] + ], + "id": "009" }, { "type": "entries", @@ -52225,11 +52519,14 @@ "page": 415, "entries": [ "While the city's current state of disrepair is readily apparent, characters who look closer and succeed on a {@dc 15} {@skill Perception} check also notice the surrounding buildings bear recent scorch marks and an abnormal amount of raven feathers and clumps of fur litter the ground." - ] + ], + "id": "00a" } - ] + ], + "id": "008" } - ] + ], + "id": "007" }, { "type": "section", @@ -52242,7 +52539,8 @@ "page": 415, "entries": [ "The winding road ends abruptly under the watchful gaze of imposing statues flanking the massive city gates. Uniformed guards stand vigilant along a newly built barricade, and a gaunt man in immaculate priestly robes stands off to one side, scribbling into a large book. His quill stops as he adjusts his thin-rimmed spectacles and blankly observes your approach. A broad-shouldered guard sporting an impressively wellmaintained beard and a grim look in his eyes steps forward and calls out, \"May the light smile upon you, travelers! These gates are closed, as you can see well enough. What business do you have here?\"" - ] + ], + "id": "00c" }, "The {@creature veteran} captain, six {@creature guard|MM|guards}, and attendant {@creature acolyte} are not in the mood for idle conversation. The captain demands that the characters provide their reason for entry or leave the area immediately.", "Mentioning the passphrase \"peculiarly large beds\" earns a knowing nod from the captain and a suspicious look from the priest as the party is allowed to pass into the Ruby District. Otherwise, the characters can bluff their way past with a successful {@dc 14} {@skill Deception} check or with a discreet bribe of 10 gp for the guards' \"retirement fund.\"", @@ -52258,10 +52556,12 @@ "page": 415, "entries": [ "{@creature Maddon Gillet|SGttEH|Maddon} (chaotic-neutral orc {@creature spy}) is a pale-skinned young orc with slicked-back dark brown hair and a crooked smile that he often uses to show off his gold-capped canine tooth. The rogue has worked for Lord Thomathin Rehwoldt for many years as a go-between for the noble and the city's more criminal elements. While his dark clothing helps him blend in with the shadows, his vanity and wealth are on full display in the form of gold trinkets that he often casually flashes." - ] + ], + "id": "00e" }, "The shady orc has a policy of always looking out for himself first, but the current situation in the city has him concerned. To protect his business interests, he provides assistance to the characters wherever and whenever possible." - ] + ], + "id": "00d" }, { "type": "entries", @@ -52274,7 +52574,8 @@ "page": 415, "entries": [ "Just past the arched gateway lies an eerily silent cobblestone path leading further into the city. Despite the slight breeze, the scent of death and refuse is overpowering with each step forward, revealing rotting corpses lying in the shadows and gutters. A whispery voice slithers from the shadows, \"May the light smile upon you, friends.\" You notice a darkly dressed orc quietly leaning against a wall nearby. He flashes a crooked smile with a glint of gold and nods in greeting." - ] + ], + "id": "010" }, "As the party approaches {@creature Maddon Gillet|SGttEH|Maddon} (see \"{@adventure Maddon Gillet|SGttEH-TR|1|Maddon Gillet}\" sidebar), characters with a passive Wisdom ({@skill Perception}) score of 14 or higher catch a flash of a massive eldritch eye with two pupils emerging from the wall next to the orc before disappearing just as suddenly. Each character that saw the vision must succeed on a {@dc 13} Wisdom saving throw or gain one {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}. {@creature Maddon Gillet|SGttEH|Maddon} shoots a strange look at any mention of the eye and cautions the characters to keep such odd observations to themselves while in the city for their safety.", "The orc rogue introduces himself and explains he has been waiting to guide them to his employer. He does not reveal his benefactor's name and, if pressed, only says he is a \"concerned citizen who is in dire need of assistance and too stubborn to vacate his residence even in the midst of the Scourge.\"", @@ -52285,11 +52586,14 @@ "entries": [ "A man dressed in the rags of once-fine clothing stumbles out of an alleyway with a red handkerchief held against his mouth. He places a shaky hand on a wall to steady himself just before his eyes roll back, and a stream of thick, black blood erupts from his mouth. With a shudder, he collapses to the ground, stone dead even before his skull cracks against the pavement.", "Maddon recoils from the corpse and pulls his cloak tighter around himself. \"We proceed from this point forward in the shadows,\" he says before motioning for you to follow. \"The city is sick and there is far worse between us and where we are headed.\"" - ] + ], + "id": "011" } - ] + ], + "id": "00f" } - ] + ], + "id": "00b" }, { "type": "section", @@ -52304,7 +52608,8 @@ "page": 417, "entries": [ "{@creature Maddon Gillet|SGttEH|Maddon} sticks to the shadows throughout the journey to Rehwoldt Manor ({@area area 5|TR-1-5|x}) and only engages in combat if he sees the characters struggling, and his assistance would turn the tide of battle. He makes it clear to the party that he is not a warrior and has no shame in refraining from fighting. If {@creature Maddon Gillet|SGttEH|Maddon} becomes overwhelmed at any time, he yells for the characters to continue to the \"staghead manor\" before smashing a potion onto the ground and vanishing in a blinding flash of light and smoke." - ] + ], + "id": "013" }, { "type": "entries", @@ -52450,7 +52755,8 @@ "style": "text-center", "entries": [ "{@note 1 square = 10 feet}" - ] + ], + "id": "015" }, { "type": "entries", @@ -52463,7 +52769,8 @@ "page": 417, "entries": [ "The cry of seagulls passing overhead and the soft breeze of the wind against broken glass are the only sounds that can be heard on this stretch of the Ruby District. Your silent guide motions for caution as he slips cautiously from shadow to shadow." - ] + ], + "id": "016" }, "As the characters pass through the slums and into the district, they must succeed on a group {@dc 14} {@skill Stealth} check to avoid notice. On a success, they reach the Greenhouse ({@area area 2|TR-1-2|x}) without incident. Otherwise, their approach is noticed, and two {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} {@homebrew |(page 311)} join the group of {@creature corvian dweller|SGttEH|corvian dwellers} {@homebrew |(Page 312)} already there." ] @@ -52479,7 +52786,8 @@ "page": 417, "entries": [ "A brightly painted greenhouse lays ruined, glass shattered and wood cracked, pierced by multiple bullet holes." - ] + ], + "id": "017" }, "If the characters fail their group {@skill Stealth} check while traveling here (see area 1), two {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} lurch from around the corner and scream \"It's your fault!\" and \"They're corrupted!\" at the party before rushing to attack them in a frenzy.", { @@ -52488,7 +52796,8 @@ "page": 417, "entries": [ "Two {@creature corvian dweller|SGttEH|corvian dwellers} are hiding on the rooftops and observing the party while preparing to ambush them as they enter the area. One of the {@creature corvian dweller|SGttEH|corvian dwellers} is wounded with only 14 hit points remaining and has a {@item guillotine shears|SGttEH} {@homebrew |(Page 215)} embedded in its side, the forearm of the previous owner still attached to it." - ] + ], + "id": "018" } ] }, @@ -52503,7 +52812,8 @@ "page": 417, "entries": [ "A pair of sickly-looking beggars sit huddled under blankets around a small fire, roasting what appears to be a giant rat on a spit. The foul stench of charred fur and smoke fills the air." - ] + ], + "id": "019" }, { "type": "entries", @@ -52511,7 +52821,8 @@ "page": 417, "entries": [ "The two beggars are {@creature fallen luyarnhian|SGttEH|fallen luyarnhians}, hiding their deformities beneath their blankets. They attack the first creature to come within 10 feet of them and flee towards the slums if reduced to half their hit points." - ] + ], + "id": "01a" } ] }, @@ -52526,7 +52837,8 @@ "page": 417, "entries": [ "Shimmering multi-colored lights shine through a shattered window, casting dancing shadows across the ground." - ] + ], + "id": "01b" }, { "type": "entries", @@ -52534,7 +52846,8 @@ "page": 417, "entries": [ "Creatures looking at the light must succeed on a {@dc 13} Wisdom saving throw or gain one {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}. The light does not appear to be coming from an obvious source, and it flickers out after a few moments. A creature affected by the light becomes immune to its effect for 1 hour." - ] + ], + "id": "01c" } ] }, @@ -52549,14 +52862,17 @@ "page": 417, "entries": [ "Iron spikes adorn the tops of the thick stone walls that surround an ominous, almost fortress-like manor. A green crest bearing a stag's profile decorates the center of the heavy iron knocker on the front doors." - ] + ], + "id": "01d" }, "After using the knocker and being observed through a tiny grated window, the party is greeted by Mrs. Ackerman, Lord Rehwoldt's majordomo and one of the few remaining servants after most fled the district. She is a well-dressed, older woman whose face appears permanently etched with a sour expression that perfectly matches her demeanor. After the characters state their business or after seeing Maddon, Mrs. Ackerman briskly introduces herself to the party and motions for them to enter the manor. She escorts them to a sitting room, and if Maddon is still with the party, he excuses himself to speak with Lord Thomathin privately." ] } - ] + ], + "id": "014" } - ] + ], + "id": "012" }, { "type": "section", @@ -52571,7 +52887,8 @@ "name": "Lord Rehwoldt", "entries": [ "Information: {@creature Lord Thomathin Rehwoldt|SGttEH} (lawful-neutral half-elf {@creature noble}) is a narcissist that values reputation and power above all else. It does not matter to him how the plague affects the city, only that the church has blamed him. It's apparent that Thomathin is not necessarily a good person, but he is true to his word and keeps his promises to friends and rivals. He is honestly unaware of the research the sect was conducting and is eager to accuse the Radiant Church simply out of retaliation for implicating him. Thomathin doesn't care who is blamed for the plague, that the beasts are infected citizens, or if the church is even truly guilty; repairing his reputation and power are all that matter to him." - ] + ], + "id": "01f" }, { "type": "entries", @@ -52585,7 +52902,8 @@ "page": 418, "entries": [ "The sitting room doors swing open as an impeccably dressed elderly gentleman strides through them, followed by the eversilent Maddon. At a glance, it is clear this is a man accustomed to wealth and respect. Although his splotchy skin and advanced age suggest his health may be declining, his steel straight back and fiery eyes suggest otherwise. The gentleman takes in the room with just a glance before introducing himself, \"Greetings, heroes. Thank you for responding to my letter. I am Lord Thomathin Rehwoldt, and we need your help.\"" - ] + ], + "id": "021" }, "Lord Rehwoldt (see \"{@adventure Lord Rehwoldt|SGttEH-TR|1|Lord Rehwoldt}\" sidebar) explains the situation as detailed below and answers any additional questions the characters may have. A successful {@dc 17} {@skill Insight} check made during the course of this discussion reveals the noble to be honest but clearly malicious and lacking empathy.", "He shares the following information with the party:", @@ -52611,7 +52929,8 @@ "width": 623, "height": 771 } - ] + ], + "id": "020" }, { "type": "entries", @@ -52624,7 +52943,8 @@ "name": "Borast Deepreaver", "entries": [ "Information: {@creature Borast Deepreaver|SGttEH|Borast} (neutral-good dwarf {@creature jaeger|SGttEH}) is an experienced monster hunter who specializes in eldritch creatures and supernatural events. He has leathery nutmeg skin, and his jet-black beard and hair are braided with silver wire. A creature's claw left three scars across his right cheek and eye. The gruff and suspicious dwarf prefers to work alone and is unhappy that Lord Rehwoldt hired the characters. However, he begrudgingly admits that his currently incapacitated state precludes him from completing the mission and helps the party in whatever way he can." - ] + ], + "id": "023" }, "Once the characters seek out {@creature Borast Deepreaver|SGttEH|Borast}, Mrs. Ackerman brings them to the hunter's room. Read aloud the following:", { @@ -52632,7 +52952,8 @@ "page": 419, "entries": [ "Ackerman leads the way through the many halls of the manor until stopping at a set of heavy double doors. She hesitates with an almost imperceptible flash of fear crossing her face before catching herself. \"He hasn't spoken much since we found him, but perhaps he might be willing to aid you,\" she says before gently knocking and slowly opening the door. The room beyond is well-lit by a crackling fire and candles in every corner. A large window looks across the city and sits just above a large fourposter bed. A middle-aged dwarf with a large bandage covering his left leg is lying on the bed and intently reading a leather-bound book. His eyes dart towards the crossbow resting on the nightstand before returning to squint at his unexpected guests." - ] + ], + "id": "024" }, "The injured hunter answers any questions the characters may have and recounts the results of his investigation up to the point he was injured. A successful {@dc 17} {@skill Insight} check made any time during the course of the conversation reveals he is being honest and fighting back immense pain. Borast's eyes are constantly drawn to the wound throughout the discussion. If the characters mention Lord Rehwoldt's suggestion of framing the Radiant Church, {@creature Borast Deepreaver|SGttEH|Borast} is surprised as he was not privy to that plan, and a successful {@dc 13} {@skill Insight} check confirms he is honestly shocked, and angered at the idea.", "{@creature Borast Deepreaver|SGttEH|Borast} knows the following helpful information that he shares with the party:", @@ -52648,7 +52969,8 @@ "He highly recommends the characters seek out Radiant Church members and get some {@item holy tonic|SGttEH} {@homebrew |(see \"Holy Tonic,\" page 207)} before heading to the brewery." ] } - ] + ], + "id": "022" }, { "type": "entries", @@ -52656,7 +52978,8 @@ "page": 419, "entries": [ "{@creature Borast Deepreaver|SGttEH|Borast} allows the characters to inspect his wound with a successful {@dc 15} {@skill Persuasion} check. A character who is proficient in {@skill Medicine} can make the check with advantage. A successful {@dc 15} {@skill Medicine} check reveals the wound to be septic and releasing a nauseating, corrupting miasma. On a failure, the character must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)} as they experience flashing visions of a burning moon." - ] + ], + "id": "025" }, { "type": "entries", @@ -52689,7 +53012,8 @@ } ] } - ] + ], + "id": "026" }, { "type": "entries", @@ -52697,7 +53021,8 @@ "page": 420, "entries": [ "After talking with {@creature Borast Deepreaver|SGttEH|Borast} and preparing to move forward, the characters are faced with the choice to speak with the clergy at the Radiant Church or head directly to the abandoned brewery. If they choose to visit a cathedral of the Radiant Church (see \"{@adventure The Radiant Cathedral|SGttEH-TR|1|The Radiant Cathedral}\" below), they meet the Vicar and have a chance to peek behind the veil of secrecy the church is hiding behind. If the party proceeds to attack head-on at the {@adventure Abandoned Brewery|SGttEH-TR|2} {@homebrew |(see page 422)}, they discover the horrifying truth behind the Scourge and come face to face with the corrupted eldritch monster that just wants to watch the world burn." - ] + ], + "id": "027" }, { "type": "entries", @@ -52705,9 +53030,11 @@ "page": 420, "entries": [ "The orange-tinged full moon still hangs over the city no matter what time of day the characters leave the manor. Maddon (see \"{@adventure Roleplaying Maddon|SGttEH-TR|1|Roleplaying Maddon},\" page 415) guides the characters back through the Ruby District to whichever destination they choose. Each trip between destinations requires a successful group {@dc 15} {@skill Stealth} checks to sneak past the beasts. On a failure, {@dice 1d4+3} {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} ambush the party along the way." - ] + ], + "id": "028" } - ] + ], + "id": "01e" }, { "type": "section", @@ -52720,7 +53047,8 @@ "page": 420, "entries": [ "The eerie silence and rotting stench of the Ruby District suddenly give way to the sound of cranking machinery and a cloud of choking coal dust. A monstrosity of riveted iron plates and columns is embedded into a cliff face with a platform controlled by gears and weighted chains. Maddon steps quickly onto the platform and begins prepping the controls while motioning to join him." - ] + ], + "id": "02a" }, "If the characters spend more than 1 minute debating about using the elevator, {@dice 1d2+1} {@creature corvian dweller|SGttEH|corvian dwellers} appear.", "After the characters enter the elevator, read aloud the following:", @@ -52729,7 +53057,8 @@ "page": 421, "entries": [ "The gates swing shut, and a blast of acrid smoke fills the air as the platform lurches upwards. The spectacular view of the city is spoiled only by the smell of oil and rust and the deafening clank of metal gears. Luckily the ride is short, and the gates open once more to reveal a broad courtyard filled with a line of sick and ragged people. They stand in long lines under the imposing edifice of a magnificent cathedral, waiting to reach the priests distributing medicine from glass vials at the front of each line. White-robed priests distribute chunks of bread or hold buckets of water and ladles as they walk the crowd, receiving tears of joy and whispered words of awe in return. A light shines in each person's eyes, either from fever or in the hope of their salvation." - ] + ], + "id": "02b" }, "Characters with a passive {@skill Perception} score of 13 or higher or who spend a few moments looking at the church and surroundings and succeed on a {@dc 13} {@skill Perception} check begin noticing how everything here is more run-down than a wealthy church should be. They see how the once gleaming white walls have turned dingy gray and dull, the priests' robes are looking worse for wear, and the gut-churning ambient mood is right below the thin veneer of hope.", "It's not long before the Vicar Henri Inonder arrives (see \"Meeting the Vicar\" below) with the {@creature acolyte} the characters saw at the front gates right behind him. If the characters did not spend time looking around the church courtyard and headed towards the entrance, they are quickly cut off from entering by an {@creature acolyte} until the Vicar makes his appearance.", @@ -52745,7 +53074,8 @@ "entries": [ "Information: {@creature Vicar Henri Inonder|SGttEH} (lawful-evil human {@creature priest}) is outwardly a good and righteous man who works tirelessly to give succor to the poor and needy. His perfect smile, warm brown eyes, and perfectly groomed appearance hide a bottomless pit of greed and corruption. Henri is a member of the Obitus Scholare, the secret sect that was harvesting the eldritch being's remains. His twin brother, Vargas Inonder, was transformed into the augmented assassin that devolved into madness. After the sect's destruction and himself being injured, Henri now works to conceal the truth behind accusations aimed at the aristocracy and Lord Thomathin in particular because of an old grudge between them. He feverishly works to find a cure before succumbing to the madness like his brother.", "The Vicar is a master manipulator who is proficient in {@skill Deception} and {@skill Persuasion}. He hides his festering injury and resulting beast-like transformation behind an {@spell alter self} spell while working to find a cure for himself. A successful {@dc 25} {@skill Arcana} check or {@spell detect magic} spell indicates the Vicar is using magic to alter his appearance. If dispelled, it reveals that he is almost entirely mutated into one of the bestial creatures." - ] + ], + "id": "02d" }, "Vicar Henri Inonder (see \"The Vicar\" sidebar) greets the characters warmly and introduces himself while welcoming them to the Radiant Church. Seeing as they are not sick or injured, he inquires about their presence and offers assistance. While he makes it clear the clergy is busy tending to the sick, he gladly answers any questions they may have. A successful {@dc 16} {@skill Insight} check during the conversation gives the impression he is being forthright and honest with everything he says. This is because the Vicar is cautious with his word choice, twisting them into being the technical truth.", "The Vicar shares the following information with carefully chosen words:", @@ -52759,7 +53089,8 @@ "He blames the district's corruption on Thomathin Rehwoldt and the rest of the aristocracy that fled the ruby. The Vicar accuses them of pursuing alchemical efforts in a bid for power, resulting in the monsters roaming the Ruby District. He claims the nobles are heretics and parasites that only take from the people, and their attempts to blame the church are cowardly. (While this is technically true, his anger seems excessive on a successful {@dc 16} {@skill Insight} check)." ] } - ] + ], + "id": "02c" }, { "type": "entries", @@ -52777,11 +53108,14 @@ "Characters with a passive Wisdom ({@skill Perception}) score of 15 or higher or who succeed on a {@dc 15} {@skill Perception} check notice she is clutching a scrap of paper in one hand. A successful {@dc 18} {@skill Sleight of Hand} check can remove it without the Vicar noticing. On a failure, he interrupts them and firmly asks them to leave as he said to not touch the patient. He blatantly ignores the paper and outright lies (noticeable as his only lie with a {@dc 18} {@skill Insight} check) if asked and quickly ushers them out of the room. The paper reads\u2014\"blood turns to water...abbotship\"\u2014 hinting at the connection between the Vicar and the alchemy used to make the {@item holy tonic|SGttEH}." ] } - ] + ], + "id": "02e" } - ] + ], + "id": "029" } - ] + ], + "id": "005" }, { "type": "section", @@ -52795,7 +53129,8 @@ "entries": [ "Each step through the Ruby District is worse than the last, but eventually, the devastation becomes overwhelming. The very air feels on fire and is cooking the many corpses littering the streets. Some have burst open from the heat, releasing a putrid stench into the air. The few living souls that can be seen are woefully frail, with tattered clothing barely covering skin so dry that it audibly cracks with every movement they make. Their eyes are empty voids with any shred of consciousness long gone.", "After what feels like hours of skulking through sullied streets to avoid the roaming beasts, the abandoned brewery comes into sight. A cluster of slumped-over beasts lay in the courtyard leading to the front door, and it's unclear if they're dead or alive. An ear-splitting screech gives away the flock of corrupted raven creatures on the roof. Maddon coughs quietly before nodding and disappearing into the shadows." - ] + ], + "id": "030" }, { "type": "entries", @@ -52814,7 +53149,8 @@ "page": 422, "entries": [ "The party can choose to sneak around the courtyard and through the open window. This option requires all characters to succeed on a {@dc 17} {@skill Stealth} check, with a single failure resulting in both {@creature corvian dweller|SGttEH|corvian dwellers} being alerted and attacking. This allows the party to enter the brewery through the window ({@area area 2|TR-2-2|x})." - ] + ], + "id": "033" }, { "type": "entries", @@ -52822,7 +53158,8 @@ "page": 422, "entries": [ "Any type of loud noise or distraction can be used to draw away the {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} from the courtyard, and a successful group {@dc 15} {@skill Stealth} check sneaks past the two {@creature corvian dweller|SGttEH|corvian dwellers}, with a failure resulting in them jumping down to fight. The characters can enter through the front door ({@area area 1|TR-2-1|x}) or the window ({@area area 2|TR-2-2|x})." - ] + ], + "id": "034" }, { "type": "entries", @@ -52830,11 +53167,14 @@ "page": 423, "entries": [ "If the characters forgo stealth and decide to attack, they face off against all six {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} and both {@creature corvian dweller|SGttEH|corvian dwellers}. The characters can enter through either the front door ({@area area 1|TR-2-1|x}) or the window ({@area area 2|TR-2-2|x})." - ] + ], + "id": "035" } - ] + ], + "id": "032" } - ] + ], + "id": "031" }, { "type": "section", @@ -52857,7 +53197,8 @@ "page": 423, "entries": [ "The decrepit building is crumbling, and much of the wood is weak and rotted. The plastered walls are cracked and covered in mold. Most of the open floor shows exposed gears used to operate the mill and mixing machines. Anyone falling into the gears takes 9 ({@damage 2d8}) bludgeoning damage per round as they are crushed between the cogs. A creature can spend an action to make a {@dc 13} {@skill Athletics} check to pull themselves or another out of the gears." - ] + ], + "id": "039" }, { "type": "entries", @@ -52865,7 +53206,8 @@ "page": 423, "entries": [ "Besides the occasional moonbeam peaking through cracks, the brewery is dark and the descriptions provided assume the characters have a light source. The light coming from the area below the brewery (see {@area area 5|TR-2-5|x}) can dimly be seen through the gears by someone close enough to look down that area." - ] + ], + "id": "03a" }, { "type": "entries", @@ -52873,11 +53215,14 @@ "page": 423, "entries": [ "The liquid in the containers and being mixed here is highly toxic. A creature that ingests it must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage and becoming {@condition poisoned} for 24 hours on a failed save, or half as much damage and not being {@condition poisoned} on a successful one." - ] + ], + "id": "03b" } - ] + ], + "id": "038" } - ] + ], + "id": "037" }, { "type": "entries", @@ -53099,7 +53444,8 @@ "page": 424, "entries": [ "A thick layer of dust lies over broken crates and old tools scattered across the floor. Bones lay strewn about after falling from an old bin tucked into one corner of the room." - ] + ], + "id": "03d" }, { "type": "entries", @@ -53107,7 +53453,8 @@ "page": 424, "entries": [ "If the characters came through the front door after a frontal assault (see \"{@adventure Entering the Brewery|SGttEH-TR|2|Entering the Brewery}\" above), the two {@creature fallen luyarnhian|SGttEH|fallen luyarnhians} hanging out here flee and attempt to escape through the Open Window ({@area area 2|TR-2-2|x}). Otherwise, they are gnawing on the old bones in the corner." - ] + ], + "id": "03e" } ] }, @@ -53122,7 +53469,8 @@ "page": 424, "entries": [ "This window is the only one that hasn't been nailed shut in the entire building. The pale moonlight shining through shimmers across the floor and machinery." - ] + ], + "id": "03f" }, "A successful {@dc 10} {@skill Athletics} check is needed to jump 5 feet from the open window to the platform. A failure results in falling into the machinery below (see \"{@adventure General Features|SGttEH-TR|2|General Features}\")." ] @@ -53138,7 +53486,8 @@ "page": 424, "entries": [ "A spinning mechanism oscillates back and forth with a sickening crunking sound with each twist. There are waves of rancid odor coming from what looks like a clear fluid mixed with an off-white powder." - ] + ], + "id": "040" }, "The first time a creature comes within 5 feet of the mill, they must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}.", { @@ -53147,7 +53496,8 @@ "page": 424, "entries": [ "A closer inspection of the mixture reveals the peculiar combination of ingredients creates a viscous water-like fluid that sparkles when light shines through. A character proficient with {@item Alchemist's supplies|PHB} or who succeeds on a {@dc 15} {@skill History} check determines the substance resembles the Radiant Church's {@item holy tonic|SGttEH}, but the smell and consistency are different." - ] + ], + "id": "041" } ] }, @@ -53162,7 +53512,8 @@ "page": 424, "entries": [ "Several barrels and sacks sit neatly stacked against the wall here. They seem recently used." - ] + ], + "id": "042" }, "This storage area was used by the sect to produce the corrupted tonic vials. Sacks contain glass vials linked by complex alchemical contraptions, while barrels sit full of the partially finished liquid. Any creature inspecting the supplies must succeed on a {@dc 15} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}. Images of nails turning into twisted claws and bodies rupturing into gore fill their minds before fading into a blood-red haze." ] @@ -53179,7 +53530,8 @@ "page": 424, "entries": [ "You see a faint glimmer of light through the gears below and hear a distant noise like the sound of rushing water." - ] + ], + "id": "043" }, "The first time a creature comes within 5 feet of this area and looks down through the gears, they experience the following:", { @@ -53187,7 +53539,8 @@ "page": 425, "entries": [ "The distant noise grows louder but no longer sounds like water. Now it chitters and skitters across your ears, filling them with a cacophony of screeching noise. Then the darkness below starts to pulse as embers swell and spark, illuminating a chamber beneath the cogs with a sinister light. A presence drapes itself over you, pulling you down towards the light. Calling out to come down below for just a moment before the pressure disappears and the light fades to a faint pulse." - ] + ], + "id": "044" } ] }, @@ -53243,7 +53596,8 @@ } ] } - ] + ], + "id": "045" }, { "type": "entries", @@ -53258,7 +53612,8 @@ "entries": [ "As you make your way past the machinery, you find yourself engulfed in an abominable stench unlike any you've ever experienced. You've descended into a cavern-like chamber with rough rock walls smeared with blood, crushed bones, and decaying bodies scattered across the floor. What looked like a mass of embers from above was the flaming head of a large disfigured creature with ashen skin and a melted wax-covered face. Behind it hangs a crucifix attached to the walls with thick iron chains supporting the dripping husk of a nightmarish entity of flesh and blood. Just looking at the remains makes the world spin and dance. The burning figure stands below the bleeding husk, letting each crimson stream drop slowly down onto him.", "The being turns its eyeless gaze upon you with a piercing stare you can almost physically feel. A melodious voice rings out and echoes across the cavern, \"You've come so far,\" it says. \"It is surprising you've not lost yourself yet to the intoxicating lust. No matter. It all ends the same.\" With those final words, the being draws weapons out of the shadows, and a maniacal laugh echoes through the chamber." - ] + ], + "id": "046" }, "If the characters have already met the Vicar (see \"{@adventure The Radiant Cathedral|SGttEH-TR|1|The Radiant Cathedral},\" page 420) and succeed on a {@dc 16} {@skill Perception} check, they recognize the voice as sounding identical to the Vicar.", { @@ -53286,11 +53641,13 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "047" } ] } - ] + ], + "id": "03c" }, { "type": "entries", @@ -53305,7 +53662,8 @@ "You see the world from the point of view of a young man named Vargas. He's talking with high-ranking members of the Church, including his twin brother, the Vicar. His heart swells when Henri tells him how proud he is of Vargas for volunteering. Henri brings Vargas to a secret place, a special place. Many nobles come to shake Vargas' hand, including Thomathin Rehwoldt, right before the vision blacks out.", "Vargas wakes up tied to a metallic chair, needles in his arms, painfully injected crimson fluids into his body, and who is screaming like that? It can't be him, can it? Oh, it hurts, it hurts, it hurts... everything fades to nothingness.", "All that remains is a strong sense of duty and an unquenchable hunger. Everything fades again. The man commits murders\u2014a lot of murders\u2014and each kill leaves an intense feeling of satiation. But suddenly, there is a call from beyond. A distraction from his assigned duty. The eldritch is calling him, and Vargas' blood sings in response. The sweet fluids that drip from its body... Nothing else matters now; he is home." - ] + ], + "id": "049" }, "As the vision fades, the characters see that Vargas' body dissolved into a pile of blood and gore, leaving nothing behind. Being so close to the eldritch husk and its reality-altering power affects the characters even more, with Vargas no longer absorbing the energy. They feel the surrounding area distort and watch as eldritch eyes grow on the walls and other surreal experiences. For every minute spent in the Eldritch Lair after defeating Vargas, the characters must succeed on a {@dc 13} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}.", { @@ -53317,15 +53675,20 @@ "page": 426, "entries": [ "If the characters search the surrounding lair and succeed on a {@dc 16} {@skill Investigation} check, they discover a {@item damascena|SGttEH} {@homebrew |(Page 205)} and 50 gold." - ] + ], + "id": "04b" } - ] + ], + "id": "04a" } - ] + ], + "id": "048" } - ] + ], + "id": "036" } - ] + ], + "id": "02f" }, { "type": "section", @@ -53345,7 +53708,8 @@ "page": 426, "entries": [ "Seeing as how both the church and nobility cannot be entrusted with the being's remains, burning the brewery down is an option that Maddon recommends if the characters do not come up with it on their own. This partially destroys the production of the tonics and ends the husk's influence on the moon for a brief time. However, it does not reverse the effects already caused by imbibing the elixirs; without the husk, an antidote will be near impossible to create." - ] + ], + "id": "04f" }, { "type": "entries", @@ -53353,7 +53717,8 @@ "page": 426, "entries": [ "If the characters hand the husk over to the church, the clerics retake possession and use their knowledge to try to craft an antidote that removes the madness effects. However, they choose to keep using the tonics as the miracle cure, bereft of a better solution for now. They keep the husk for research, and the moon remains cursed, though it begins cycling again. Thomathin is framed for the brewery operation and is forced to flee, swearing vengeance on the characters while he still draws breath." - ] + ], + "id": "050" }, { "type": "entries", @@ -53361,7 +53726,8 @@ "page": 426, "entries": [ "The eager noble happily exposes the church for tinkering with the eldritch remains, and the clergy swiftly shifts the blame on the Vicar, declaring him a black sheep amongst their ranks. The populace believes their denials and continues to consume their tonics. Thomathin pays the promised rewards and takes the husk to be quarantined in a secret location with his alchemists, who can study it in hopes of devising a cure." - ] + ], + "id": "051" }, { "type": "entries", @@ -53369,7 +53735,8 @@ "page": 426, "entries": [ "The characters push the Vicar over the edge if they confront him about his involvement, threaten to out him, or choose to side with anyone other than the church. He'll lose his humanity entirely and turn into a {@creature soul-snatching aranea|SGttEH} {@homebrew |(page 367)}. A foe far beyond their power. If the party manages to escape, he'll track them through town, intent on killing them." - ] + ], + "id": "052" }, "The End.", { @@ -53379,11 +53746,14 @@ "entries": [ "{@link Click here to download all the maps|https://drive.google.com/drive/folders/1yxV-pKHZAG4hbi05bNvfJSp6RWWm2xOq?usp=drive_link}", "{@note You're better off using the maps provided in this conversion, either imported through Plutonium, or as standalone images.}" - ] + ], + "id": "053" } - ] + ], + "id": "04e" } - ] + ], + "id": "04d" }, { "type": "image", @@ -53395,7 +53765,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "04c" } ] }, @@ -53440,7 +53811,8 @@ "width": 1224, "height": 681 } - ] + ], + "id": "001" }, { "type": "section", @@ -53460,7 +53832,8 @@ "page": 430, "entries": [ "After spending time within Luyarnha, the characters begin to hear whispers about a village further down in the forests below the city. They say they've lost contact with the villagers of Jägerweiler amidst the First War, and the messengers sent into the forest have vanished. Rumors claim the watchmen atop the city walls all swear they saw a strange red flood rise and wash over the village, an unknown power from the southern armies who besieged the city perhaps? There has been no communication with Jägerweiler since the flood, and strange creatures have been heard wandering the forests at night." - ] + ], + "id": "004" }, { "type": "entries", @@ -53468,7 +53841,8 @@ "page": 430, "entries": [ "A group of twisted creatures has attacked the guards at the Luyarnha gate that leads down to Jägerweiler, the forest village below the city. The gates have remained barred to maintain the city quarantine, while winged monsters have struck from above and patrols in the nearby forest report seeing strange horned beasts and bear-like creatures. The Radiant Church has been particularly interested, as the creatures' tainted wounds are resistant to any healing attempted by the church. The clergy reach out to the characters and ask them to investigate Jägerweiler and hunt the creatures before their corruption spreads, and to investigate any potential involvement of the South." - ] + ], + "id": "005" }, { "type": "entries", @@ -53476,11 +53850,14 @@ "page": 430, "entries": [ "Lord Jasper Roth is a successful nobleman from a minor house in Luyarnha. He is widely known for his philanthropic efforts and support of the Radiant Church, particularly in medicinal treatments. Lord Jasper hires the party to find alchemist Klaus von Brunheimer, who lives in Jägerweiler, a nearby village that has recently gone silent. In particular, he was funding Klaus's research into various tonics and remedies that might help alleviate the current pandemic sweeping the city. Since the nobleman paid for Klaus' research and he is no longer in contact, Lord Jasper wants the party to retrieve it for him. He stresses the need for professional discretion, offering a generous sum of 1,500 gp up front, and promises 3,000 gp when the party returns with the research." - ] + ], + "id": "006" } - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -53503,11 +53880,14 @@ "name": "GM Note", "entries": [ "As is common in psychological thrillers, this adventure builds up a sense of unease and creeping horror throughout the story. The question of who the story's villains are can change rapidly as new information comes to light. Give the players every opportunity for tactical planning and discussion amongst themselves to formulate their strategies, and allow the growing madness in that area to also grow within them, creating new and exciting situations." - ] + ], + "id": "009" } - ] + ], + "id": "008" } - ] + ], + "id": "007" }, { "type": "section", @@ -53528,7 +53908,8 @@ "page": 431, "entries": [ "After preparing for the journey in Luyarnha and slipping through the city's night-shrouded streets, the final obstacle is the barred gates and heavily armed guards. As you approach, the city guards finger their swords warily while running professional eyes over your gear." - ] + ], + "id": "00c" }, "Characters who succeed on a {@dc 13} Wisdom ({@skill Perception}) check notice that the guards' armor is worn and damaged in places from what appear to be claw marks. If the check succeeds by 5 or more, it's also clear that the guards are on high alert, checking every shadow, and are extremely jumpy.", "Once the characters get closer, one of the guards calls out wordlessly, and the watch commander comes to speak with the characters. Read aloud the following:", @@ -53537,7 +53918,8 @@ "page": 431, "entries": [ "The watch leader and a robed priest step out of a small stone building tucked next to the gate. A wind chime made of raven feathers and bones sways in the wind the door makes as it closes behind them. The commander appears weary yet resigned to her given tasks, while the young priest looks sullen and drags his feet slightly. The watch leader steps forward with a nod of greeting and says, \"Hail, adventurers! I am Lieutenant Captain Adelle Roux, and this is Acolyte Bram LeGrand of the Radiant Church, who is also my nephew. We were told to be expecting you, and while these gates are still closed due to quarantine, I believe we may come to agreeable terms that are beneficial to all.\"" - ] + ], + "id": "00d" }, "{@creature Lieutenant Captain Adelle Roux|SGttEH} (LG human {@creature knight}) is a Luyarnhian loyalist dedicated to protecting its citizens. She is a stocky woman in her mid-thirties with tawny brown skin and a square face framed by short, raven-black hair. Respected among the guards as a fair leader, Adelle works hard to maintain that reputation and is willing to work with the party as long as they do not threaten the city or its people. She is protective of her nephew Bram, but feels he needs to see the outside world a bit and sees the characters as an opportunity for him to get dirt under his nails for once.", "The guard commander knows little about what is happening in the village below, but that little is enough to make her wonder and worry, especially with the increase in monster attacks coming from outside the gates. She agrees to let the party come and go, with the stipulation that Bram goes with them as a witness to their actions, and they give him a little advice about adventuring. If the party refuses to bring Bram with them, they must succeed on a {@dc 20} Charisma ({@skill Persuasion}) check to convince Adelle to let them leave alone; she refuses to let them leave through the gates without him. This check can be made with advantage if the characters mention they are under contract by the Radiant Church. A failed check results in the characters being forced to get creative with how they leave the city. For example, they might hire smugglers with access to a secret tunnel or cross over the wall when the guards are distracted.", @@ -53548,9 +53930,11 @@ "entries": [ "{@creature Bram LeGrand|SGttEH} (NG half-elf {@creature priest}) is a quiet young man in his early twenties with a slight stammer and a nervous tick in his left eye. He spends most of his days cloistered with research books and studying the teachings of the Radiant Church. His aunt, {@creature Lieutenant Captain Adelle Roux|SGttEH} of the city watch, stepped in after his mother (Adelle's sister) passed away years ago and has been looking out for him ever since. He respects his aunt, but feels smothered at times.", "Bram stays out of harm's way as much as possible in combat, assisting where he can. As an observer and trainee, he has limited capabilities and often makes poor decisions that put his life in danger." - ] + ], + "id": "00e" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -53563,7 +53947,8 @@ "page": 432, "entries": [ "The stone road winding down from the city switches back and forth, as empty as the cloudless night sky above. The moon shimmers with pale light, giving a hazy view of the fog-filled forest waiting below. With each step closer to the forest's edge, a strange sense of being watched washes over you." - ] + ], + "id": "010" }, "The {@creature Veiled Hunter|SGttEH} (see \"{@adventure Veiled Hunter|SGttEH-VV|1|Veiled Hunter}\" sidebar, page 438) monitors the characters' progress from afar, using his ability to see through trees. He waits to see what the party intends to do in the village before confronting them, learning what he can about them through their conversations. The characters can spend their trip inspecting the twisted, diseased trees and guarding against the animalistic shapes moving in the mists that never actually come close enough to identify.", "Once the characters come in sight of the village, read aloud the following:", @@ -53572,7 +53957,8 @@ "page": 432, "entries": [ "A light breeze sweeps through the rotting trees, carrying a sickly stench of decay and rotting meat. The road leads further into a large flooded clearing, and the pale moonlight shines down onto a haphazard village built in the center of a small lake. A thick layer of red algae swirls on top of the water, making the lake look filled with blood." - ] + ], + "id": "011" }, "The characters can choose to swim through the algae-covered lake (see \"Toxic Waters\" sidebar) to reach the village or devise a safer method to enter at any point they choose, such as crafting a raft. The lake is 1 mile in diameter, with the village at the center.", { @@ -53582,13 +53968,17 @@ "entries": [ "Cerwyn and the Obitus Scholare flooded Jägerweiler Village with their acidic chemicals in an effort to kill all living organisms and clear any proof of their experiments. However, the attempt failed, and many creatures survived in the village by building above the toxic waters. Unique crimson-colored algae began to grow on top of the newly formed lake, absorbing the acidic properties and amplifying them.", "Creatures entering the contaminated waters take 4 ({@damage 1d8}) acid damage and an additional 4 ({@damage 1d8}) acid damage at the start of each of their turns for as long as they remain in the water. They also become covered in sticky red algae. After each minute, if it is not removed, any nonmagical object it touches is destroyed. If the covered object is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative \u22121 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. As an action, the algae can be washed off a single character with a single {@item waterskin|PHB} or equivalent liquid. Wood from the trees found in the vicinity of the lake are immune to its acid." - ] + ], + "id": "012" } - ] + ], + "id": "00f" } - ] + ], + "id": "00a" } - ] + ], + "id": "000" }, { "type": "section", @@ -53609,11 +53999,14 @@ "page": 433, "entries": [ "Throughout the village are many clues and a map the characters can find that point them towards Cerwyn Raolet, the mage who flooded the area with acid (see \"{@adventure The Mad Mage|SGttEH-VV|2|The Mad Mage},\" page 439). Once the party decides to leave and look for him, proceed to \"{@adventure Part Two: Fortress Ruins|SGttEH-VV|2}\" on page 439." - ] + ], + "id": "016" } - ] + ], + "id": "015" } - ] + ], + "id": "014" }, { "type": "section", @@ -53633,7 +54026,8 @@ "page": 433, "entries": [ "The current structures were built using the remnants of the previous buildings destroyed in the flood. Every piece of wood and cloth in the village is rotting and disintegrating, barely held together by rusted nails and frayed ropes." - ] + ], + "id": "01a" }, { "type": "entries", @@ -53641,7 +54035,8 @@ "page": 433, "entries": [ "Most buildings here do not have doors. Any doors noted in the adventure text are made of light pine wood that can be quickly forced opened or broken apart with a successful {@dc 10} Strength ({@skill Athletics}) check." - ] + ], + "id": "01b" }, { "type": "entries", @@ -53649,7 +54044,8 @@ "page": 433, "entries": [ "Torches and braziers are placed throughout the village, casting bright light in the keyed locations and dim light in between." - ] + ], + "id": "01c" }, { "type": "entries", @@ -53657,7 +54053,8 @@ "page": 433, "entries": [ "The buildings sit on a corrosive lake (see \"{@adventure Toxic Waters|SGttEH-VV|0|Toxic Waters}\" sidebar, page 432)." - ] + ], + "id": "01d" }, { "type": "entries", @@ -53665,7 +54062,8 @@ "page": 433, "entries": [ "The first time a creature looks at the moon, it must make a {@dc 12} Wisdom saving throw. On a failure, their mind is filled with a brief vision of the Vacuous Moon drawing in all of the surrounding light as shadows deepen to an impenetrable darkness, and they gain disadvantage on their next saving throw made against a madness effect. Note which characters failed their saves, but don't inform them of the future disadvantage. You can pass along the vision to each character privately as a way to amplify the unsettling ambiance." - ] + ], + "id": "01e" }, { "type": "entries", @@ -53706,11 +54104,14 @@ } ] } - ] + ], + "id": "019" } - ] + ], + "id": "018" } - ] + ], + "id": "017" }, { "type": "section", @@ -54062,7 +54463,8 @@ "page": 434, "entries": [ "This small shack appears ready to collapse at any moment. The sounds of bestial snuffling and chewing drift through the partially opened doorway." - ] + ], + "id": "020" }, "There is nothing of actual value in this room.", { @@ -54074,7 +54476,8 @@ "page": 434, "entries": [ "A {@creature revenant bear|SGttEH} {@homebrew |(see page 323)} has decided the rotting supplies are good enough to eat and is munching its way through the rotting body parts stacked like kindling here. A stealthy character who succeeds on a {@dc 15} Dexterity ({@skill Stealth}) check can safely peek through the open door and see what's inside. Otherwise, the {@creature revenant bear|SGttEH} hears the creak of the boards outside the shack and bursts through the doorway to attack." - ] + ], + "id": "022" }, { "type": "entries", @@ -54085,7 +54488,8 @@ "The boards of this bridge creak and groan with every step. The bridge collapses if more than 400 pounds are placed onto it simultaneously. Any creatures on the bridge fall into the corrosive lake (see \"{@adventure Toxic Waters|SGttEH-VV|0|Toxic Waters}\" sidebar, page 432)." ] } - ] + ], + "id": "021" } ] }, @@ -54100,7 +54504,8 @@ "page": 434, "entries": [ "A swarm of flies engulfs a dozen large pieces of rotting meat that hang from rusted hooks set in the ceiling. Right below them is a pile of rats chewing on the remains of a human torso." - ] + ], + "id": "023" }, { "type": "entries", @@ -54111,7 +54516,8 @@ "page": 434, "entries": [ "The two {@creature swarm of insects|MM|swarms of insects} in this hut instantly attack once anyone enters. These flies are afflicted with a flesh-eating disease from exposure to the chemicals in the rotting meat. Any creature that suffers damage from the swarms must succeed on a {@dc 12} Constitution saving throw or become infected with {@disease rotgut|SGttEH}. Once infected, symptoms of {@disease rotgut|SGttEH} begin to appear in {@dice 1d10} minutes. The symptoms begin as a queasy feeling and painful stomach cramps, inflicting a \u22121 penalty to ability checks and attack rolls. This penalty advances by an additional \u22121 every 24 hours until cured. The affliction lasts for 1 week or until cured by a {@spell lesser restoration} spell or similar magic." - ] + ], + "id": "025" }, { "type": "entries", @@ -54119,9 +54525,11 @@ "page": 434, "entries": [ "A {@item holy symbol|PHB} (5 gp) in the shape of the radiant church' symbol, the Innarda {@font ♰|radiantcross}, is around the severed neck of the torso. The body was one of the previous hunters sent by the church to inspect the village." - ] + ], + "id": "026" } - ] + ], + "id": "024" } ] }, @@ -54136,7 +54544,8 @@ "page": 434, "entries": [ "Four small rowboats in various states of disrepair float tied to the docks here. Splashes of old, long-dried blood stain each of them." - ] + ], + "id": "027" }, "These small boats were left by previous attempts to enter the village by failed hunters. Each of the four boats can hold up to three hundred pounds before sinking into the lake.", { @@ -54148,7 +54557,8 @@ "page": 434, "entries": [ "Three {@creature screechwing|SGttEH|screechwings} {@homebrew |(see page 321)} are hanging out on the rooftops of a building near the docks and eating their latest meal. They attempt to ambush the party ({@dc 15} Wisdom ({@skill Perception}) check) when the characters' backs are turned." - ] + ], + "id": "029" }, { "type": "entries", @@ -54156,9 +54566,11 @@ "page": 435, "entries": [ "Searching the boats uncovers a backpack filled with the same gear found in an {@item explorer's pack|PHB}, except for the {@item Rations (1 day)|PHB|rations} and {@item waterskin|PHB}. Tucked inside the backpack is a parchment bearing the crest of the Radiant Church, which instructs the bearer to enter the village and return with information. It's signed with the initials C.R. (for Cerwyn Raolet, the mage who flooded the village with acid (see \"{@adventure The Mad Mage|SGttEH-VV|2|The Mad Mage},\" page 439)." - ] + ], + "id": "02a" } - ] + ], + "id": "028" } ] }, @@ -54174,7 +54586,8 @@ "page": 435, "entries": [ "The stench of unwashed flesh mingles with the buzz of a swarm of flies hovering over a pile of refuse sitting just inside the doorway. Bits of broken furniture and torn papers lie against a wall next to a heap of uncured animal skins and discarded bones. Bloody runes and sigils are painted across the walls and floor, with claw-like gouges scratched next to each one." - ] + ], + "id": "02b" }, "The {@creature Veiled Hunter|SGttEH} (see \"{@adventure Veiled Hunter|SGttEH-VV|1|Veiled Hunter}\" sidebar, page 438) is rarely in his lair, as he often spends his time delving into the mind of Klaus von Brunheimer in the Vulgar Temple ({@area area 5|VV-1-5|x}). A character proficient in {@skill Religion} or {@skill History}, or who succeeds on a {@dc 17} Intelligence ({@skill Religion} or {@skill History}) check, recognizes the bloody symbols as obscure sigils relating to an ancient god-like entity from a long-dead religion. Characters inspecting the sigils in this manner must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}.", { @@ -54186,7 +54599,8 @@ "page": 435, "entries": [ "Two {@creature revenant bear|SGttEH|revenant bears} {@homebrew |(page 323)} stand guard over this room and are sleeping on the pile of animal skins unless awakened by the party making too much noise." - ] + ], + "id": "02d" }, { "type": "entries", @@ -54204,9 +54618,11 @@ "\"Had a strange dream last night... The moon was on fire and bleeding at the same time. Feeling much better now, though... stronger than ever, in fact!\"" ] } - ] + ], + "id": "02e" } - ] + ], + "id": "02c" } ] }, @@ -54222,7 +54638,8 @@ "page": 435, "entries": [ "A massive creature's rib cage and skull sit on top of the largest building in the village. Flickering light filters through the shuttered windows and under the tightly closed door." - ] + ], + "id": "02f" }, "Characters attempting to listen at the doors or windows must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}. The {@creature Veiled Hunter|SGttEH} is chanting parts of the Obitus Scholare's notes in an attempt to learn more of the processes they used. Before him sits the mutated alchemist Klaus von Brunheimer. He already knows of the party's presence and has been waiting for their arrival.", "Once the party enters the building, read aloud the following:", @@ -54231,7 +54648,8 @@ "page": 436, "entries": [ "Candles ring the walls of this large, open room, filling the cathedral-like space with flickering light. A cluster of wooden pews faces a small platform that looks ready to collapse at any moment under the combined weight of a multitude of papers and a table covered in alchemical tools. An older man sits tied to a chair in the center of the platform, staring up at the ceiling as still as a corpse. In the shadows behind him, a figure in flowing black cloth peers out through an antlered skull mask. The figure chants a strange language in a raspy voice that pierces your skull just for a second before it suddenly stops and laughs, tilting its head at an impossible angle. \"So you've finally arrived. How amusing. How do you like our little village, hmm?\"" - ] + ], + "id": "030" }, { "type": "entries", @@ -54254,7 +54672,8 @@ ] }, "He doesn't know the truth of the Obitus Scholare and their access to the eldritch blood. When he grows tired of the conversation, or if the characters attack him, the Hunter tests the party's capabilities to see if they're powerful enough to take on the \"false priests who did this.\" He fights until he is reduced to half his total hit points and flees. He cackles that he'll \"see them soon\" as he uses his abilities to escape into the woods, where he remains at a distance to watch their progress." - ] + ], + "id": "032" }, { "type": "entries", @@ -54272,7 +54691,8 @@ "width": 621, "height": 774 } - ] + ], + "id": "033" }, { "type": "entries", @@ -54290,7 +54710,8 @@ "A crude map of the forest surrounding the village with various points of interest listed. One set of ruins is heavily circled with the initials C.R. scrawled next to them (this is where Cerwyn Raolet can be found, see \"{@adventure Part Two: Fortress Ruins|SGttEH-VV|2},\" page 439). The map shows a short river path the characters can take using the boats from the docks ({@area area 3|VV-1-3|x}) or an alternate route trekking through the woods (see \"{@adventure Traveling to the Ruins|SGttEH-VV|2|Traveling to the Ruins},\" page 439)." ] } - ] + ], + "id": "034" }, { "type": "entries", @@ -54298,7 +54719,8 @@ "page": 436, "entries": [ "If the characters follow the Research Retrieval adventure hook, they easily find the folder on the table containing Klaus von Brunheimer's research that Lord Jasper Roth funded. The beakers and other equipment are enough to assemble a set of {@item alchemist's supplies|PHB}. A character inspecting the concoctions who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check can identify one of them as a vial of {@item holy tonic|SGttEH} {@homebrew |(Page 207)}. On a failed check, however, they incorrectly identify the potion and pick up a {@item deadly potion of poison|SGttEH} that deals twice the amount of poison damage instead." - ] + ], + "id": "035" }, { "type": "inset", @@ -54312,10 +54734,12 @@ "page": 438, "entries": [ "As intelligent as he is insane, the Veiled Hunter is far more dangerous than the lesser beasts and creatures within the village. The shadowy figure feeds on the fear his presence inspires in others, and prefers to toy with his prey when possible. He is well aware that his current appearance is another weapon in his arsenal, and he uses it to full effect. It is impossible to keep a conversation going while his barking laughter interrupts his own arguments with himself on how to kill and eat them, and the whole time, his head and body twist at impossible angles with disjointed limbs." - ] + ], + "id": "037" }, "The Veiled Hunter appears as a putrid mockery of his former self, with rancid flesh peeking through the rents in his cloak and peeling around the bone mask that holds his face together. Thick stitching from the forced introduction of eldritch flesh into his body has created a tableau of scars, and the rot around them became a breeding ground for maggots. Their constant wriggling gives his decomposing skin the appearance of always being in flux. His favorite tactic is to {@action grapple} an opponent, expel these maggots onto their face, and laugh at their gagging screams." - ] + ], + "id": "036" }, { "type": "image", @@ -54327,7 +54751,8 @@ "width": 828, "height": 1584 } - ] + ], + "id": "031" } ] }, @@ -54342,7 +54767,8 @@ "page": 438, "entries": [ "The bones of a dozen types of creatures are piled in a closed-off ring, along with other rotting flotsam and jetsam. Some of the bones still have bits of armor and clothing attached to them." - ] + ], + "id": "038" }, "The village creatures dispose of their meal waste in this particular location. A character that succeeds on a {@dc 15} Wisdom ({@skill Insight}) check recognizes that it seems strange for supposed mindless monsters to care about doing this.", { @@ -54354,7 +54780,8 @@ "page": 438, "entries": [ "Three {@creature swarm of quippers|MM|swarms of quippers} (they have immunity to acid damage) are feasting on bits of flesh still on the bones. They fiercely defend their feeding ground to the death." - ] + ], + "id": "03a" }, { "type": "entries", @@ -54362,9 +54789,11 @@ "page": 438, "entries": [ "A character searching the bones who succeeds on a {@dc 17} Wisdom ({@skill Perception}) check notices that one skeleton is wearing a silver bracelet embedded in the radial bone that is still in pristine condition and can be identified as a {@item serpent bladewhip|SGttEH} {@homebrew |(Page 231)}." - ] + ], + "id": "03b" } - ] + ], + "id": "039" } ] }, @@ -54379,7 +54808,8 @@ "page": 438, "entries": [ "Humanoid skeletons lie arranged in neat rows across the floor of this otherwise empty building. Long-dead flower petals sit across the eye sockets of each skeleton, and one wears a bronze medallion across its chest." - ] + ], + "id": "03c" }, "A character inspecting the bones who is proficient with {@item alchemist's tools|PHB} or who succeeds on a {@dc 12} Wisdom ({@skill Perception}) check notices the bones are smooth and unmarked, as if the flesh was melted off them. A successful {@dc 15} Intelligence ({@skill History}) check reveals the flower petals over the eyes are part of a local ritual to send the dead into the afterlife. These are the remains of the villagers killed by the acid flood. The {@creature Veiled Hunter|SGttEH} laid them here as a reminder of what the village had lost.", { @@ -54391,9 +54821,11 @@ "page": 438, "entries": [ "The bronze medallion bears the symbol of an eagle in flight. It was once a magical item that became cursed from the amount of death and despair it absorbed when the acid hit the town. The medallion has the same properties as a pair of {@item eyes of the eagle}. However, the first time the wearer succeeds on a Wisdom ({@skill Perception}) check that relies on sight, the wearer becomes cursed. While cursed in this way, the wearer of the medallion has disadvantage on all Wisdom ({@skill Perception}) checks that rely on sight, and they see shadows and other movements out of the corner of their eyes. The medallion can only be removed with a {@spell remove curse} spell or similar magic." - ] + ], + "id": "03e" } - ] + ], + "id": "03d" } ] }, @@ -54409,7 +54841,8 @@ "page": 438, "entries": [ "This building reeks of unwashed animals and sulfur. Two rows of partially constructed beds flank an open path leading down the center of the open room. Each one is covered in animal hides and small trinkets." - ] + ], + "id": "03f" }, "The mutated creatures use this lodge as their primary sleeping quarters. A character that succeeds on a {@dc 15} Wisdom ({@skill Insight}) check recognizes that it seems strange for mindless monsters to live in this way. This observation hints that the creatures are more than just random monsters that have taken over the village.", { @@ -54421,7 +54854,8 @@ "page": 438, "entries": [ "Creatures spending more than 1 minute breathing the fumes in this chamber must succeed on a {@dc 15} Constitution saving throw or become {@skill poisoned} for 1 hour." - ] + ], + "id": "041" }, { "type": "entries", @@ -54436,15 +54870,19 @@ "name": "Village Trinkets", "page": 438 } - ] + ], + "id": "042" } - ] + ], + "id": "040" } ] } - ] + ], + "id": "01f" } - ] + ], + "id": "013" }, { "type": "section", @@ -54471,11 +54909,14 @@ "name": "Random Encounters", "page": 439 } - ] + ], + "id": "046" } - ] + ], + "id": "045" } - ] + ], + "id": "044" }, { "type": "inset", @@ -54483,7 +54924,8 @@ "name": "The Mad Mage", "entries": [ "{@creature Cerwyn Raolet|SGttEH} (LE human {@creature mage}) is an older man in his late sixties with tight leather skin covered in liver spots. His body has been mutated and twisted into unnatural angles from exposure to the eldritch powers mingling with his blood. A bitter and curmudgeonly person who prefers the company of books over people, Cerwyn was a recluse who specialized in combining alchemy with the arcane. The Obitus Scholare sought him out for this expertise, and used him to flood Jägerweiler with alchemical acid to kill their failed experiments and witnesses. Afterward, they attempted to kill the angry mage, but he managed to escape. He's now hiding in these ruins and plotting revenge against those who tricked and wronged him. The mad mage lacks empathy towards life and sees what he did to Jägerweiler Village as nothing more than experimentation in the name of progress. He has no qualms about murder if it furthers his research." - ] + ], + "id": "047" }, { "type": "section", @@ -54503,7 +54945,8 @@ "page": 440, "entries": [ "The old fortress was burned to the ground decades ago, and only crumbling stone walls, and a few wooden platforms exist." - ] + ], + "id": "04b" }, { "type": "entries", @@ -54511,7 +54954,8 @@ "page": 440, "entries": [ "The full moon fills the area with dim light." - ] + ], + "id": "04c" }, { "type": "entries", @@ -54519,13 +54963,17 @@ "page": 440, "entries": [ "The flooding of Jägerweiler also reached these ruins, infecting them with the same toxic red algae (see \"{@adventure Toxic Waters|SGttEH-VV|0|Toxic Waters}\" sidebar, page 432)." - ] + ], + "id": "04d" } - ] + ], + "id": "04a" } - ] + ], + "id": "049" } - ] + ], + "id": "048" }, { "type": "section", @@ -54853,7 +55301,8 @@ "page": 440, "entries": [ "You arrive just outside what appears to be a long-abandoned military fort, with a large collapsed building to the north and a smaller ruined tower to the south. Rivers run through the crumbling walls with a thick layer of crimson algae that makes the water appear as flowing blood. A massive tree lies just ahead, covered in thick red pustules glistening in the moonlight." - ] + ], + "id": "04f" } ] }, @@ -54873,7 +55322,8 @@ "page": 440, "entries": [ "When a living creature comes within 5 feet of the tree, the red pustules form into two {@creature crimson ooze|SGttEH|crimson oozes} (they use {@creature black pudding|MM} statistics, and the Split reaction is additionally triggered by taking poison or necrotic damage)." - ] + ], + "id": "051" }, { "type": "entries", @@ -54881,9 +55331,11 @@ "page": 440, "entries": [ "The remnants of the crimson oozes can be harvested and sold to an alchemist for 100 gp or traded for a {@item potion of resistance} of any damage type." - ] + ], + "id": "052" } - ] + ], + "id": "050" }, { "type": "image", @@ -54908,7 +55360,8 @@ "page": 440, "entries": [ "The sounds of snarling and crunching bones echo loudly off the walls of what must have been the fortress' main hall. In the center of the room are two grotesque bear-like creatures fighting each other over a bloody elk carcass. In one corner of the room is a wooden platform with a pair of newer-looking barrels tucked along one wall." - ] + ], + "id": "053" }, "Cerwyn uses this area to dump animal carcasses to appease any mutated creatures that might stumble into the area. His magic blocks their senses, and they either kill each other or are appeased with his offerings enough to leave after the feast.", { @@ -54920,7 +55373,8 @@ "page": 440, "entries": [ "The two {@creature revenant bear|SGttEH|revenant bears} {@homebrew |(page 323)} are too busy tearing into their meal and intimidating each other to notice the characters arrive unless they are being especially noisy. They fight to the death to protect their meal." - ] + ], + "id": "055" }, { "type": "entries", @@ -54928,9 +55382,11 @@ "page": 440, "entries": [ "The two barrels on the platform originally contained supplies that Cerwyn brought with him, but they now hold alchemical waste he has yet to dump into the water. If a creature opens the lid to a barrel, it is hit by the fumes and must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) acid damage on a failed save or half as much damage on a successful one. Touching the waste directly results in an automatic failure on the save. Each barrel weighs 50 pounds, and can be sold to an alchemist for 200 gp each or exchanged for six {@item Acid (vial)|PHB|vials of acid}." - ] + ], + "id": "056" } - ] + ], + "id": "054" } ] }, @@ -54953,7 +55409,8 @@ "These boats are in excellent condition, and a quick search of one reveals it is packed with a week's worth of rations, water, and supplies in watertight packs." ] } - ] + ], + "id": "057" } ] }, @@ -54978,7 +55435,8 @@ "page": 441, "entries": [ "Barrels and crates are stacked around the mostly intact walls of this chamber. In the center stands a monstrous humanoid creature with four green eyes, curving horns, and a maw full of razor-sharp fangs. It stands unmoving in an arcane circle of glowing runes that crackle with lightning, illuminating a barely perceptible energy cage." - ] + ], + "id": "058" }, { "type": "entries", @@ -54989,7 +55447,8 @@ "page": 441, "entries": [ "Cerwyn captured a {@creature wisp liege|SGttEH} {@homebrew |(see page 324)}, and is studying the effects of eldritch blood and the creature's tolerance to his alchemical concoctions. An arcane circle empowers an energy field similar to a {@spell forcecage} spell that Cerwyn can deactivate with a verbal command. If the {@creature wisp liege|SGttEH} is released, it instantly rampages towards the creature closest to it, intent on killing everything in sight. If the {@creature wisp liege|SGttEH} is released before the characters meet Cerwyn, he casts {@spell mage armor} on himself, observes the fight from a distance, and taunts them, as per {@adventure The Angry Mage encounter|SGttEH-VV|2|Encounter: The Angry Mage} (see {@area area 7|VV-2-7|x})." - ] + ], + "id": "05a" }, { "type": "entries", @@ -54997,9 +55456,11 @@ "page": 441, "entries": [ "There is a month's worth of food rations and water tucked into the crates and barrels in this room. There are also enough arcane components to build two {@item component pouch|PHB|component pouches}." - ] + ], + "id": "05b" } - ] + ], + "id": "059" } ] }, @@ -55014,7 +55475,8 @@ "page": 441, "entries": [ "The air in this crumbling tower is filled with more scents than a spice market in the summer. These smells waft over from a table filled with beakers of various colors cooking above small flames. Open crates are scattered haphazardly around the room, and a set of stairs lead to a large wooden platform that exits through the southeastern corner of the tower. A disfigured humanoid wearing a filthy green robe steps out of the shadows on the balcony above and sneers down at you. His eyes gleam with madness, and his leathery skin pulls tight to his skull with a rictus grin. \"Think you've caught me, do you!? I hope you enjoyed what those damn priests paid you because you'll not leave here alive!\"" - ] + ], + "id": "05c" }, { "type": "entries", @@ -55025,7 +55487,8 @@ "page": 441, "entries": [ "If Cerwyn {@homebrew |(mage)} was alerted to the party's presence by triggering the trap in {@area area 5|VV-2-5|x} or by making a commotion, such as releasing the {@creature wisp liege|SGttEH} in {@area area 6|VV-2-6|x}, he is alert and has cast {@spell mage armor} on himself. He believes the party is a group of assassins sent by Obitus Scholare to kill him. If the {@creature wisp liege|SGttEH} {@homebrew |(page 324)} in {@area area 6|VV-2-6|x} has not been released, Cerwyn ends the imprisonment spell, and the creature roars into battle. The mad mage cackles and taunts the characters as the {@creature wisp liege|SGttEH} does the brunt of the work, preserving his spells for tactical support and defense, only attacking when needed. Characters can convince Cerwyn they're not assassins with a successful {@dc 19} Charisma ({@skill Persuasion}) check. This check can be made with advantage if Bram the Acolyte (see \"{@adventure Bram the Acolyte|SGttEH-VV|0|Bram the Acolyte}\" sidebar, page 432) is with the party and vouches for them. If successful, Cerwyn uses an action to reactivate his imprisonment spell on the {@creature wisp liege|SGttEH} if it's still alive, instantly teleporting it back into the arcane circle in {@area area 6|VV-2-6|x}. Otherwise, Cerwyn flees towards his boat ({@area area 4a|VV-2-4a|x}) once the {@creature wisp liege|SGttEH} is killed, or if he is reduced to half his hit points or fewer. If he reaches his escape boat, he quickly casts off and heads down the river at a rate of 60 feet per round." - ] + ], + "id": "05e" }, { "type": "entries", @@ -55033,7 +55496,8 @@ "page": 441, "entries": [ "Cerwyn has a palm-sized wooden chest in his possession that he will not part with aside from his death, as it is linked to a {@spell Leomund's Secret Chest|PHB|secret chest} spell that holds all his wealth. The chest has 30 days remaining before it expires. Inside are 1,000 gp, a deed to a small house in Luyarnha's Waterfront District, a journal with incriminating evidence against Cerwyn for the acid flood (he cataloged the effects of the acid on flesh and the process in a clinical, scientific manner), and a {@item spellbook|PHB} containing all the spells he has prepared as a mage. There are two {@item Potion of Acid Resistance|DMG|potions of resistance (acid)} on the alchemy table, along with a map and journal detailing the same information outlined in the \"{@adventure Talking with Cerwyn|SGttEH-VV|2|Talking with Cerwyn}\" section below. The journal also includes highly detailed torture methods that Cerwyn wished to enact on the Obitus Scholare." - ] + ], + "id": "05f" }, { "type": "entries", @@ -55041,7 +55505,8 @@ "page": 442, "entries": [ "If Cerwyn is killed at any point, the arcane circle in {@area area 6|VV-2-6|x} loses all power, releasing the {@creature wisp liege|SGttEH} if it is imprisoned." - ] + ], + "id": "060" }, { "type": "entries", @@ -55060,15 +55525,19 @@ ] }, "Cerwyn can be convinced to give the party the two {@item Potion of Acid Resistance|DMG|potions of resistance (acid)} from the alchemy table with a successful {@dc 15} Charisma ({@skill Persuasion}) check. He otherwise gives the party the map with the cave's location, packs up his belongings, and leaves via his escape boat ({@area area 4a|VV-2-4a|x}). If the characters follow the map to the hidden cave, proceed to \"Part Three: The Eldritch Temple.\"" - ] + ], + "id": "061" } - ] + ], + "id": "05d" } ] } - ] + ], + "id": "04e" } - ] + ], + "id": "043" }, { "type": "section", @@ -55092,9 +55561,11 @@ "The characters can travel to the cave marked on Cerwyn's map by land or via boat from the fortress ruins. Either route takes one hour, and other than the effects of madness that may still be plaguing the characters, the short trip is uneventful. Once the party reaches the location, they arrive at the southern bridge, marked as location 1 on {@area Map V.3. Eldritch Temple|VV-3|x}." ] } - ] + ], + "id": "064" } - ] + ], + "id": "063" }, { "type": "section", @@ -55114,7 +55585,8 @@ "page": 443, "entries": [ "The area is affected heavily by the {@card Vacuous Moon|Eldritch Moons Deck|SGttEH} {@homebrew |(see page 305)}, which appears as a black hole in the sky rimmed with an ethereal glow that drains all the light in the area. Whenever a Wisdom saving throw is made against a {@table short-term madness|SGttEH} effect while in this location, the check is made with disadvantage." - ] + ], + "id": "068" }, { "type": "entries", @@ -55122,11 +55594,14 @@ "page": 443, "entries": [ "The flooding of Jägerweiler started from this temple, where the red algae started spreading soon afterward (see \"{@adventure Toxic Waters|SGttEH-VV|0|Toxic Waters}\" sidebar, page 432)." - ] + ], + "id": "069" } - ] + ], + "id": "067" } - ] + ], + "id": "066" }, { "type": "entries", @@ -55141,9 +55616,11 @@ "name": "Eldritch Temple", "page": 443 } - ] + ], + "id": "06a" } - ] + ], + "id": "065" }, { "type": "section", @@ -55268,7 +55745,8 @@ "page": 444, "entries": [ "The winding, blood-colored river leads through the dark forest. With each passing moment, the surrounding vegetation appears more sickly and diseased until you reach a wide clearing. The moon above is a black hole sucking all the light into it, and the shadows it casts stretch further and grow darker here. The crumbling remains of ancient towers and walls are wrapped in thick vegetation, each stone carved with strange sigils. At the far end of the clearing is a large pool of water covered in dense red algae that flows from a jagged cave mouth." - ] + ], + "id": "06c" }, { "type": "entries", @@ -55286,7 +55764,8 @@ "page": 444, "entries": [ "Each ruin consists of cracked and crumbling granite blocks covered in thick, thorny vegetation. Clearing the vegetation reveals sigils etched into the stone, which a successful {@dc 17} Intelligence ({@skill Religion} or {@skill Arcana}) check recognizes as a representation of a Nightmare Realm. If the characters inspected the sigils in the hunter's hut in Jägerweiler village, this check is made with advantage. Creatures that fail their checks must succeed on a {@dc 16} Wisdom saving throw or gain a {@table short-term madness|SGttEH} effect {@homebrew |(see \"Steinhardt's Madness System,\" page 269)}." - ] + ], + "id": "06e" }, { "type": "image", @@ -55298,7 +55777,8 @@ "width": 1224, "height": 766 } - ] + ], + "id": "06d" } ] }, @@ -55318,9 +55798,11 @@ "page": 444, "entries": [ "The cave and interior temple were collapsed by the Obitus Scholare shortly after the acid flooded Jägerweiler, and they moved their operation to another location within Luyarnha. A wall of heavy stones and rubble has filled the space, destroying every trace of their operation and leaving only a twenty-foot-deep empty cave behind. There is nothing of value or interest in this area." - ] + ], + "id": "070" } - ] + ], + "id": "06f" } ] }, @@ -55335,7 +55817,8 @@ "page": 444, "entries": [ "A chill wind picks up, and the hairs on the back of your neck prickle as a familiar raspy cackle drifts in from the cave entrance. Standing there is the shadowy figure of the creature from Jägerweiler Village, its antlered skull grinning as it peers at each of you. \"Thank you for all your hard work in discovering this place. Now... hand over everything you've found and your deaths will be swift. You will not stand in the way of my vengeance!\" As the creature raises a claw out towards you, a stream of blood-covered bats begins to screech and swirl around him, blocking all escape from the cave." - ] + ], + "id": "072" }, "The {@creature Veiled Hunter|SGttEH} {@homebrew |(page 380)} has tracked the party to this spot and confronts them for the final time. Two {@creature blood screechwing|SGttEH|blood screechwings} (they use {@creature screechwing|SGttEH} statistics {@homebrew |(Page 321)}, only have 30 hit points and heal the {@creature Veiled Hunter|SGttEH} for an amount equal to the amount of damage their melee weapon attacks deal on a successful hit) assist the hunter. He believes the characters have discovered the true secret of the Obitus Scholare's eldritch process and grows angry when it's made clear that everything was destroyed. He fights to the death, believing the characters are hiding what they discovered from him and is unwilling to let them leave.", { @@ -55385,15 +55868,20 @@ ] ] } - ] + ], + "id": "074" } - ] + ], + "id": "073" } - ] + ], + "id": "071" } - ] + ], + "id": "06b" } - ] + ], + "id": "062" }, { "type": "section", @@ -55413,7 +55901,8 @@ "page": 445, "entries": [ "Lieutenant Captain Adelle Roux allows the characters re-entry into Luyarnha if Bram the Acolyte survived to confirm their tale, or they return his body and display the {@creature Veiled Hunter|SGttEH|Veiled Hunter's} antlered skull as proof the village has been cleared of monsters. Otherwise, the characters must use more creative measures to re-enter the city without being seen." - ] + ], + "id": "078" }, { "type": "entries", @@ -55421,7 +55910,8 @@ "page": 445, "entries": [ "A list of three names belonging to suspected members of the Obitus Scholare is encoded into the back of the {@creature Veiled Hunter|SGttEH|Veiled Hunter's} journal. Each of the names is known to high-ranking contacts in the Radiant Church. The three acolytes once served in the city's Asylum. They have been dispatched to other areas of the city lately due to the Scourge. Perhaps a visit is in order? If Cerwyn Raolet survived his encounter with the party, he might also be headed in that direction to enact his revenge." - ] + ], + "id": "079" }, { "type": "entries", @@ -55429,7 +55919,8 @@ "page": 445, "entries": [ "If the characters return Lord Jasper Roth's research from Jägerweiler Village, he's more than happy to pay the 3,000 gp remainder of the promised reward. The philanthropist is pleased with the party's work and can become a good source of information and future adventures, as his wealth is invested in many places throughout the city and region. As one of the few Luyarnhian nobles with a shred of decency left, he has not yet succumbed to the evil notions of selfishness and lack of empathy that many of his peers suffer." - ] + ], + "id": "07a" }, { "type": "inset", @@ -55438,13 +55929,17 @@ "entries": [ "{@link Click here to download all the maps|https://drive.google.com/drive/folders/1vMrGNDuTeoAXHfcXYXsGwzdVOhRQ51YK?usp=share_link}", "{@note You're better off using the maps provided in this conversion, either imported through Plutonium, or as standalone images.}" - ] + ], + "id": "07b" } - ] + ], + "id": "077" } - ] + ], + "id": "076" } - ] + ], + "id": "075" } ] } @@ -56496,7 +56991,8 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "000" }, { "type": "section", @@ -56508,7 +57004,8 @@ "style": "text-center", "entries": [ "{@note Table of Contents on left side of page.}" - ] + ], + "id": "002" }, { "type": "image", @@ -56535,7 +57032,8 @@ "This exchange of ideas proved to be incredibly positive. Elven sagacity was fused with human tenacity; the wisdom of long-lived beings blended with the vigorous dynamism of mankind, launching Luyarnha into an era of prosperity. Where elves had the sharpness necessary to make competent decisions, humans' capability to reproduce, superior physical strength, and inherent drive to succeed made them prime explorers and laborers, capable of throwing bodies at a problem until it was solved.", "Thus the Luyarnhian province brought forth a verdant renaissance of agriculture. Fields bloomed in abundance, providing sustenance aplenty for the burgeoning populace. It was an arrangement symbiotic in nature, a ballet of cooperation.", "In this era, Luyarnha, governed by representatives from both races, was bestowed the crown of independence, but it was in name only. The city remained an infant, dependent on the support of its parent kingdoms to bloom into its destined grandeur, still bending to their whims to receive what was necessary for its growth." - ] + ], + "id": "004" }, { "type": "entries", @@ -56545,9 +57043,11 @@ "The nascent town sprouted rapidly, its own distinct identity blossoming from the fertile soil of its mixed heritage. A shared tapestry of traditions and cultures that was neither wholly elven nor human, but uniquely Luyarnhian. A sense of self-rule began to stir in the hearts of its people, kindling a desire for complete autonomy.", "And so, the negotiation for independence unfurled. The strategic position of the town, nestled between the two colossal empires, forestalled any attempt at invasion from either side. Eventually, Luyarnha emerged victorious in its negotiation, its sovereignty acknowledged by the birth of a new regent appointed by both sides: the Silverblood baron\u2014a half-elf that shared both the elven and human roots of the town. Though this title was but a symbolic veneer, it served to establish Luyarnha as a sovereign city-state in the eyes of its inhabitants.", "The journey was not without turbulence. Conflicts erupted, dissenters voiced their grievances, but the success of the venture drowned out the noise. The richness of a shared culture, a unity of purpose, catapulted Luyarnha into an epoch of unparalleled wealth. Nestled at the crossroads of naval and terrestrial trade routes, it burgeoned into a bustling hub of commerce and prosperity." - ] + ], + "id": "005" } - ] + ], + "id": "003" }, { "type": "image", @@ -56573,7 +57073,8 @@ "Yet, amid this progress, an unforeseen issue began to rear its ugly head. Luyarnha's charm lay in its cultural diversity, a wealth of varied belief systems cohabiting within its borders, diversity that was further amplified by the arrivals of orcs and their traditions. However, this vibrancy soon turned into a curse. Tensions simmered, clashes occurred, and tribes formed within the city, each viewing the other through lenses of suspicion. This tribalization stalled Luyarnha's growth and influenced all spheres of life, including the justice system.", "Within the city's courtrooms, the cultural dissonance became glaringly obvious. Diverse perspectives on justice clashed relentlessly. The more austere cultures clamored for capital punishment for certain crimes, while others advocated for redemption and forgiveness. Reaching a consensus seemed an insurmountable task, leading to each 'tribe' taking matters into their own hands and deciding their own form of justice.", "Such discord was the antithesis of unity. The fractures within Luyarnha's society grew deeper, with the once unified nation showing signs of fragmentation. The Silverblood queen of the time, in an effort to quell the unrest, sought to weave a cultural fabric that could embrace the myriad hues of its people. Alas, the threads snapped, and the initiative fell flat. The attempt to impose a homogenous culture on a city of diverse traditions and beliefs proved futile." - ] + ], + "id": "007" }, { "type": "entries", @@ -56586,7 +57087,8 @@ "Convinced by his own propaganda, the Godless King began to perceive himself as a god\u2014he who was driven by grand visions and possessed the voice of creation. It seemed only righteous, then, for him to make decisions that would sculpt the nation's future. He declared himself the only God worthy of worship, outlawing all other religions. In his pursuit of unity, he imprisoned and executed thousands, targeting believers and political adversaries alike. The diverse cultural landscape was crushed beneath the weight of the state, and Luyarnha was brought under the singular banner of the Godless King, invoking both fear and reverence. Days were dedicated to his worship, songs composed in his honor, and history books were revised to glorify his reign. However, he harbored an appreciation for religious architecture, and spared most religious structures, as they were a source of pride for the city.", "The Godless King nurtured ambitions of global dominance for his lineage. He diverted substantial resources towards military development and weaponry, whilst systematically eradicating beliefs in anything other than the state. During his reign, Luyarnha's military prowess saw a significant boost, particularly as the Elven Enclave in the west grappled with its internal conflicts. Seeing an opportunity, he instituted a compulsory draft to amplify Luyarnha's military, establishing extensive military infrastructure and compelling the populace to serve, with the threat of incarceration looming over dissenters. This coercive measure soon became routine, leading to a mostly voluntary military force.", "Concurrently, the human empire was obliterated, seemingly overnight, leaving only ashes in its wake and no survivors to explain the sudden vanishing of an entire nation. Fearful of the fate that befell the humans\u2014and perhaps aware of the cause of their fate\u2014the Godless King rerouted most of the country's finances towards plans of war. As the Elven Enclave weakened and internal conflicts rose, the Godless King, apprehensive that the force that annihilated the humans might turn towards him, hastened his invasion plans. This fear, however, was to prove his undoing." - ] + ], + "id": "008" }, { "type": "entries", @@ -56601,9 +57103,11 @@ "In the final throes of the civil war, the Church laid siege to the Silverbloods, holed up in their castle and bracing for a last stand they knew they couldn't win. However, unbeknownst to them, betrayal was brewing within their own ranks; the king's brother, in a desperate pact with the Church, agreed to assassinate the king in return for the survival and salvaged prestige of the Silverblood lineage. He carried out his dark promise, plunging a dagger into his brother's heart before the aghast eyes of the revolutionary crowd. The Radiant Church upheld their end of the pact, sparing the remainder of the Silverblood family.", "Those who were present during the Godless King's murder heard him talk in an impossible language, laying a curse upon Luyarnha with his last breath. None is sure of what this posthumous act of spite entailed, though some speculate that his objective was to bring ruin upon the city he once ruled, a punishment to the people who betrayed him, in the form of the Scourge.", "In the aftermath, chaos swept over Luyarnha. With no clear political path forward, the nation found itself in disarray. The Church assumed an interim governance role, overtaking the Grand Cathedral District, while the surviving Silverbloods, under the watchful eyes of their new overseers, were reluctantly enlisted to aid in restoring order." - ] + ], + "id": "009" } - ] + ], + "id": "006" }, { "type": "section", @@ -56620,7 +57124,8 @@ "Yet, amidst these dire odds, the southern wall of the city, built years prior to protect against the seasonal bestial incursions, was now the core of its defense and survival, holding strong against the southern marauders. Though a handful of the vile beasts breached this bulwark, the vast majority of the war's horrors unfolded outside the city's margins.", "It was a ballet of death and despair, yet Luyarnha, due to its entrenched position and fortified defenses, seemed to dance with a grace that surprised even the citizens. The city was holding its own, emerging victorious in the initial skirmishes of the war. Further bolstering this surprising resistance were the unexpected allies\u2014the cursed-bloods and the dwarves\u2014who stepped forth as the drums of war began to beat. The cursed-bloods, outcasts yet invaluable, showcased masonry skills that bordered on the divine. Without their tireless efforts in preserving and reinforcing the city walls, Luyarnha would have crumbled under the onslaught within months, a story most tend to forget.", "Thus, in the face of mounting odds, Luyarnha was able to weather the early stages of the First War, owing to the fortitude of its inhabitants and the unsung heroes who lent their hands to the city's survival." - ] + ], + "id": "00b" }, { "type": "entries", @@ -56641,7 +57146,8 @@ "width": 1224, "height": 901 } - ] + ], + "id": "00c" }, { "type": "entries", @@ -56652,9 +57158,11 @@ "Parallel to this, the Scions had their moment under the limelight, presenting a wonder of artificial life\u2014the Manikins. These sentient robotic entities offered Luyarnha much-needed reinforcements, another layer of defense against the encroaching southern tide.", "These technological leaps turned the tables on the southerners. Their guerrilla tactics were rendered moot, and the city's walls, which they had once come so close to breaching, now stood as an unyielding barrier. With Luyarnha's infrastructure revamped by the Godless King, the city-state was entirely self-sufficient, untroubled by severed trade routes. On the contrary, it was the southerners who faced the grim specter of dwindling rations and ammunition. Their encampment close to the city's walls merely served as an inviting target for Luyarnha's cannons. After enduring years of conflict, the southerners sounded their retreat, surrendering Luyarnha its victory.", "Yet in the wake of this conflict, there was no glory to bask in, no joy to revel in. What remained was a graveyard of brave hearts and broken dreams, and a fragile peace that hung in the balance. Or so everyone dared to hope." - ] + ], + "id": "00d" } - ] + ], + "id": "00a" }, { "type": "section", @@ -56675,7 +57183,8 @@ "With its newfound political ascendancy, the Church found the ground fertile for spreading their doctrines, both within and beyond their city's boundaries. A major portion of Luyarnha's populace began gravitating towards their faith, and trade routes were flung open to neighboring and distant nations, even those far beyond the purview of the human and elven empires. This era heralded the introduction of novel technologies like railways, forging connections where none existed before.", "Commerce burgeoned anew, welcoming fresh faces into the Radiant city and birthing vast fortunes. Yet, memories of past invasions lingered like persistent shadows. The city's protective wall was reinforced with layers of unyielding stone and steel, an indomitable testament to Luyarnha's resolve, and a silent warning to any daring to threaten its peace.", "Conversely, this period of growth marked the dwindling of the arcane. While magic was always an elusive commodity, the rapid technological strides\u2014tools within everyone's grasp\u2014pushed arcane research to the periphery. Particularly as technology doesn't possess the harrowing aftermath of the arcane, especially evident with osteomancy. In the event known as the Great Unchaining, this accursed magic unleashed its malevolent wrath on its very practitioners. Many scholarly lives were extinguished in its unforgiving grasp, necessitating the Church to mobilize its martial might to exterminate the monstrous horrors spawned by this cataclysm." - ] + ], + "id": "00f" }, { "type": "entries", @@ -56687,7 +57196,8 @@ "As the public outcry grew, the Church's initial denial took on a stricter tenor. No longer were citizens allowed to venture out at nightfall as the threat began to reveal its terrifying reality. Instead, the Church dispatched its trained hunters into the night to combat these unseen beasts, while ordinary citizens were forced to seek refuge behind locked doors.", "This wave of horrors appeared to originate from the Ruby District, the focal point of the Church's interventions. Yet, despite their warriors' valiant efforts, fresh monstrosities seemed to emerge each night. Recognizing the gravity of the situation, the Church officially acknowledged the growing menace, now dubbed the Scourge. Citizens willing to fight were recruited to protect their loved ones and their city. The sealing of the Ruby District happened after a Blood Moon, particularly after the 33rd Hunt\u2014the Church calls these crimson moons Hunts, shifting the emphasis to the hunters prepared rather than the beasts to come\u2014where the beasts were animated with vicious frenzy and countless hunters were lost; the Ruby District that was teetering on the edge was completely lost that night.", "But the containment efforts fell short as the Scourge began to seep into other parts of the city. The looming external threats from neighboring nations forced the Church's hand into placing the entire city under lockdown. Outside countries warned that if the Scourge wasn't quelled, they would unite to erase Luyarnha from existence. All politicians, burdened by the memory of fighting on multiple fronts in the First War, knew full well that fighting on multiple fronts would mean the end of the city-state, and conceded to their demands." - ] + ], + "id": "010" }, { "type": "entries", @@ -56700,11 +57210,14 @@ "However, an unsettling realization dawns upon Luyarnha\u2014the Scourge is not waning. Instead, it appears to be gaining momentum, escalating in its intensity and ferocity. Countless hours of desperate research have failed to yield a cure, as the affliction claims evermore victims.", "Fear courses through the halls of knowledge, as scholars are consumed by the terror that they may have trespassed beyond the boundaries of mortal comprehension. Whispers of dread and foreboding seep through the city, tales of the coming of an eternal night, when all light will be swallowed, and no spark of radiance will remain to guide them.", "Despite the encroaching darkness, Luyarnha continues its grim struggle for survival. The Scourge's malign influence is most potent in the Ruby District, but even beyond its boundaries, the city's defenses are starting to crumble under the relentless assault. On the edge of oblivion, Luyarnha perseveres, clenching its teeth against the onslaught, a city besieged, yearning for a day of respite and peace." - ] + ], + "id": "011" } - ] + ], + "id": "00e" } - ] + ], + "id": "001" }, { "type": "section", @@ -56739,9 +57252,11 @@ "Not all the ideas within the Radiant Church are original to them. One such powerful belief that permeates the church is the concept of heaven and hell. Many other religions share these ideas of a guardian at the gate, who upon death determines if ones life was worthy enough to ascend to the higher planes, or if one should descend to the foul planes for an eternity of torture.", "The Radiant Faith shares these beliefs, holding to the idea that we are all birthed with light and darkness in our soul, and depending on the deeds we perform, this light shines brighter or darker. The choices we make can either fuel the light or feed the darkness within us. But this principle extends beyond individuals; it's believed that the collective sins of many can push the world towards heaven or hell. With the Scourge currently ravaging the city, there's a growing fear that it's an omen of the city plunging towards hell's icy grasp.", "This duality seems embodied within the religion, as all the most righteous saints of the Radiant Church possess eyes of gold. Conversely, those who commit the foulest of sins do not possess darkened eyes, probably due to the fact that once one begins a road filled with sins, the Radiant Faith seems unimportant and is quickly abandoned. Though if one is to meet an individual of darkened iris and sclera, they know better than to approach too close, as sin darkens their heart. Cursed-bloods know of this hatred far too well\u2014they who possess obsidian eyes." - ] + ], + "id": "014" } - ] + ], + "id": "013" }, { "type": "section", @@ -56768,7 +57283,8 @@ "style": "text-center", "entries": [ "{@style {@font ♰|radiantcross}|large}" - ] + ], + "id": "016" }, { "type": "entries", @@ -56779,7 +57295,8 @@ "Ignis saw himself as the chosen torchbearer, anointed by divine light to shepherd the lost towards the Radiant One. His mission was met with resistance, but Ignis' doctrines, devoid of the rigid strictures of old faiths, embraced a broader congregation.", "The reputation of the Radiant Church grew in tandem with their power, as they provided ministration and aid to the downtrodden. Their unwavering devotion and saintly deeds began attracting followers from all walks of life, their faith endowing them with the ability to perform miracles rarely seen within the walls of Luyarnha.", "News of their good deeds rapidly spread, and soon most of the city's lower districts were erecting churches and cathedrals to worship the Radiant One in obstinate defiance of the ruling class, for as the power of the Church grew, faith in the state and its benevolence began to erode. The tension between the two camps mounted, fueled by the ruling class's treatment of the citizenry, their rapaciousness, and their pretentious ceremonies. The conflict culminated in a civil war that the nobility lost, forcing them to kneel as the military forces, abject moralists, and resentful subjects that supported them were slowly supplanted by a more hopeful kin that rejected their tyranny. They were thus compelled to surrender before any further bloodshed could ensue. On that day\u2014 called the Day of Deliverance\u2014the Godless King's heart was stabbed from behind, his body then unceremoniously cast to the populace to do as they wished with the tyrant's remains. What remained of the body was later recovered and buried beneath the castle. In the resulting power vacuum, the Radiant Church arose to dictate the future of the state." - ] + ], + "id": "017" }, { "type": "entries", @@ -56790,9 +57307,11 @@ "The now called 'Radiant City' soon became the envy of the world, with traders from far and wide flocking to its gates in search of wealth and prosperity. The Radiant Church welcomed these visitors with open arms, eager to share their message of hope and unity with all who would listen. As a result, the city became a recipient of cultures and ideas, with people from all walks of life coming together to create something truly remarkable.", "But such an utopia wouldn't last.", "As the Radiant Church grew in power and influence, it attracted individuals with selfish agendas who saw the power of the religious institution as a means to advance their own interests. Some members of the clergy became disenchanted with the status-quo and began to exploit their positions of authority to amass wealth and influence, while others became embittered by rivalries and jealousies. Despite the growing evidence of this corruption, the church leadership turned a blind eye, choosing to prioritize its reputation and influence over the purity of its message, attempting to maintain the hegemony of the city. Perhaps it was pride, or simply a refusal to admit the truth, but their noble ideals were soon tarnished, leading to internal conflicts and divisions within the church." - ] + ], + "id": "018" } - ] + ], + "id": "015" }, { "type": "section", @@ -56816,7 +57335,8 @@ "page": 16, "entries": [ "Since the beginning of the Scourge, the Church has begun to slowly disseminate more and more weapons to the citizens of Luyarnha, despite heavy pushback from the nobility. Indeed, whilst the church wants strong citizens capable of protecting themselves, the nobles would be better suited to have sheep that would bend to their every whim, and arming said sheep seems unfavorable. But since their fall from grace and the Godless King, they have lost the ability to make such judgements. Instead, nobles have opted to use their funds to develop increasingly more powerful weapons, ones that would be too dangerous to be distributed widely among the populace, as a single person with the wrong mindset accessing them would signal doom for all. In response, the Church, well aware that many within the nobility have a corrupted mindset, developed jaegers and other human weapons. Indeed, weapons with their own will are difficult to control; one can only hope that they will not be set off to slaughter their kin by tragic circumstances." - ] + ], + "id": "01a" }, { "type": "entries", @@ -56824,7 +57344,8 @@ "page": 16, "entries": [ "To incentivize the ongoing war effort against the Scourge, all able bodied citizens are offered rewards for performing services for their country. These rewards include guaranteed housing within the Grand Cathedral District for the immediate family (e.g., spouse and children) at heavily reduced cost for the duration of the service, and if the active military member completes twenty years of service, or dies in their service, the housing is awarded to the family." - ] + ], + "id": "01b" }, { "type": "entries", @@ -56834,11 +57355,14 @@ "The Radiant Church views each individual as the spark of light that holds divinity within it, the promise of reproduction of the species, and the prospective builder of an ever brighter future. For the elves who were so close to falling into despair, the perpetuation of the species is a moral duty. As such, supported by the will of the people, Luyarnha has implemented a slew of laws that would foster parenthood, which coincidentally helped members of the Radiant Church and the government, as more children meant more potential soldiers and more economic growth for the city with the new influx of workers.", "One law subjected childless members of the Grand Cathedral with ever increasing taxes beginning at an age determined adequate for each race. Those who didn't bear children, regardless of the reason, would see themselves quickly expelled from within the divine walls of the Grand Cathedral, as the cost of living would quickly grow unbearable, and were relegated to other districts within the city.", "Opposedly, this \"Ecclesiatum\"\u2014church tax\u2014would be lowered for families with numerous children, and if more than four children were born, they were exempt of all taxes. In addition, families would receive additional bonuses for food and treatment of the newborn children, though such measures were oftentimes hard to enforce. Societal measures to encourage birth were also slowly adopted by the masses through sermons, by shaming those of older age who refused to have children despite being capable\u2014a shame that would not apply to those in military roles\u2014and by praising and rewarding parents with neighborly support, which helped foster growing communities. Combined, these policies stymied Luyarnha's collapse long enough for it to survive and grow after the war, even against the Scourge's devastating attacks. The cynical like to point out that such a large population leads to more beasts, which in turn leads to more death. They always forget to mention that were they any fewer, they would have died faster at the hands of said beasts." - ] + ], + "id": "01c" } - ] + ], + "id": "019" } - ] + ], + "id": "012" }, { "type": "section", @@ -56879,7 +57403,8 @@ "page": 18, "entries": [ "The promise of a purpose, the notion that a life spent in strife and penury could bring about a better future for the collective good, grants many solace. This philosophy, this beacon of hope, pervades the spirits of the Militia's hunters, even those devoid of religious conviction. It proves to be a lifeline in their perilous duty, for those bereft of hope are oft the first claimed by death." - ] + ], + "id": "021" }, "As the Radiant Order's most populous arm\u2014so populous, in fact, that when one refers to a hunter of Luyarnha, they almost always mean a member of the Militia\u2014this faction is continually replenished by those willing to pledge a minimum of three years to their service. Should a hunter survive the first year, a rare feat in itself, they earn the privilege of residence in the Grand Cathedral District for themselves and their family. This dual-edged gambit bolsters the Militia's numbers while also culling those less adept. After this first year, even in death, a hunter's sacrifice ensures their family's stay in the district, given they continue to meet the housing tax.", { @@ -56888,12 +57413,15 @@ "page": 18, "entries": [ "The rewards of the Militia's path, including regular pay, housing within the Grand Cathedral District, and the honor of defending Luyarnha's people, are a compelling lure for many, often overshadowing the ultimate price they may have to pay: their life. Membership in the Militia is a badge of prestige, signifying a willingness to lay down one's life for the city and its populace." - ] + ], + "id": "022" }, "While maintaining peace within the city, Militia members may engage in supplementary work, their primary duty calling them to arms only on the hunt nights or at the tolling of the city's bells. In the event of a beastly outbreak, they are expected to throw themselves into the fray first. Any hunter found running away from their duty faces severe repercussions, for their motto is as stark as it is unyielding: \"Survive together, or die together.\" Thus, hunters seldom travel alone. Should a lone hunter be sighted, it's a warning to any would-be troublemakers that reinforcements are but a heartbeat away." - ] + ], + "id": "020" } - ] + ], + "id": "01f" }, { "type": "entries", @@ -56912,7 +57440,8 @@ "entries": [ "Often drawn from the ranks of those with an innate healing touch or a profound understanding of the human body, members of the Blood Cross aren't necessarily religious, but are all subjected to the same expeditive training regimen nonetheless. Members are trained to stop bleeding, apply dressings, sprinkle alcohol on wounds as an antiseptic, and to administer holy tonics and sedatives. Amidst hunts, more elaborate medical treatment waits until the warrior can be retrieved from the front and sent to one of the many churches where greater healing would take place. Tragically, Blood Cross members often have to make the decision of which wounded hunters are beyond help, and resolutely move on to the next wounded man.", "Some rare members of the Blood Cross can wield clerical magic, a divine gift from the Radiant One Himself it is believed, disregarding that other faiths also possess such healers. These blessed healers receive further tutelage inside holy grounds, learning to channel magic to mend grievous wounds and even bring the dying back from the other side. Once fully trained, they receive their distinctive white shoulder cape, adorned with a blood Innarda {@font ♰|radiantcross}." - ] + ], + "id": "025" }, { "type": "entries", @@ -56965,15 +57494,19 @@ } ] } - ] + ], + "id": "027" } ] } - ] + ], + "id": "026" } - ] + ], + "id": "024" } - ] + ], + "id": "023" }, { "type": "entries", @@ -56993,7 +57526,8 @@ "Upon successfully navigating these trials, the selected few begin their spiritual journey. They are immersed in the sacred doctrines of the Radiant Church, trained in the rites of banishment and exorcism, educated in recognizing and combating the various Eldritch horrors, and initiated into the divine mysteries of the Radiant One Himself. This path, though noble in its cause and pure in its intent, is fraught with peril, the dreadful energies these Templars command threatening to gnaw at their very souls, driving some to the precipice of madness and, tragically, often over it.", "A solemn pact to the Radiant One binds each Templar, a sacred ritual where they partake from the Holy Chalice, believed to contain a fragment of the Radiant One's divine essence. This act forever links the Templar to their deity, providing divine protection against the corrupting Eldritch influence.", "However, the cost of their commitment is a life forever spent in society's shadows, their heroic deeds unrecognized, their immense sacrifices unknown. Their service is to the Radiant One alone, a silent vigil in the heart of the darkest night. They seek neither glory nor honor, but to be the salvation of mortal life, their hearts forever aflame with the light of the Radiant One." - ] + ], + "id": "02a" }, { "type": "entries", @@ -57001,13 +57535,17 @@ "page": 19, "entries": [ "No Grey Templar has ever fallen to corruption. None. A feat unmatched by any other faction within the city's towering walls. Indeed, when tendrils of madness threaten to ensnare a Templar's heart, warping them into a monstrous caricature of their noble self, the Radiant One's final gift ignites within them\u2014the Moment of Clarity. This divine spark bathes their consciousness in lucidity for a few heartbeats, just long enough for the Templar to drive their blade through their own heart or, should they find themselves bereft of their weapon, to tear their heart from their chest using their own hands, thus surrendering their life before the darkness can claim them." - ] + ], + "id": "02b" } - ] + ], + "id": "029" } - ] + ], + "id": "028" } - ] + ], + "id": "01e" }, { "type": "image", @@ -57043,13 +57581,15 @@ "Mortals are frail and weak, only through ascension can they be saved." ] } - ] + ], + "id": "02e" }, "Among these cryptic documents, a few members discovered mentions of an ancient ritual site hidden beneath the very roots of Luyarnha. Employing their base, the Asylum, as the entrance to this subterranean secret, they ventured into the bowels of the earth, guided by the arcane inscriptions and the haunting visions that seized their minds. Here, in this clandestine world, they erected a now-forgotten temple, a hallowed ground where they claimed communion with what they believed to be the true Radiant One, a cosmic being that bestowed enlightenment upon them. There, a new, heretical version of the Radiant Faith sprouted in the heart of the Obitus Scholare.", "This encounter heralded an era of grand flourishing, as the enlightened Obitus birthed a plethora of creations to alleviate Luyarnha's suffering. Its repertoire of inventions ranged from the reviled hounds assisting hunters, to formidable weapons for combating the armies of the South, to the virtuosic blood archers and the failed living nightmares, to their most astounding achievement, the jaegers\u2014enhanced warriors that tower as demi-gods over ordinary mortals. The Obitus also claimed the discovery of the Holy Tonic, a miraculous brew whose recipe remains a jealously guarded secret.", "Their thirst for knowledge led the members of the Obitus down a morally abhorrent path, the chilling hallways of their laboratories bearing witness to a litany of macabre experiments. They explored the frontiers of infection and cure, conducted transplants between disparate creatures, and harvested the cerebro-spinal fluid of Great Ones to infuse into various apparatuses. More profoundly, to commune with the cosmos, they began to employ a neutered form of osteomancy, etching runes into their skulls. The most advanced among them wore golden masks to conceal their fleshless craniums, adorned with an intricate network of runes and eyes, allowing them to gaze into the depths of the cosmos and beckon the moon.", "A theory, only held by those privy of the faction's dark actions, suggests that the Scourge was unintentionally\u2014or perhaps intentionally\u2014brought upon the city by the Obitus Scholare. For them, who possess an unending thirst for power, the possibility that they birthed the Scourge during a disastrously misguided experiment is not too far-fetched. Perhaps, in their pursuit of ascension, they inadvertently sparked this plague, their eyes too focused on what lies beyond." - ] + ], + "id": "02d" }, { "type": "entries", @@ -57073,7 +57613,8 @@ "width": 786, "height": 894 } - ] + ], + "id": "030" }, { "type": "entries", @@ -57087,7 +57628,8 @@ "entries": [ "In the grim throes of the First War, as Luyarnha found its edge dwindling, the Radiant Church beseeched the Obitus Scholare to devise war weapons that the enemy could neither claim nor wield. Hence, the ominous project \"Ascendence\" was conceived.", "Within the walls of the Asylum, adjacent to their holy temple, the scholars enacted their harrowing experiments. The formidable powers they invoked exacted a toll, a vast levy in mortal lives. Initially, their ghastly trials targeted captured giants from the war, for few in Luyarnha harbored qualms about tormenting those who had struck them first. However, the supply of sacrificial lives gradually diminished, and yet, intoxicated by rapid advancements, the Obitus balked at cessation. Its leadership had glimpsed their potential ascendance and would not rest until humanity had elevated to higher spheres of existence; they required more lives for their macabre experimentation." - ] + ], + "id": "032" }, { "type": "entries", @@ -57100,9 +57642,11 @@ "Subsequently, to stifle potential leaks, the Obitus Scholare was relocated and the doors of the infamous Asylum were shuttered forever. Yet many of its scholars yearned for the powers of the Great Ones that their visions had unveiled, a hunger they could not ignore, and in a masterstroke of deception, the Obitus Scholare separated its endeavors.", "The Obitus maintained its \"sanitized\" studies within the Observatory, which crowned the Grand Cathedral District and was meant as an open testament to its diligence and righteousness. Meanwhile, the shadowy underbelly of its work was relegated to the Cosmic Seminary, nestled by the tranquil lake that feeds Luyarnha's river and hidden away from prying Church eyes. The Radiant Church, upon rigorous inspections of the Observatory, found their trust in the Obitus renewed, oblivious to the macabre reality\u2014or perhaps willfully blind. Thus, the Obitus Scholare regained the church's favor, even as it persisted in its unspeakable acts behind cloistered walls.", "What remains shrouded in darkness, however, is whether the root of the Obitus is so deeply corrupted that every member is compelled to perpetuate malevolence, or if the man who was tried, his name erased from history, managed to cheat death and recommence his dreaded research." - ] + ], + "id": "033" } - ] + ], + "id": "031" }, { "type": "entries", @@ -57123,13 +57667,17 @@ ], "skipMarks": true } - ] + ], + "id": "035" } - ] + ], + "id": "034" } - ] + ], + "id": "02f" } - ] + ], + "id": "02c" }, { "type": "section", @@ -57152,7 +57700,8 @@ "style": "text-center", "entries": [ "{@style {@font ♰|radiantcross}|large}" - ] + ], + "id": "037" }, { "type": "entries", @@ -57172,7 +57721,8 @@ "In addition to this sacred craft, the Scribes shoulder the pivotal responsibility of recording the visions of the Church's upper echelons. While many of these transcripts, potential prophecies held for posterity, may dissolve into the mists of uncertainty, some crystallize into reality, their manifestation holding the world in awe or terror. Intriguingly, amidst the meticulously ordered archives of the Grand Library, the manuscript of a vision pertaining to the Scourge has vanished into thin air. Surely, this must be a mere oversight in their usually impeccable organization.", "Stationed at the cusp of knowledge, the Luminary Scribes must remain ever vigilant to maintain the relevance of their sacred texts. As such, they mandate investigations and delegate their members to gather fresh insights. Of late, however, they find themselves grappling with alarming inconsistencies regarding the Scourge. Rumors within the Ruby District whisper of citizens bending the beasts to their will, an absurdity that stands against all known facts. Yet the truth remains unknown, as the team dispatched to gauge the situation has failed to return.", "The Scribes also serve as the compass guiding the Radiant Church's leadership, their profound wisdom illuminating the path ahead. Their counsel, drawn from the infinite wells of knowledge of the Grand Library, sculpts the decisions of the church's echelons, bringing clarity to their divine pursuits. This role was recently challenged when shadows of doubt were cast upon the head of the Luminary Scribes. Accusations of personal gain, of altering the rule of law to favor individual pockets over Luyarnha's common good, swirled in like wildfire. The subsequent investigation led to the incarceration of several implicated members, some with connections to the reviled fire dancers, leaving the Church to pray fervently that this blight of corruption had not tainted their ranks any further." - ] + ], + "id": "03a" }, { "type": "image", @@ -57195,7 +57745,8 @@ "Despite the trials they face, the Luminary Scribes continue to uphold their belief in the necessity of information censorship for the sake of a unified future.", "They've learned from past missteps when undisclosed or manipulated information came back to torment them, leading to misguided public decisions. One disastrous incident occurred when a beam of moonlight, a radiance previously thought harmless, reduced a priest and his congregation to ashes. The faith in the Radiant One quivered that day, and it took a herculean effort from the Radiant Church to restore the shattered trust. Today, the decision to censor any information requires unanimous agreement from the Scribes' higher echelons. Only when this consent is achieved, meaning that not a single member vetoes the decision, does the information retreat into the secluded vaults, veiled from the public's gaze.", "This grave responsibility finds a tangible embodiment in the Forbidden Archives. This enigmatic section of the Library, ensconced in a Nightmare Realm, remains inaccessible save for a select few entrusted with its keys. Those chosen are expected to return within a day and have their memories of the trip erased by the high-apostle of the Divine Enclave. Failure to comply with this rule results in a swift execution and a ceremonial burning of the body to ash\u2014a harsh, hidden practice deemed a necessary evil to safeguard perilous knowledge from falling into the wrong hands." - ] + ], + "id": "03b" }, { "type": "entries", @@ -57208,7 +57759,8 @@ "page": 26, "entries": [ "{@i Geists were once considered forbidden knowledge, until the first Geistnacht that is.}" - ] + ], + "id": "03d" }, { "type": "image", @@ -57222,11 +57774,14 @@ }, "These investigators learned to merge seamlessly into the fabric of ordinary life, indistinguishable from the typical clergy, or if they desire, even common folk. Information about the existence of these covert heresy hunters somehow seeped into the public consciousness, a deliberate act on the Scribes' part. This divulgence, designed to send shivers down the spines of potential sinners, serves as a deterrent to those who might be tempted to disseminate heretical ideas within the confines of Luyarnha.", "Once heresy is detected, the ominous shadow of the House of Blood descends swiftly. Torturers and Blades of Radiance are dispatched, and the accused are taken into custody, awaiting interrogation within the cold, unyielding walls of the violent courtrooms. In the event of a wrongful accusation, severe sanctions are imposed upon the investigator involved, a practice aimed at discouraging the misuse of these powers. However, if guilt is ascertained, the accused might find themselves yearning for a quick and merciful end. The harshest punishment meted out by the House of Blood was given to a man who was found to be harboring beasts and deliberately unleashing them upon the population in an attempt to propagate the Scourge. Even as he proclaimed these beasts to be his children, his deeds' gruesome aftermath saw him subjected to the cruelest of holy punishments: his body was pinned and his innards gruesomely eviscerated." - ] + ], + "id": "03c" } - ] + ], + "id": "039" } - ] + ], + "id": "038" }, { "type": "entries", @@ -57247,7 +57802,8 @@ "As the people's emissaries, the Ministry embodies the Church's compassionate face, a tangible comfort amid the tumultuous trials. Offering spiritual counseling, they grant solace to the city's hurting souls, providing counsel and comfort to those caught in the web of personal loss, guilt, or Scourge-induced fear. It is they who extend a soothing hand to those tormented by terrifying nightmares or grappling with harsh realities, serving as guiding lights towards a better future.", "When the Scourge ravaged the Ruby District, shaking the people's faith, the Ministry stood resolute, a lighthouse amid the bloodshed, undertaking the colossal task of providing healing, performing miracles, and rekindling the wavering embers of hope. Their courage cost many their lives, yet their sacrifices ensured the survival of religious devotion within the district and its ongoing struggle\u2014and some dare say that without it, the Ruby would have already fallen. Today, those who bravely venture into the district to distribute supplies are primarily Ministry members, practicing what they preach.", "Functioning as the dispatchers of holy missions, the Ministry breathes life into the Radiant One's divine will. They commission priests and evangelists, spreading His hallowed doctrine, offering spiritual guidance, and courageously standing against those who oppose the light. Alas, in recent times, missions beyond Luyarnha have all but ceased, the enforced lockdown stymying any semblance of travel. Yet this doesn't imply an absence of necessary work within Luyarnha. Indeed, any devoted hunter may approach the Ministry seeking work that contributes to the city's survival, and for their efforts, they are duly rewarded. However, not all return from these daunting missions waged against the Scourge, such is the terrible price of their valor." - ] + ], + "id": "040" }, { "type": "image", @@ -57267,11 +57823,14 @@ "The legacy of the Ministry encompasses a role of incredible importance to Luyarnha\u2014that of officiators of sacred rites. They are the architects of sanctity, weaving divine rituals that offer protection from the lurking threat of the Scourge, or sanctify a couple's vow of matrimony under the watchful gaze of the Radiant One. Every citizen, from the highest king to the humblest worker, must step under the Ministry's sacred mantle if they desire to bask in the Radiant One's divine guidance.", "The priests and holy men of the Ministry also bear the responsibility to craft the sacred incense, an invaluable deterrent against the beastly abominations spawned by the Scourge. This incense has become a comforting nightlight for the populace, a symbol of safety against the horrors that lurk in the shadows. Recently, however, essential supplies vanished, casting the Ministry into a desperate scramble against time. With reserves shrinking and no shipments in sight, dread creeps into the hearts of the populace. Although promises of forthcoming supplies offer some solace, the days of unprotected terror may claim countless lives and sew rampant panic.", "Moreover, the Ministry serves as the bearers of divine weapon blessings, imparting the Radiant One's favor onto a diverse arsenal, from partisans and cleavers to mechanized limbs and firearms. These blessings are said to maintain a weapon's edge or prevent misfires, although some dismiss such claims as mere superstition. Despite these doubts, no hunter of the Radiant Order would dare venture out with a weapon that has not first been graced by the Ministry's touch, if only out of caution; the Scourge is relentless, and no precaution can be spared." - ] + ], + "id": "041" } - ] + ], + "id": "03f" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -57304,7 +57863,8 @@ }, "Compelled by the clergy's magic and the relentless torment inflicted upon them, the accused soon divulged the truth. Driven to the brink by their agony, they had little desire to resist the spell, lest they prolong their stay in this hellish purgatory. To preserve fairness, this brutal treatment was also visited upon the accusers if their claims were found to be baseless, with the suffering intensified if the charges were deemed frivolous. Thus, justice in Luyarnha became swift, impartial, and merciless. In a world where kindness was valued, such barbarity might have been condemned, but in Luyarnha\u2014the capital of the hunt\u2014where each day brought a desperate struggle for survival, the petty squabbles of the populace were deemed unworthy of attention.", "This ruthless system hinged on the honesty of the priests who performed the spells, each of them bearing an eldritch carving binding them to the truth until death. No one marked thusly has ever been known to deceive, or so it is said." - ] + ], + "id": "044" }, { "type": "entries", @@ -57313,7 +57873,8 @@ "entries": [ "The changes brought to the courts had myriad effects: the once revered profession of lawyers found itself sinking into obsolescence. Bereft of purpose, the advocates and protectors were cast aside, for the cruel instruments of torture and the enigmatic divine magic had supplaced their roles as arbiters of justice. The torturers, unshackled from the constraints of state service, found themselves adrift, free to roam the twisted streets and alleys of Luyarnha. Their sinister expertise, a terrifying fusion of pain and precision, did not go unnoticed. Many powers soon enlisted these masters of agony, some to overcome the hunts, others to gratify more self-serving goals. The many assassins, once dispatched with cold efficiency to eliminate those who evaded the iron grasp of justice, discovered that their lethal talents were likewise coveted for the grim necessities of the age. Their deadly arts, honed to a razor's edge, were repurposed to serve the relentless, blood-soaked quarrels that consumed the city-state. Others used such talents to become instrumental hunters, and others still found a religious calling, pledging their blades to the Radiant Church.", "The most obvious consequence of such lethal justice was the punishment for the condemned; those who were judged guilty of violent crimes oft found themselves thrust into the front lines of battle, weapons in hand, fighting not only for their freedom but for their very lives. Cast in chains whilst not in battle, these \"Repenters\" were given freedom only in the midst of hunts, until their freedom was bought back with blood. In such desperate times, there is no denying the grim utility of remorseless psychopaths who reveled in the act of killing and wouldn't question the morality of their actions. Only if they proved too violent toward their allies or too uncontrollable would they be put down or cast into the depths of the city's nightmarish jails." - ] + ], + "id": "045" }, { "type": "entries", @@ -57324,15 +57885,20 @@ "The construction efforts that strove to fortify and expand the city's crumbling edifices drew upon the toil of the condemned. Their sweat and labor breathed life into the very stones, forging a bastion of protection against the encroaching darkness and bonds of brotherhood between the workers. The infirmaries, overwhelmed with the sick and the wounded after hunts, found solace in the hands of those sentenced to tend to the afflicted.", "Factories and fields, having received the added forced labor of those who had transgressed the law, stirred with renewed life, kindling the embers of hope in the hearts of the people. Transportation, too, became a crucial lifeline in a city fractured by chaos and danger. Those who had erred were conscripted to ensure that essential goods and supplies reached their destinations, a vital artery sustaining the city-state's fragile existence.", "In this dark epoch, Luyarnha demanded sacrifice and labor from all its denizens, but most especially from those who had defied its laws. In the crucible of calamity, even the transgressors were called upon to serve, their redemption forged in the fires of adversity, and rare were the sins that were too grave to forgive." - ] + ], + "id": "046" } - ] + ], + "id": "043" } - ] + ], + "id": "042" } - ] + ], + "id": "036" } - ] + ], + "id": "01d" }, { "type": "section", @@ -57344,7 +57910,8 @@ "style": "text-center", "entries": [ "{@note For maps, also see {@book Steinhardt's Guide to the Eldritch Hunt: Maps of Luyarnha|SGttEH-ML} and/or the {@5etools Maps page|maps.html}.}" - ] + ], + "id": "048" }, { "type": "image", @@ -57925,9 +58492,11 @@ } ], "width": 2450, - "height": 1585 + "height": 1585, + "id": "049" } - ] + ], + "id": "047" }, { "type": "section", @@ -58159,9 +58728,11 @@ "entries": [ "In the Radiant Church's rituals, like those of many religions, incense plays a significant role, not only infusing the atmosphere with divine scent but serving as a purifier. The Beast Incense, or Beast Repellant as it is commonly known, is a relatively inexpensive byproduct of these rituals. When sanctified by the Ministry of Light, it emanates a sickly sweet aroma. While this scent is easily overlooked by humans, it is profoundly repugnant to most beasts, including the scourgeborne. Consequently, the cathedral's walls are conspicuously devoid of these creatures compared to other city districts.", "The Beast Incense has found its way into many homes across Luyarnha, serving as a deterrent for nightly prowling beasts. However, its use has caused unrest in the Ruby District, where altered versions of the incense sold in black markets failed to fend off beasts, leading to a disastrous incident before the hunters could intervene. In truth, the incense's purpose is not to immobilize the beasts, merely to deter them with its offensive aroma. This means that those not employing the incense become prime targets if their neighbors do, an exploitable loophole for malevolent individuals. By simply snuffing out a neighbor's incense in the dead of night, they can expose them to beastly assaults\u2014a nearly perfect crime that is difficult to prove." - ] + ], + "id": "04b" } - ] + ], + "id": "04a" }, { "type": "section", @@ -58225,7 +58796,8 @@ "by": "Martyr Tulio", "skipMarks": true } - ] + ], + "id": "04c" }, { "type": "entries", @@ -58239,7 +58811,8 @@ "page": 36, "entries": [ "Perched atop the lowest spire, the Bell of Death resonates a tone so profound that it seems to rattle one's very soul. This deep, ominous gong is seldom heard, rung once to signal the passing of the city's ruler, twice for the demise of a Church's high apostle, and more recently, thrice to announce the rise of the Blood Moon. This trifold toll echoes on the first two days the Blood Moon of Rebirth is sighted, and once more an hour before its zenith. This sonorous prelude not only girds the city for impending survival struggles but also washes fear from the hearts of the prepared hunters. It isn't a knell for the imminent fall of hunters but rather a permission, a signal to embrace their inner bloodlust and unleash wrath upon the Scourge's creatures. While many quiver in dread, others find an exhilarating thrill in the unfettered violence, a euphoria only righteous fury can instigate." - ] + ], + "id": "04e" }, { "type": "entries", @@ -58247,7 +58820,8 @@ "page": 36, "entries": [ "Originally named the King's Bells, these chimes were commissioned by the Godless King and stationed atop Saint Victoria Church within the second spire. Their toll was the city's call to arms, an alarm rung only during impending assaults\u2014a sound unheard since the First War. Strategically suspended from the second highest spire, their reach encapsulates the city, a clarion call of war reverberating through the Radiant City's walls. Following the end of the civil war and the king's fall, the Radiant Church rechristened these bells Victoria's Bell of Faith, their toll now marking moments of worship throughout the day. Amid the strange influences of night, especially those emanating from the moons, the bell's true ring serves to guide hunters homeward and dispel illusions. However, some veterans, particularly long-lived elves, harbor a lingering resentment towards the toll, its sound an unsolicited reminder of their war-torn past." - ] + ], + "id": "04f" }, { "type": "entries", @@ -58255,9 +58829,11 @@ "page": 37, "entries": [ "Merely ornamental, the Radiant Bell harnessed the sun's energy during the day, casting a gentle glow throughout the night\u2014a symbol of unwavering radiant faith in the face of darkness. When the Observatory was destroyed, the Radiant Bell shared its fate, a grim omen that unnerved many believers. But akin to hope, faith too is resilient, and the Church has already initiated its reconstruction, turning the page." - ] + ], + "id": "050" } - ] + ], + "id": "04d" } ] }, @@ -58325,7 +58901,8 @@ "page": 39, "entries": [ "An intriguing facet of the Guard Towers is the number of impostors it houses. Attracted by the promise of a secure salary and housing, desperate souls attempt to infiltrate the ranks of the militia, naively dreaming of an easy life. Their dreams quickly shatter against the harsh realities of the rigorous training regimen. Posing as a militia man without having undergone the mandatory training or evading the compulsory hunts invites severe, albeit non-lethal, penalties from the Church. Those who dare to manipulate the system often find themselves ensnared by it instead. Rumors of men hiding in the collapsed tunnels, those leading to the Ruby District, after deserting the militia seem to confirm this hard truth." - ] + ], + "id": "053" }, { "type": "entries", @@ -58334,11 +58911,14 @@ "entries": [ "The enigmatic process of becoming a jaeger, supervised by the elusive Obitus Scholare, remains a mystery. Despite the Obitus Scholare's recent withdrawal from public view, the birth of new jaegers continues, albeit at a reduced rate. Certain jaegers seem to materialize out of thin air, with some recognized as former street orphans, while others are picked from the militia ranks. These fresh recruits possess no memory of their training ordeal. Yet it is evident that each one has sacrificed something during the grueling process. Some lose their reproductive abilities, others flesh or limbs, and for some, the cost is dead friends or family. A select few even find themselves abandoned by their faith, straying into the heretical path. Once recaptured by the system, jaegers undertake a ceremonial mission within the Ruby District before being reintegrated in the ranks.", "The path to joining these formidable warriors does not involve a formal application; those with a strong combat aptitude or a knack for certain magical abilities might vanish mysteriously overnight, only to reemerge months later as jaegers, with no memory of their disappearance or deeds. The Church appears unperturbed by this peculiar transformation, so the trainees, aspiring to emulate their superior ranks, seldom question it. They accept this cryptic reality as an unquestionable fact, for any inquiry into the matter inevitably hits a dead-end." - ] + ], + "id": "054" } - ] + ], + "id": "052" } - ] + ], + "id": "051" } ] }, @@ -58429,7 +59009,8 @@ } ] } - ] + ], + "id": "057" }, { "type": "entries", @@ -58443,11 +59024,14 @@ "name": "Noteworthy Locations; Grand Cathedral", "page": 40 } - ] + ], + "id": "058" } - ] + ], + "id": "056" } - ] + ], + "id": "055" } ] }, @@ -58471,7 +59055,8 @@ "entries": [ "The coal, despite its importance to the city, also contributes to the ever-present smog that cloaks the Shrouded District. The dense, choking clouds of soot and ash, released by the constant burning of this mineral, lend the district its oppressive atmosphere and perpetual darkness. This pervasive pollution permanently assaults the district's inhabitants, causing them to oftentimes suffer from respiratory diseases, further exacerbating the hardships of their daily lives.", "In these undergrounds, large deposits of bat guano and crystallized saltpeter are also found and harvested, loaded into separate carts, and directly sent to the Grand Cathedral." - ] + ], + "id": "05a" }, { "type": "entries", @@ -58480,7 +59065,8 @@ "entries": [ "The miners who toil in these subterranean passages are a hardy and resilient lot, forged by necessity and the constant struggle against the darkness. They labor tirelessly in the depths, their faces smeared with soot, sweat, and grime, as they extract the precious black rock that sustains their city and families. Their work is dangerous and unforgiving, with the ever-present threats of cave-ins, suffocating dust, and toxic fumes lurking around every corner. Miners\u2014dwarves, humans, and manikins alike\u2014have forged an unbreakable bond, kindled by the trials they face in the bowels of the earth. Yet, in this subterranean realm, a bitter contempt for those of elven blood festers like a malignancy. Elves are scorned and ridiculed for their frail constitution and their slender forms unsuited to the grime and toil of the depths. Loathed for their meager contributions, perceived as free-loaders, the elves are ostracized, and know better than to dwell for too long within the district.", "This relentless mining work served as a catalyst for the advancement of manikin technology. These tireless constructs possess the capacity to labor with few pauses, and they are unhindered by the threat of sickness that plagues their living counterparts. Hence, their integration promised respite to the weary miners, a solace long sought after by many. Yet, amidst this hope, a gnawing fear takes root: the specter of poverty that looms over those whose work may be replaced by these mechanical beings. Fate, however, had other designs, as the manikins were conscripted for war, their potential as laborers left unrealized. The city's sealing has exacerbated this scarcity, stifling the influx of materials necessary for new constructs needed to replace those destroyed in the war. Should the city's gates open once more to the wider world, the lingering fear of obsolescence would surely re-emerge, casting its long shadow upon the weary miners." - ] + ], + "id": "05b" }, { "type": "entries", @@ -58488,7 +59074,8 @@ "page": 41, "entries": [ "The coal, wrested from the dark depths of the earth, is transported via an extensive network of rail systems to nearby refineries that meticulously purge it of impurities. Once purified, a portion of the coal is ferried to other districts on massive barges, while the lion's share remains within the district for further processing. Monolithic refineries consume the coal, their fiery maws igniting it to heat vast reservoirs of water. The resultant steam is harnessed and transformed into electricity that courses through the veins of the city, powering it all, and particularly the bustling Newbridge District." - ] + ], + "id": "05c" }, { "type": "entries", @@ -58512,9 +59099,11 @@ "width": 757, "height": 1240 } - ] + ], + "id": "05d" } - ] + ], + "id": "059" }, { "type": "section", @@ -58530,9 +59119,11 @@ "entries": [ "The abduction of a high-ranking Scion proved to be the turning point in Malach's insurrection. With the enslaved scientist in their possession, the rebel manikins established a hidden factory, a womb of creation from which they would inaugurate a new epoch for their kind\u2014one of limitless \"reproduction\". As the ranks of Malach's army swelled, so did their need for raw materials necessary for the repair and creations of more manikins, resulting in an impasse, for Malach would prefer death to forging pacts with creatures of flesh. Hence, securing the requisite components without resorting to trade signified that their sole alternative became to assail the Scions and plunder their resources. But the scholars are far from defenseless, and they have grown increasingly threatening, resolute to break the insurrectionists.", "Rumors of this growing conflict echo throughout the city to those willing to listen, whispers of a rebellion that would shake the foundations of the city-state. Yet, few know the true extent of the danger posed by the rogue manikins, for their insatiable hunger for vengeance and freedom will not be sated until the last vestiges of flesh have been scoured from the world, replaced by the cold, unyielding embrace of lightning and metal." - ] + ], + "id": "05f" } - ] + ], + "id": "05e" }, { "type": "section", @@ -58548,7 +59139,8 @@ "Almost eradicated by their former colleagues, the Obitus Scholare, for their heretical views and pacifist approach, the Eldritch Tongue continues their work in secret, contributing to the knowledge and understanding of the fathomless cosmos. Their members often pose as mundane inhabitants of the district: miners, clergymen, or even prostitutes, with their true identities and purpose concealed beneath layers of subterfuge.", "Despite their constant need for discretion limiting their activities, the School of Eldritch Tongue has made remarkable strides in recent years. They have successfully retrieved and preserved several shards and parchments depicting eldritch carvings, including those believed to be from the first carving, which they speculate holds the key to ultimate communion with the Great Ones. Through their relentless pursuit of communion with the Great Ones, they are among the few that can begin to unravel the enigmatic nature of the nightmare realms\u2014otherworldly dimensions, existing beyond the veil of mortal perception, entirely under the sway of the Great Ones.", "However, their crowning achievement has been the painstaking translation of an ancient {@language Deep Speech|PHB} into verses, giving rise to the College of the Apocalypse, as the undercover scholars were quick to disseminate this power throughout the city, in hopes of helping repel the encroaching scourge. Yet, the School of Eldritch Tongue gravely underestimated the consequences of introducing such potent balladry to Luyarnha. Unlike their previous attempts at communion, these verses seem to be inhabited by an insidious aura of corruption that threatens to drag the city into the abyss of despair." - ] + ], + "id": "061" }, { "type": "entries", @@ -58556,7 +59148,8 @@ "page": 44, "entries": [ "Amidst the serpentine depths of coal mines, a dreadful secret lies buried. Unfortunate miners stumbled upon a grotesque fragment of a Great One, its form beyond the comprehension of mortal minds. All who discovered the aberrant relic were found lifeless, their bodies drowned in tar. The School of Eldritch Tongue intervened before the news could spread throughout the district, sealing the knowledge of the horrifying find. In their pursuit of understanding, the scholars dared to enter the nightmare realm through the unearthly influence of the eldritch fragment. Yet, those who ventured into this realm never returned, their fates lost to the enigmatic darkness. Fearing the insidious power of the eldritch remnant, the school collapsed the mine, entombing the monstrous fragment beneath an oppressive weight of stone and earth." - ] + ], + "id": "062" }, { "type": "image", @@ -58568,7 +59161,8 @@ "width": 583, "height": 721 } - ] + ], + "id": "060" }, { "type": "section", @@ -58582,7 +59176,8 @@ "page": 44, "entries": [ "Birthed within the suffocating confines of the Shrouded District, the cult of the Abyss Watcher thrives amidst the forsaken and the desolate, its tendrils ensnaring those whom fortune has abandoned. The disenfranchised, the forgotten, and the desperate seek refuge in the deity's all-powerful embrace, craving the power it offers to alter their wretched destinies. They find solace in the tantalizing promise of a shortcut to a better existence, presented by the enigmatic god." - ] + ], + "id": "064" }, { "type": "entries", @@ -58591,7 +59186,8 @@ "entries": [ "Its disciples, captivated by the deity's extraordinary gifts, are granted the uncanny ability to consume all flesh, beast or man, only to nourish and magnify their enigmatic god. Symphonies of hushed voices reverberate through the concealed passageways and secret sanctuaries where the cult congregates, their arcane rituals and ceremonies invoking the Abyss Watcher's insatiable hunger. Empowered by their remarkable abilities, the religion expands in the murky recesses of Luyarnha, the repercussions of their clandestine actions rippling beneath the surface of the city, unbeknownst to the majority of its inhabitants.", "Yet, the path of the believer is not without its treacherous pitfalls. As followers partake in the consumption of flesh, they find themselves assailed by a maelstrom of potent emotions, which keep growing as the devouts deepen their faith. These turbulent passions threaten to consume them, their unbridled intensity inciting reckless and impulsive acts. This act of consumption echoes the practices of those who pledge themselves to the oath of the Eldritch Hunt, facilitating the believers' inconspicuous infiltration amongst the gray-knights. Whether they harbor intentions of toppling the paladin order and claiming it as their own, only the tides of time shall reveal." - ] + ], + "id": "065" }, { "type": "entries", @@ -58599,7 +59195,8 @@ "page": 45, "entries": [ "Within the clandestine realm of the Abyss Watcher's followers, whispers abound of chosen disciples who have not only communed with their enigmatic god, but also laid eyes upon its inscrutable visage. However, the veracity of these claims remains shrouded in doubt, for it is only the most fervent and unhinged devotees who dare to profess such encounters. As the line between zealous faith and fevered madness blurs, the reality of these alleged revelations becomes increasingly difficult to ascertain." - ] + ], + "id": "066" }, { "type": "image", @@ -58611,7 +59208,8 @@ "width": 651, "height": 772 } - ] + ], + "id": "063" }, { "type": "section", @@ -58625,7 +59223,8 @@ "page": 45, "entries": [ "Countless souls, trapped in the hazy streets, seek solace in the numbing embrace of these drugs, surrendering their very essence to the false refuge they provide. The streets teem with the lost, the hopeless, and the damned, as they wander through life, their minds adrift in a sea of altered consciousness. This abuse of substances, mired with the toxic cloud of airborne toxicants, mingled with {@table Shrouded District Diseases|SGttEH|the rampant diseases that plague the district}, weaves a lethal tapestry of decaying flesh. Even holy paladins find themselves challenged in their attempts to cleanse these diseases, their divine power strained against this relentless tide." - ] + ], + "id": "068" }, { "type": "entries", @@ -58634,7 +59233,8 @@ "entries": [ "Though the Radiant Church scorns and outlaws the use of narcotics, the drug trade thrives within this district, as the clergy's powers are stretched too thin to maintain any form of control, barely capable of curing a few fortunate souls. The ones truly fueling this demand aren't the many lost and tormented that surrender themselves to the oblivion of narcotics\u2014 plebeians seeking solace in the fleeting respite it offers, as they abandon all hope of salvation\u2014but rather the aristocracy that has grown so intoxicated by the allure of these mind-altering drugs, spending fortunes to acquire them, driving enormous revenue into this business venture, making it so profitable, therefore so prolific.", "Many decadent nobles, ensconced within their opulent dwellings in the Sanctified District, indulge in the finest and purest of these substances, sating their hedonistic desires, oblivious to the wretched consequences that befall the impoverished masses. Their insatiable cravings fuel the demand for these narcotics, perpetuating the trade that pervades both districts. Meanwhile, the downtrodden within the Shrouded District are left with the toxic remnants, the cast-off scraps that further poison their already blighted existence." - ] + ], + "id": "069" }, { "type": "entries", @@ -58642,9 +59242,11 @@ "page": 46, "entries": [ "Although drug cartels have tried expanding their trade into other locations, these attempts were absolute fiascos. Notably, their foray into the Waterfront District, another area of the city-state where the church's influence is weakened, was met with abject failure. The dwarves and cursed-bloods, both immune to the siren call of narcotics, have warded off the encroachment of these sinister merchants. The cursed-bloods, bound by their robust familial structures and responsibilities, were completely ignorant to the temptation. The dwarves, either controlled by another mind, or possessing a constitution so sturdy that the drugs barely register, are similarly uninterested in the perilous highs the substances offer. Indeed, the frailty of the wealthy half-elves for whom the drugs are primarily designed renders the substances ineffective for the hardy dwarves, unless consumed in near-industrial doses. Venturing into other districts, where the forces of the Radiant Church are numerous, would be a foolhardy endeavor for the drug cartels. The church's imposing presence in these areas ensures that any attempts to peddle narcotics are met with severe punishment." - ] + ], + "id": "06a" } - ] + ], + "id": "067" }, { "type": "section", @@ -58707,7 +59309,8 @@ } ] } - ] + ], + "id": "06d" }, { "type": "entries", @@ -58721,11 +59324,14 @@ "name": "Noteworthy Locations; Shrouded District", "page": 46 } - ] + ], + "id": "06e" } - ] + ], + "id": "06c" } - ] + ], + "id": "06b" } ] }, @@ -59042,9 +59648,11 @@ "Residential sectors rose from the rubble to accommodate the recovering populace, a construction project generously financed by the Scions. The city's cursed-bloods lent their muscle to this endeavor, their efficient labor transforming the district with remarkable speed. The cityscape was gradually redefined with new architecture, a more modest and practical adaptation from its gothic predecessor. The district's outside wall too was bolstered, prepared to withstand potential southern invasions.", "What was once Luyarnha's weakest point has been reborn as a bastion of defense, bristling with armaments ready to retaliate. The flurry of construction activity attracted a diverse workforce, many of whom have made the district their home. Many of the cursed-bloods chose to remain in the district they had painstakingly rebuilt, living quietly amidst the towering edifices they crafted. Consequently, the New Bridge district has emerged as the primary destination for any construction-related endeavors. Their commerce is bustling with activity, as destruction caused by the Scourge happens on a near daily basis.", "Despite its rebirth, the New Bridge District struggles to shake off its war-ridden past, remaining one of the least populated areas of the city. Its recent evolution and the cautious temperament of Luyarnha's citizens create a reluctance towards change, and many refuse to move in despite the outside appeal, much to the Scions' dismay." - ] + ], + "id": "070" } - ] + ], + "id": "06f" }, { "type": "section", @@ -59072,9 +59680,11 @@ "width": 1224, "height": 647 } - ] + ], + "id": "072" } - ] + ], + "id": "071" }, { "type": "section", @@ -59097,7 +59707,8 @@ "This disconcerting pattern continues today, with the Scions granting the nobility near exclusive access to their manikins. Their reasons being scarcity of resources, the city lockdown cutting off all trade routes that would grant them the elements necessary to their continued creation. They wager on the nobles' ability to keep these golden beings safer than they would be amidst the hunts, and bank on promised donations to further their research. This decision is further educated by the unfortunate hunting of manikins for their golden parts by remorseless individuals, solved simply by offering these prized constructs to the aristocracy, who are less likely to ambush them for gold they already possess in abundance.", "The Scions' refusal to send manikins into the fray disregards the lives lost to the relentless beasts, a sacrifice they deem necessary for their long-term survival strategy. As their influence expands, they aim to save more lives through new inventions; but for now, rather than their manikins whose parts are hard to renew, hunters will have to die.", "Survival über alles." - ] + ], + "id": "074" }, { "type": "entries", @@ -59108,9 +59719,11 @@ "As the Church's influence surged, courtesy of the Obitus Scholare's research breakthroughs, the Scions, blinded by anxiety, felt their relevance threatened. They failed to appreciate their existing contributions: the life-sustaining electricity they generated, the flawless manikin servants they gifted the nobility, and their formidable arsenal of weapons. Succumbing to their fears, they gambled on a dangerous experiment they had vowed never to undertake\u2014bestowing full sentience upon a manikin, a move they hoped would edge them ahead of all competition.", "Their gamble proved disastrous. Upon awakening, the newly sentient construct, Malach, revolted against the servile existence his brethren endured, unleashing a slaughter that claimed dozens of Scions before he could be restrained. His escape from confinement, facilitated by his control over a dormant Galvanized Prowler, laid waste to the New Bridge District and saw him disappear into the Shrouded District. The Church, who encountered the rampaging prowler, mistook it for a new variant of monster birthed of the Scourge, a confusion that turned into fury when they discovered the Scion-made galvanized rods within its remains. They were then quick to accuse the Scions of creating the Scourge.", "What followed was one of the bloodiest trials in Luyarnha's history, which saw the Scions' leaders acquitted after the Church realized their initial accusation was unfounded. The Scourge had no connection to the felled prowler. Despite their contempt for the Scions, the Church knew the city relied heavily on their inventions. Ruining their reputation would hurt the city more than it would help. To salvage the Scions' reputation, the Church spun a tale of a newly discovered Scourge beast, quickly subdued by their valiant hunters. They couched the deceit within reassurances, reminding the public not to fear should such a creature appear again. Nevertheless, the Scions were burdened with the reparations for the havoc wreaked on the New Bridge District, their trial a reminder etched deep into the flesh and psyche of their leadership. Meanwhile, Malach lurks in the shadows, his wrath against his creators unfulfilled." - ] + ], + "id": "075" } - ] + ], + "id": "073" }, { "type": "section", @@ -59141,7 +59754,8 @@ "type": "none" }, "width": 568, - "height": 568 + "height": 568, + "id": "077" } ] }, @@ -59261,7 +59875,8 @@ "To optimize productivity, these living quarters are furnished with high quality bunks and nutrient-rich provisions. This ensures that the workers receive the restorative rest needed to fuel their ceaseless labor. Preference is given to hiring individuals with minimal family obligations or those incapable of starting one, for such individuals often channel their efforts more intensely towards work\u2014a sacrifice the Scions regard as a contribution to their cause." ] } - ] + ], + "id": "076" }, { "type": "section", @@ -59324,7 +59939,8 @@ } ] } - ] + ], + "id": "07a" }, { "type": "entries", @@ -59348,11 +59964,14 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "07b" } - ] + ], + "id": "079" } - ] + ], + "id": "078" } ] }, @@ -59392,7 +60011,8 @@ "Freshly trained jaegers, upon completion of their grueling initiation, are traditionally dispatched in groups, accompanying the Church's weekly consignment of provisions to the beleaguered Ruby District. This inaugural mission serves as a stark vision\u2014a glimpse into the grim future that could consume all of Luyarnha should their vigilance falter.", "Ensconced in protective layers of clothing, most jaegers and Church representatives shroud their faces, nostrils, and mouths in an earnest effort to evade even the slightest trace of the Scourge, given the unknown nature of its transmission. Numerous residents within the Ruby District have also adopted such practices, though a number of seasoned survivors have boldly cast aside such precautions, possibly privy to undisclosed knowledge.", "One such piece of knowledge the Ruby District claims to hold revolves around the moons that shine intermittently above Luyarnha. It's suspected by some that these strange lunar occurrences, or perhaps the unseen cosmic forces they channel\u2014especially that of the Blood Moon\u2014could be the source of the Scourge, driving individuals to madness and causing the beastly transformations. Truth is, many hunters of the crimsoned district saw their brethren turn into beasts under the moonlight, and at nightfall, the Scourge's number rose, with some beasts managing to slip past the barricades, wreaking havoc in other parts of the city. A never-ending curse." - ] + ], + "id": "07d" }, { "type": "entries", @@ -59403,7 +60023,8 @@ "It's hypothesized that the beasts of the Scourge use these tunnels as daytime retreats, or have taken up residence in the numerous forsaken structures dotting the district. Any plans to recover or fix such infrastructure are approached with extreme caution, for the risk of releasing a bestial infestation equates to a guaranteed death sentence.", "Remarkably, it was within these dank sewers that the pioneering strands of Cordyceps Sinensis were discovered. This fungal species, touted as the potential antidote to mortality itself, has since been the subject of intensive research by the enigmatic Carmella.", "However, in the present times, the all-pervading plague of the Scourge, coupled with the nightmarish howls echoing from the depths of the sewers, have discouraged most from venturing there. Uncertainty looms over what lies in the shadows, whether it's a trove of untold treasures or an abyss of unspeakable horrors beyond imagination. These very sewers mark the location of Steinhardt's mysterious disappearance during a rescue operation for his captured comrades\u2014a blatant disregard of his orders." - ] + ], + "id": "07e" }, { "type": "entries", @@ -59414,9 +60035,11 @@ "Alongside these handouts, a few attempts at reclaiming the district have been made during daylight hours, yet with nightfall, these efforts consistently end in failure, overwhelmed by the nocturnal surge of the beasts. Any such efforts have now been stopped, the toll in life growing too high.", "Efforts to uncover the roots of the Scourge have also been abruptly suspended, declared excessively perilous. However, numerous scholars, who had ventured into the heart of the outbreak, protest this sudden halt, claiming to have been on the brink of a breakthrough. Moved by the many residents who willingly offered themselves up for any treatment, the scholars argue the cessation is unreasonably hasty and without adequate justification, especially with the potential identification of patient zero within reach.", "What these researchers do not know is that within the city's upper echelons, a drastic proposition has gained traction\u2014the scorched earth eradication of the entire district, regardless of the presence of living inhabitants. The aim is a harsh but calculated attempt to halt the Scourge's relentless spread and alleviate its crippling stranglehold on the city. The cellars of many buildings within the Ruby District have been stealthily stocked with combustible materials. The sinister strategy is to set the district ablaze under the pretense of the Scorching Moon, turning it into an inferno that incinerates the district, and with it, the Scourge." - ] + ], + "id": "07f" } - ] + ], + "id": "07c" }, { "type": "section", @@ -59449,7 +60072,8 @@ "As a testament to their resolve, the Forsaken have initiated their own rigorous training regimen, honing their members into seasoned hunters of beasts. They are particularly keen on unearthing the guarded knowledge of the Obitus Scholare\u2014knowledge that could unravel the secrets of jaeger creation, a formidable weapon they yearn to possess in their struggle.", "Although their primary base lies within the Ruby District, the Forsaken's defiant ideologies have seeped through the city-state's cracks, reaching distant corners of Luyarnha. A growing number of citizens, exhausted by the Church and nobility's unyielding rule, are receptive to their vision of a shattered power. However, the authorities show no remorse. Any confirmed affiliation with the Forsaken outside of the Ruby District, particularly in the Grand Cathedral and Sanctified Districts, is swiftly and ruthlessly dealt with. The Forsaken's major pitfall lies in their message; they speak of dismantling the current regime, but fail to present a viable alternative. In a city already fractured by the Scourge, vague promises of change ring hollow; concrete results are demanded. The dismantling of the existing governance might spell the destruction of the scant peace and safety left\u2014so what would be the gain? Hence, many among the Forsaken's ranks are those drawn to their destructive rhetoric, their motivations rooted more in violence than in survival.", "Their leader, a half-orc raised by a common prostitute, has known rejection all his life. Fatherless and ostracized, his wish is to shield his surrogate family\u2014 the members of his faction\u2014from further hardships. He has often used his resources to provide food and other necessities, managing even to afford his religious mother a peaceful life in the Sanctified District in a secluded apartment he bought her. But his benevolence towards his kin is matched by an unrestrained violence towards those he deems undeserving. A wielder of Earthbreaker powers, he almost single-handedly destroyed the barricade enclosing the Ruby District, only to be repelled by enough volleys of cannonballs, but even this couldn't break him. As he nurses his wounds in seclusion, he plots his next move: an unyielding assault on Luyarnha's ruling class and those who turned a blind eye to him and his kin." - ] + ], + "id": "081" }, { "type": "entries", @@ -59458,9 +60082,11 @@ "entries": [ "Among the factions of the Ruby District resides a humble and steadfast group known as the Shard of Light, composed of hunters and clerics belonging to the Ministry of Light. This faithful congregation, when informed of the impending district lockdown by the Radiant Church, elected to remain, staying true to their beliefs. Their ranks may not boast the mightiest among their kin, and warriors are but a sparse presence, a feature common to their ministry. However, those they do have are not to be underestimated, for a man who stands resolute in the face of adversity is never to be taken lightly.", "The Shard of Light serves as a beacon of hope, their virtues remaining unblemished amidst the chaos. Tirelessly, they assist the Radiant Church in the distribution of rations, striving to alleviate the suffering of the sick and the needy with their limited means. Their mission extends into the blackened nights as they maintain vigilant sentinels over several critical edifices, striving to thwart any potential overruns. Anchored by the teachings of the Church, they endeavor to ignite the light of hope amidst the citizens of the Ruby District." - ] + ], + "id": "082" } - ] + ], + "id": "080" }, { "type": "section", @@ -59488,7 +60114,8 @@ "width": 1224, "height": 894 } - ] + ], + "id": "084" }, { "type": "entries", @@ -59509,7 +60136,8 @@ "width": 680, "height": 1064 } - ] + ], + "id": "085" }, { "type": "entries", @@ -59519,9 +60147,11 @@ "In their desperation, many of the city's impoverished began to harbor resentment toward the elven woman that dwelled in their neighborhood, demanding that the life-preserving remedies be distributed amongst all. Such criticism welted Carmella, who stopped overseeing the trade of her goods, and sought further isolation from the public eye. Amidst the turmoil, avaricious individuals with the wealth to do so endeavored to exploit Carmella's discoveries for their own purposes. They amassed her elixirs, only to resell them at a gouged price, forging a chasm between those who could purchase salvation and those who could not. Rival alchemists also emerged, proffering the same panacea for a far more reasonable sum of gold; the source of their remedies remains a closely guarded secret, though the authenticity of their cure has yet to be disproven.", "The once rich, loamy aroma of the soil and the fragrant perfume of the Greenhouse's blossoms now feel more pungent than ever. Through the misted glass of the Greenhouse window, a sinister form looms. Gazing up from below, a tree can be observed, its contorted limbs stretching toward the heavens like the grasping fingers of a wrathful wraith. The gnarled, ash-colored bark, akin to a grotesque tapestry of distorted faces, appears to pulse with a malign energy. The leaves, dark and desiccated, dangle heavily from the branches, casting uncanny shadows that sway and flicker in the feeble light filtering through the glass panes.", "From within the humid depths of the Greenhouse, alongside rumors of the appearance of this tree, murmurs began to arise\u2014murmurs of a dreadful toll exacted for the miraculous properties of the Cordyceps Sinensis. It is said that the fungus, and the products derived from it, consumed the very essence of those to whom it was administered. Carmella, in her quest to reverse the icy embrace of death, is rumored to have discovered a method to compel the parasitic fungus to repel mortality forevermore, although only a select few could corroborate such hearsay." - ] + ], + "id": "086" } - ] + ], + "id": "083" }, { "type": "section", @@ -59584,7 +60214,8 @@ } ] } - ] + ], + "id": "089" }, { "type": "entries", @@ -59598,11 +60229,14 @@ "name": "Noteworthy Locations; Ruby District", "page": 64 } - ] + ], + "id": "08a" } - ] + ], + "id": "088" } - ] + ], + "id": "087" } ] }, @@ -59641,9 +60275,11 @@ "page": 66, "entries": [ "The Jaeger's Workshop, the most renowned armory in Luyarnha, takes its place of honor here. Its caretaker, a veteran jaeger, having sacrificed a leg to the early Scourge, maneuvers around in a makeshift wheelchair, his seasoned hands crafting weaponry for the fresh recruits of the militia, or anyone daring enough to confront the Scourge. His loyal manikin aide is always a step behind, providing refreshments and her ear to those seeking peace or wisdom under her master's tutelage. The seasoned warrior is a veritable wellspring of knowledge, though his wits seem somewhat dulled by the passage of time." - ] + ], + "id": "08d" } - ] + ], + "id": "08c" }, { "type": "entries", @@ -59672,9 +60308,11 @@ "width": 1224, "height": 600 } - ] + ], + "id": "08f" } - ] + ], + "id": "08e" }, { "type": "entries", @@ -59684,9 +60322,11 @@ "Subterranean beneath the bustling district lie covert pathways, a clandestine labyrinth used by survivors to traverse the district undetected. This is an underworld frequented mostly by those who covet the shadows, evading the vigilant eyes of the Radiant Church and the ever-watchful law. Transit within the district does indeed take many forms.", "As darkness descends and the beasts assert dominion above, these hidden tunnels transform into a vibrant, illicit marketplace. An emporium peddling the exotic and the forbidden, it auctions everything from outlandish produce to lives, sold to the highest bidder. Its ephemeral existence, relocating nightly within the underground labyrinth, can only be discerned through coveted invitations. This elusiveness poses a challenge for the Church, desperate to extinguish this hotbed of immoral commerce but failing to ensnare it. The Church's gold would gladly be exchanged for reliable information, yet such closure would mean relinquishing access to rare treasures: ancient weapons from forgotten civilizations, and even rumored eldritch carvings\u2014potent relics many would readily die for.", "But in a bout of desperate ingenuity, Church-affiliated hunters engineered a ploy to momentarily stymie this black market. They lured a ravenous, devouring belua, seen marauding the district, detonating explosives to entrap the beast beneath the city. The monstrous roars echo through the underground and reverberate above, serving as a chilling reminder of the risks taken, and as a strong deterrent to the unlawful traders. However, this ingenuity could soon exact a toll in lives. The waste of skins below\u2014the flotsam of the world hidden from sight\u2014have no guardians to defend them, and this time, they predict, will be no different." - ] + ], + "id": "090" } - ] + ], + "id": "08b" }, { "type": "section", @@ -59699,7 +60339,8 @@ "page": 67, "entries": [ "{@i Covered in the shroud of an inscrutable dreamscape, nightmares remain beyond the grasp of conventional understanding. These realms are akin to dreams spun from the very essence of the cosmos, with no clear beginning or end, their twisted landscapes woven from the threads of chaos and dread. Some investigative individuals have dared to venture into these nightmares, seeking revelations and communion from the realms beyond. Alas, the vast majority of these souls never return, and those who do are invariably stripped of their sanity, their minds shattered by the unfathomable horrors they have witnessed within the nightmares' nebulous embrace.}" - ] + ], + "id": "092" }, { "type": "image", @@ -59711,7 +60352,8 @@ "width": 1224, "height": 681 } - ] + ], + "id": "091" }, { "type": "section", @@ -59733,9 +60375,11 @@ "An antiquated aqueduct system, once a lifeline to the district, channeling and naturally purifying water from the waterfront, stands desolate and impure. A dedicated team tirelessly toils to restore it, their efforts stymied by the relentless Scourge.", "During a particularly tumultuous night of the hunt, a mysterious man bearing the Mark of Death took refuge in the aqueduct's purification hub, unknowingly leading a frenzied horde of beasts in his wake. The ensuing carnage decimated a significant portion of the infrastructure and obliterated weeks' worth of water reserves. Oddly enough, this stranger was unknown to the local hunters, and his remains were conspicuously absent at daybreak. Since that fateful night, the beasts have asserted their dominance over the aqueduct, thwarting comprehensive repairs. With each eradication, more appear, slaughtering underprepared workers. As if possessed of an uncanny sentience, the beasts seem to obstruct this infrastructure that is vital to the city's survival. The prospect that someone might be consciously directing them, should they indeed possess such power, is dreadful.", "Reluctant to sacrifice more lives, the Church has halted restoration work. Yet the hourglass drains swiftly, and soon, fresh water will be but a memory. The prospect of drawing water directly from the potentially disease-ridden river that is the Moryanne is stirring fears, especially with the suspicion that the Scourge could be a waterborne infection. Presently, the Church seeks brave souls to delve deep into the aqueduct and shed light on the situation, hoping to find a solution before it's too late." - ] + ], + "id": "094" } - ] + ], + "id": "093" }, { "type": "section", @@ -59798,7 +60442,8 @@ } ] } - ] + ], + "id": "097" }, { "type": "entries", @@ -59812,11 +60457,14 @@ "name": "Noteworthy Locations; Paterna Iter", "page": 69 } - ] + ], + "id": "098" } - ] + ], + "id": "096" } - ] + ], + "id": "095" } ] }, @@ -59855,7 +60503,8 @@ "page": 71, "entries": [ "The Tidewatcher is a small lighthouse perched on the fringes of the harbor. Its enduring beacon cuts through the night, granting assistance through the quiet nocturnal expanses. The fate of its custodian, who vanished at the onset of the Scourge, remains a mystery. Terrifying, beastly howls puncture the silence on certain nights, yet no one has dared to investigate thus far\u2014as long as the lighthouse continues its duty, a single denizen's life won't be considered a concern. Whispers circulate, speculating that Fire Dancers might have usurped the lighthouse, warding off intruders with their faked cries. Some among the Victorian Masonia theorize that corruption might have ensnared the keeper, possibly the same malign influence that seems to have gripped the city's dwarves." - ] + ], + "id": "09a" }, { "type": "entries", @@ -59864,7 +60513,8 @@ "entries": [ "Nestling at the core of the Waterfront District, the Shipwright's Quarters is a hive of workspaces, forges, and dry docks. Here, the city's vessels are birthed and reborn amidst the rhythmic symphony of hammer blows on anvils and the tangy aroma of molten metal. Dominating this industrious hub is the Ironscale Clan, a family of dwarves who were part of the initial reinforcements that rallied to Luyarnha's side during the First War, and who were handsomely rewarded for their war effort. They are die-hard loyalists to the city, and even offer their own brand of justice to those who have escaped the gaze of the House of Blood.", "Despite the dramatic decrease in the city's maritime activities, the artisans are still kept busy with the upkeep and refurbishment of the handful of local vessels that ply the waters of the Moryanne. However, many had to be let go due to the plummeting demand for their services. But dwarves are resilient folk, and they've found new vocations in the mines of the Shrouded District, the verdant greenhouses of the Paterna Iter, or amidst the ranks of the fearless hunters combating the Scourge." - ] + ], + "id": "09b" }, { "type": "entries", @@ -59872,9 +60522,11 @@ "page": 71, "entries": [ "An enigmatic gathering of seafarers and cartographers, the Veiled Navigators have dedicated their lives to charting the ever-shifting seas and uncovering the countless secrets hidden beneath the waves. Possessing an almost supernatural intuition for navigation, they are sought after by captains and merchants alike for their invaluable expertise. Yet, preceding the city's total lockdown, they evaporated into thin air, leaving no trace of their invaluable knowledge. Their headquarters lay empty, save for a single painting, a riddle that continues to baffle city officials to this day." - ] + ], + "id": "09c" } - ] + ], + "id": "099" }, { "type": "section", @@ -59885,7 +60537,8 @@ "Born from the ranks of the cursed-bloods, a race often reviled and shunned within the city, the Victorian Masonia trace their origins back to the builders of Luyarnha itself. These masons, unified by their shared labor and mutual adversity, were instrumental in the construction of the city's fortifications, bridges, and the grandiose Grand Cathedral. As their numbers grew, they found themselves needing an organizational structure to manage the increasing complexity of their operations. Over time, through astute investments, strategic alliances, and covert deals, they have grown into a shadowy power that shapes the city's destiny.", "Their organization, named after the Saint Victoria Church nestled within the Grand Cathedra \u2014their last project before striking out as independents\u2014operates from the Waterfront District. However, its influence is decentralized, its reach extending to all corners of the city. Membership to this secretive society is near exclusive to the cursed-bloods. However, history has recorded a few exceptions\u2014orphans, raised in the culture and language of the cursed-bloods, who proved their loyalty and earned their place among the Victorian Masonia's ranks. Their identities remain unknown, their influence unmeasured, contributing to the intrigue and power of this enigmatic organization.", "Even among the cursed-bloods, knowledge of the Masonia is scant, the organization's existence whispered in hushed tones and veiled hints. They've shaped leaders, forged armies, brokered deals with unlikely associates like the Deep Ones, and kept a vigilant eye on the city's pulse. They keep track of all rumors that circulate the city, as some are bound to be true, and crucial information can be sold for hefty profit, profit that is not always realized in the form of gold. To this day, they impact the city; indeed, when the Long Night descended and dwarves mysteriously disappeared, it was the Victorian Masonia that spurred the city's officials into action. On the dwarves' eerie return, the Masonia, sensing that something was amiss, lobbied for heightened security within the district." - ] + ], + "id": "09d" }, { "type": "section", @@ -59901,7 +60554,8 @@ "In the past, this island served as the city's first line of defense. It was the primary checkpoint for incoming trade ships, a protocol established after the First War was declared, when a seemingly innocent ship loaded with gifts turned out to be a Trojan horse carrying soldiers ready for combat. Despite thwarting this surprise attack, city officials decided to take no chances, setting up a rigorous inspection process for all incoming vessels. Under the watchful eyes of cannons perched on the city walls, the ships would be escorted by military barges to the key. Once docked, the crew would disembark and be placed in a temporary holding area while soldiers inspected the ship from top to bottom. To maintain security, only two ships would be allowed to enter the city at a time, forcing the rest to wait outside the heavily fortified city walls. This enforced delay at times led to spoilage of goods as ships sometimes had to wait for days before getting clearance. Once a ship was thoroughly inspected and granted passage, it could venture further into the heart of the Waterfront District, ascend towards the Sanctified District, or traverse towards the bustling New Bridge District. Here, secure docks would accommodate the vessels for the duration of their stay, for a reasonable fee.", "Ships merely seeking passage through the city were exempt from such rigorous inspections, allowed to journey across the city undisturbed. However, these vessels were well aware of the city's rules. Veering too close to the districts would elicit two warnings before the heavy artillery of Luyarnha would intervene to 'correct' their course.", "To deter unauthorized entry via the city's waterways, massive tesla coils\u2014named Galespire Coils\u2014were installed beneath the bridges and submerged in the water, ready to take down any ship attempting an illicit entrance with destructive pillars of lightning. Additionally, commercial houses and a prison complex, known as the Abyssal Keep, were established on the island. The trade houses were places of negotiation where traders, mostly dwarves and orcs, would compete for the best deals with incoming merchants, as well as a place where said merchants could rest and be entertained until their arrival on the mainland of Luyarnha, or until their departure. The Abyssal Keep, on the other hand, was a prison that plunged into the abyss of Luyarnha's waters, reserved to those who break the law of the city." - ] + ], + "id": "09f" }, { "type": "entries", @@ -59922,7 +60576,8 @@ "A word of caution to those aboard: contact with the mesh when it's coursing with electricity is a risk best avoided." ] } - ] + ], + "id": "0a1" }, { "type": "image", @@ -59934,9 +60589,11 @@ "width": 1224, "height": 681 } - ] + ], + "id": "0a0" } - ] + ], + "id": "09e" }, { "type": "section", @@ -59962,7 +60619,8 @@ "page": 74, "entries": [ "manages its inmates with the most humane treatment. This level is reserved for those serving time for minor infractions or those who have demonstrated good behavior. Here, living, breathing guards outnumber the constructs, and prisoners are allowed a degree of freedom to converse, eat, pray, and enjoy some semblance of privacy. From their cells, they can glimpse the cityscape and savor the river's gentle breeze. Inhabitants of the Upper Grounds know all too well the importance of maintaining good behavior to avoid demotion to the lower levels." - ] + ], + "id": "0a5" }, { "type": "entries", @@ -59970,7 +60628,8 @@ "page": 74, "entries": [ "is patrolled by a larger number of mechanical guards and is generally more populated. It is the designated location for most magic users, barring those exhibiting particularly cruel behavior, who are sent to the Silent Depths. Prisoners here have less leisure time and are instead further required to contribute to the city's economy through various tasks, a practice that has increased since the onset of the Scourge as Luyarnha's economy has faced mounting pressure." - ] + ], + "id": "0a6" }, { "type": "entries", @@ -59978,10 +60637,12 @@ "page": 74, "entries": [ "an area of magical darkness and silence, is the final destination for the most dangerous inmates, particularly spellcasters. Here, each prisoner is assigned a personal guard that never leaves their side, destroying any semblance of privacy or humane treatment. Deemed too perilous for labor, these prisoners remain in solitary confinement, cut off from the outside world, condemned to wrestle with their mind. The Depths are also used as a punitive place for those from higher levels who disrupt the prison's order, a prospect that effectively deters misbehavior among the inmates. Very few are banished to this abyss, but of those who are, almost none emerge with their sanity intact. Many succumb to the dire conditions, the crippling loneliness, the insidious madness, or the ruthless guards." - ] + ], + "id": "0a7" }, "Whispers circulate among long-term prisoners of a clandestine deal offered by certain high-ranking members of society: an exchange of their bodies for scientific research in return for a reduced sentence. These rumors are spoken in hushed tones, and only a select few are privy to their truth." - ] + ], + "id": "0a4" }, { "type": "entries", @@ -59991,7 +60652,8 @@ "The Abyssal Keep, though a public building, puts its prisoners to work, both to pay for the maintenance costs of the prison and to bolster Luyarnha's commerce. The economic contribution of the penitentiary lies within its labor-intensive assembly lines, where prisoners churn out an array of goods. From textiles to simple machinery and handicrafts, these workshops transform raw materials into valuable commodities, supporting the city's industrial demands.", "In the days before the Scourge and the city's lockdown, shipyards within the prison complex bustled with activity. Prisoners, under the watchful eyes of seasoned mariners, worked diligently, repairing and maintaining various ship components and basic mechanical elements. This symbiotic relationship not only kept the city's naval fleet in shipshape condition but also offered prisoners a chance to learn valuable skills. However, since the city's lockdown, these shipyards have fallen eerily silent.", "Yet, the prison's fisheries have remained active. Here, the chained inmates, armed with nets and hooks, grapple with the aquatic denizens of the Moryanne River. Once caught, the fish are cleaned, cured, and those that aren't set aside for the prisoners' meals are prepared for distribution throughout the city." - ] + ], + "id": "0a8" }, { "type": "entries", @@ -60012,7 +60674,8 @@ "width": 1224, "height": 862 } - ] + ], + "id": "0a9" }, { "type": "entries", @@ -60022,11 +60685,14 @@ "The penitentiary is the unfortunate home of the Fire Dancers, a nomadic group that was accused of bringing the Scourge upon their arrival in Luyarnha. A sliver of truth amidst a sea of deception was manipulated to further the city's cause, resulting in their imprisonment. Forbidden from practicing their martial arts and left to rot away, they've found solace in dance rituals that mask their martial practices, evading the ever-watchful eyes of their mechanical wardens. In their limited free time, they've forged bonds of deep camaraderie.", "Even though the city's authorities remain oblivious, a small band from their kin has broken free from the oppressive chains of the Abyssal Keep. This clandestine group now secretly navigates through the veins of the Waterfront District, their mission twofold: liberate their imprisoned brethren, and wash away the stain that mars their honor. Though they may have figured out a way to safely escape the keep, it is a zealously guarded secret, as they know that if they were to all escape at once\u2014something they cannot yet do\u2014or if rumors of their knowledge were to spread, it would unleash a manhunt of apocalyptic proportions. The resulting bloodshed would kill too many, if not all of their kin, a price too steep to pay.", "So, these escapees hide. As informed rebels, they may hold vital clues about the true origin of the Scourge; however, their prime concern remains the safety of their kin. Consequently, they opt to blur the complete picture if revealing it would further endanger their fellows. Different strategies have emerged among the freed Fire Dancers. Some have chosen the path of misdirection, attempting to pin the blame for their alleged crime on others. On the other hand, some have sought to unearth the real truth, however ugly it may turn out to be." - ] + ], + "id": "0aa" } - ] + ], + "id": "0a3" } - ] + ], + "id": "0a2" }, { "type": "section", @@ -60089,7 +60755,8 @@ } ] } - ] + ], + "id": "0ad" }, { "type": "entries", @@ -60103,11 +60770,14 @@ "name": "Noteworthy Locations; Waterfront District", "page": 76 } - ] + ], + "id": "0ae" } - ] + ], + "id": "0ac" } - ] + ], + "id": "0ab" } ] }, @@ -60129,7 +60799,8 @@ "page": 77, "entries": [ "Within this bastion of elegance resides the Moongold family, a rival to the Silverbloods. Once minor nobles, the Moongolds discovered the power hidden away inside a precious alloy from fallen asteroids they called 'moongold' which allowed the creation of powerful coatings for bladed weapons and firearm ammunition. Coupled with their devout faith and their efforts to further establish the Radiant Church's presence within the district, they have long earned the favor of the Church, who has rewarded them with some of the most prestigious estates in the city, seized from the hands of corrupt nobility. Among these is an ancient mansion adorned with a multitude of mirrors. Yet, the reflections they cast are not of the common reality, but of strange, otherworldly vistas. Another property the Moongold family was given hides a secret beneath its foundations: an ancient, sealed crypt. Despite the ominous appearance, the Moongolds are keen to proceed with that mansion's construction, welcoming the mystery within their domain, as exploring the unknown is what earned them their wealth and knowledge." - ] + ], + "id": "0b0" }, { "type": "entries", @@ -60139,7 +60810,8 @@ "A creeping decay gnaws at the opulent fortunes of the district's nobility; the steady flow of gold that once filled their coffers has slowed to a trickle. Taxes, their traditional source of wealth, have been monopolized by the Church. Now, the remainder of the gold that oils the aristocratic machinery rests within the sturdy vaults of a central bank, nestled securely within the Sanctified District's boundaries.", "However, a malignant economic blight has seeped into its heart. Gold coins, once pure, now jingle with the hollow sound of adulteration. Pinchbeck\u2014an alloy of copper and zinc\u2014insidiously invades the city's gold reserves, slowly gnawing away at its purity. Such recasting of gold into a contaminated form can only signify that unseen puppeteers are quietly amassing fortunes behind the scenes while devaluing Luyarnha's currency.", "If unchecked, this crafty subterfuge threatens to shatter the foundations of Luyarnha's economy, their precious gold falling prey to this insidious counterfeit, which slowly inflates the currency and undermines its golden core until it crumbles to dust. Accusations slither like shadows towards the bank, the officials eyeing it warily. But despite their suspicions, the bank is their golden sanctuary too, housing their precious wealth amidst this creeping threat and instability. Moreover, the Radiant Church's attention is ensnared by problems of a more deadly and immediate nature, though they did move a vast amount of their wealth away from this vault and into their own coffers. They know better than anyone that prevention is better than cure." - ] + ], + "id": "0b1" }, { "type": "entries", @@ -60160,7 +60832,8 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "0b2" }, { "type": "entries", @@ -60173,9 +60846,11 @@ "The Radiant Church, in its holy wisdom, had decreed that the strength of Luyarnha lies in the heart of its families, that the nobility of service to one's family surpasses the fleeting gratification of carnal indulgence. It therefore ordained the closure of any brothels in the district, aligning them not only with the sin of lust but also with the crime of neglect towards familial duties. To abandon one's kin for the ephemeral pleasures of the flesh was deemed a pathetic fall from grace, a forfeiture of one's purpose and worth, particularly for those living in this lavish district, who could spare the wealth necessary to raise one's own.", "Yet, in defiance of the Church's righteous decree, some unscrupulous individuals, drawn by the promise of easy wealth, dared to rekindle these houses of sin. In the chilling shadows cast by the towering colosseum, brothels burgeon anew, not only spurred by primal lust but also by the relentless allure of gold. Their operations are shrouded in cunning deception, with a morbid care given to their workforce\u2014as opposed to their clientele\u2014a caution steeped in the fear of their illicit commerce being exposed.", "The houses they inhabit are nothing more than gilded façades of decadence. Yet, beneath the lustrous veneer, repugnant rumors slither through the streets of Luyarnha: the tales of how they procure their workers, blackmail their clients, and other rumors, each more deplorable than the last." - ] + ], + "id": "0b3" } - ] + ], + "id": "0af" }, { "type": "section", @@ -60199,7 +60874,8 @@ "page": 80, "entries": [ "{@i Gothic architecture is the concept of infinity made manifest. This is why most of Luyarnha embraced it.}" - ] + ], + "id": "0b5" }, { "type": "entries", @@ -60209,7 +60885,8 @@ "The despotic reign of the Godless King met its match in the throes of civil war, when the tide began to turn in favor of the populace. At this crucial juncture, the fateful blow didn't hail from his enemies, but his own kin\u2014Brandt Silverblood, his brother. The orchestrator behind this fratricidal plot was the Radiant Church, who had already rallied the city under its divine banner. To save his lineage from impending annihilation, Brandt, compelled by desperation, aligned himself with the Church, a pact sealed in his brother's blood. High Apostle Tulio made a stark proposition: public execution of the Godless King, in exchange for the Silverbloods' redemption and their continued political power\u2014both under the Church's guardianship. Brandt acquiesced to this bargain, spurred by the need to protect his expectant wife, their unborn daughter, and the Silverblood legacy.", "Yet, the Godless King's death was far from serene. As he met his end, he spat out a curse\u2014an enduring malediction upon his traitorous brother, his lineage, and all of Luyarnha, the city that forsook him. The castle's attendants, filled with dread and suspicion, attribute the tragic demise of Brandt's wife in childbirth, the secluded existence of their daughter, and the bestial transformation of city dwellers, to this malevolent curse. The potency of the king's curse, he who wielded the Voice of Creation, he who thought himself a god, isn't something that mortals should understate. The eldritch carving that granted him this power clings ominously to his lifeless form, buried beneath the castle by the officials of the Radiant faith.", "Upon the tyrant's death, the Church upheld their end of the bargain. Brandt, disgusted by his actions, refused to take over the throne, and his niece, the closest blood relative of the former king as his daughter, was crowned in her uncle's stead and the proud Silverblood family was made to swear allegiance to the Church. Since then, some representatives from the clergy have taken residence within the Silverblood Castle, silently observing as the royal family frantically attempts to maintain their power." - ] + ], + "id": "0b6" }, { "type": "entries", @@ -60232,9 +60909,11 @@ "width": 837, "height": 1189 } - ] + ], + "id": "0b7" } - ] + ], + "id": "0b4" }, { "type": "section", @@ -60250,7 +60929,8 @@ "These catacombs also serve as the training grounds of the Shadows, an elusive cadre of rogues who've mastered the art of melting into darkness. Pledging unwavering fealty to the crown, they are the royal family's covert arsenal, led by a master who is of the Silverblood. Despite numerous excavations of the catacombs, the Church remains unable to apprehend these phantoms\u2014 it's as though they dwell in a darkness that even the Radiant One's light cannot pierce.", "The Shadows' existence was confirmed when High Apostle Tulio succumbed to a Shadow's bullet. Although officially reported as a heroic death battling the Scourge, eyewitnesses on that fateful day bore testimony to the true killer. This incident fanned the flames of hostility between the Church and the royal family, reaching a fever pitch. The queen, vehemently denying her involvement in this heinous act, is acutely aware of the Church's capacity to obliterate her lineage if provoked.", "Perhaps Tulio was silenced for the secrets he held\u2014 being Steinhardt's confidant, he was privy to the true nature of his blood bond with the royalty. Retribution for Tulio's murder came swiftly; the Silverblood family was burdened with an escalated tax and a substantial reduction in their political influence, an act the queen resents deeply. Meanwhile, she attempts to broker peace with the Church's upper echelons, offering her help in an act of peace as their hands are already full maintaining stability in a city besieged by the Scourge." - ] + ], + "id": "0b9" }, { "type": "entries", @@ -60258,7 +60938,8 @@ "page": 82, "entries": [ "In the castle's lower levels, servants eke out their existence, their lives pledged to the nobility's whims. These laborers have occasionally plotted to poison their overlords, attempts thwarted by the noble's food tasters and met with swift, fatal reprisals. Despite this rigorous screening, the nobles harbor suspicions about subtle poisons slipping through. The queen, in particular, has no trust in her attendants\u2014her failure to procreate, shared by her family, fuels her mistrust. The absence of an heir threatens to extinguish their lineage, a looming catastrophe they yearn to avert." - ] + ], + "id": "0ba" }, { "type": "entries", @@ -60266,9 +60947,11 @@ "page": 83, "entries": [ "A servant was once plunged into a world of horror beneath the castle, where she discovered a shrine to a fallen deity, complete with a fountain of blood set within a lake teeming with swirling shadows and disembodied souls. Lloydt Silverblood, known for his compassionate nature, found the terrified woman and escorted her back. Soon after, she was relieved of her castle duties and now serves the Moongold family. When the Church investigated her shocking discovery, they found no trace of such an unholy site. Under their scrutiny, Lloydt insisted he found the woman drunk and disoriented in the pantry. No further investigation was pursued within the House of Blood, as torture of a royal member would invite the aristocracy's ire. The Church, their curiosity sufficiently quelled, refrained from delving deeper. Although this event occurred years ago, nothing came of it since, and so the matter was largely forgotten." - ] + ], + "id": "0bb" } - ] + ], + "id": "0b8" }, { "type": "section", @@ -60331,7 +61014,8 @@ } ] } - ] + ], + "id": "0be" }, { "type": "entries", @@ -60345,7 +61029,8 @@ "name": "Noteworthy Locations; Sanctified District", "page": 83 } - ] + ], + "id": "0bf" }, { "type": "image", @@ -60357,9 +61042,11 @@ "width": 559, "height": 638 } - ] + ], + "id": "0bd" } - ] + ], + "id": "0bc" } ] }, @@ -60387,7 +61074,8 @@ "In the wake of an aerial beast's assault, the Cosmic Seminary, which doubled as an observatory, now stands locked and abandoned. The scholars that once nurtured the flames of knowledge within its walls were left to their own devices, the imperative of Scourge containment outweighing rescue. No hand has dared to start the daunting task of reconstruction\u2014the law forbids venturing beyond the city walls, leaving the grand edifice to surrender to entropy.", "Contact with the city has been severed, the fate of the scholars entangled in the carnage lost in the mists of uncertainty. Yet, there are those who assure of ghostly lights emanating from the forsaken structure\u2014feeble flickers of candlelight spied on by vigilant guards, hinting at some form of life yet persisting within. The true nature of this life\u2014whether man or beast\u2014is shrouded in the unknown, and few harbor the audacity to defy the law's prohibitions for the sake of curiosity. After all, what wisdom can be gleaned from a dilapidated ruin?", "However, a quiet thirst for knowledge bubbles among the scholars. Rumors speak of a miraculous device, a product of the seminary's intellectual prowess, that when fitted on a telescope, would permit one to gaze upon the eldritch moons, immune to their influence. The device was on the brink of its first trial when disaster struck, leaving its efficacy and existence an unresolved enigma." - ] + ], + "id": "0c0" }, { "type": "section", @@ -60396,7 +61084,8 @@ "entries": [ "Jägerweiler once was a tranquil logging community nestled in Luyarnha's shadow, a village primarily made of those who rejected city life, and felt more at peace amidst nature. In the hush of the village, the Obitus Scholare secretly conducted immoral experiments. This brutal process birthed beings of supernatural prowess. Brainwashed to serve as relentless warriors, such successful research, amidst a brutal war, saw an increase in their funding by interested third parties who could use mindless super-soldiers for their goals.", "Yet, madness inevitably seized these augmented warriors, and in the span of a few days, they'd turn into abominations of flesh and destruction. When this lethal flaw in their plan was exposed, in a desperate bid to eradicate evidence of their deeds and stem the tide of monstrous onslaught, the Scholare unleashed an acid flood through Jägerweiler\u2014their failsafe plan\u2014 laying waste to both the newborn monsters and villagers alike. Yet, their attempt to erase past mistakes was incomplete. Surviving abominations, led by a disfigured man only known as the Veiled Hunter, now lurk in the corrosive ruins of the village, a growing threat to the oblivious city. As Luyarnha wrestles with the Scourge from within, those aware of the failed experiments nervously watch Jägerweiler, its singed monsters preparing to rend the flesh of the city." - ] + ], + "id": "0c1" }, { "type": "section", @@ -60406,7 +61095,8 @@ "The countless bodies of friends and foes that died during the First War were too numerous to count, and they couldn't fit inside the cemeteries of the Church. As such, giant communal tombs were dug outside of the city walls, where the stench of rotting corpses couldn't reach, before being unceremoniously buried all together with priests of the Ministry of Light holding ceremonies for hundreds of fallen all at once.", "Over time, the sanctity of this mass grave has been repeatedly violated. Graverobbers, motivated by greed, dared to disturb the slumber of the departed, seeking the worldly possessions that may have accompanied the soldiers into the earth. Yet, not all interlopers were driven by avarice. Some were the desperate and grieving\u2014families seeking the resting place of a lost parent, sibling, or child.", "Adding to the cemetery's macabre is the looming presence of the Scions, practitioners of electrical resurrection arts, who have strategically headquartered themselves in close proximity to the graves. Whispers wind through the city, stories of grave robbers erupting from beneath the earth, under clandestine employ, paid to deliver a grim harvest of bones\u2014remains of both man and beast\u2014to the Scions' door." - ] + ], + "id": "0c2" }, { "type": "section", @@ -60417,7 +61107,8 @@ "An escalating concern for the Ruby District, the Circle has mastered an uncanny mode of travel\u2014warping using the very trees that ornament the cityscape, both within and beyond the walls. This allows them to bypass impregnable fortifications, exploiting the lack of guard presence on the ramparts. Once, they were but whispered rumors, mere tales among handmaids, but recent actions have thrust them under a more public, and decidedly more fearsome, light.", "Their dreaded dullahans have emerged from the shadows, seizing defenseless citizens of the Ruby District with a strength that few can counter. Fear grips the families of the taken, prompting them to offer bounties for their protection, but thus far, no attempt to repel the druidic menace has met success. Their audacity continues to grow unchecked.", "The Forsaken, the thug group in charge of the district, have pleaded with the Church for reinforcements, for skilled hunters to quell this burgeoning threat. But their pleas have fallen on deaf ears. As long as the Scourge continues its merciless reign within the district, external assistance seems but a distant hope. All the Ruby District can anticipate from the outside world is the same help they have been getting thus far, sporadic dispatch of rations and weapons." - ] + ], + "id": "0c3" } ] }, @@ -60431,7 +61122,8 @@ "style": "text-center", "entries": [ "{@note See all races on the {@5etools races page|races.html}.}" - ] + ], + "id": "0c5" }, { "type": "section", @@ -60457,7 +61149,8 @@ "width": 504, "height": 1050 } - ] + ], + "id": "0c6" }, { "type": "section", @@ -60529,7 +61222,8 @@ "displayName": "Mirage Cursed-Blood", "page": 90 } - ] + ], + "id": "0c7" }, { "type": "section", @@ -60543,7 +61237,8 @@ "page": 91, "entries": [ "{@i Within the walls of Luyarnha a statue of the righteous demidritch Aitzaz was built by hunters to honor his heroic sacrifice.}" - ] + ], + "id": "0c9" }, { "type": "entries", @@ -60554,7 +61249,8 @@ "While some regard this union as a divine blessing, it cruelly prevents the expecting mother from ever establishing a family, for the demidritch offspring rends the womb asunder with their foreign constitution during birth. Should the trauma not be swiftly attended to, the mother's life can meet an abrupt end. In response, the church has taken to gathering those who exhibit this miraculous conception to ensure their safety during labor and to exert a modicum of control over the potent half-divine progeny.", "For some women, particularly those of faith or those deemed unworthy of love, the prospect of receiving this so-called blessing is welcomed. Such a union would grant them sanctuary within the church's protective walls for the remainder of their lives, offering them the semblance of a family they might not have otherwise known, however fractured it may be. Yet, others are repulsed by this fate and seek to defy it, often with tragic results. Those who reject the church's embrace might give birth in forsaken alleyways, casting their children away or consigning them to orphanages. A fortunate few, perhaps bolstered by exceptional financial fortitude or familial support, succeed in bearing their offspring and providing them with as normal a childhood as Luyarnha's grim circumstances allow.", "This enigmatic phenomenon has left even the most erudite scholars utterly perplexed. It is widely accepted that the Great Ones are incapable of procreation, and yet. Various theories have been postulated in an attempt to fathom the origins of these peculiar offspring\u2014some conjecture that they serve as beacons, as the Great Ones disseminate their consciousness across the vast reaches of the cosmos, with fragments ultimately embedding themselves within the bodies of these unsuspecting mothers; consequently, the resulting progeny would function as a beacon to draw the Great Ones nearer to the world\u2014others suggest that, due to their intrinsic sterility, the Great Ones crave a surrogate through which to vicariously experience creation. However, the motives of these enigmatic entities are, by their very nature, inscrutable to the mortal mind, and any attempt to decipher their intentions is inherently constrained and flawed." - ] + ], + "id": "0ca" }, { "type": "image", @@ -60599,7 +61295,8 @@ "width": 683, "height": 1031 } - ] + ], + "id": "0c8" }, { "type": "section", @@ -60613,7 +61310,8 @@ "page": 94, "entries": [ "\"Thou shalt not steal,\" a dwarven tenet as ancient as their race itself, yet one that an unfortunate number amongst their kin failed to honor. In their homeland, theft was deemed a cardinal sin, punishable to the utmost extent of their laws, at times even by death. Those dwarves harboring avaricious desires deep within, biding their time for the perfect moment to sin unpunished, saw their opportunity amidst the war-torn Luyarnha. Concealed within the ranks of their well-intentioned brethren, they entered Luyarnha only to scatter, some swept away by the tide of war, but those who survived coalesced into marauding bands preying upon the vulnerable. Their plundering persisted until they dared to trespass upon a dwelling that should have remained undisturbed, its walls etched with an archaic language, and its occupant patiently awaiting their intrusion. Unwittingly, they had captured the attention of an entity far more formidable than they could fathom. On that ill-fated day, the lives of these dwarves were irrevocably altered, as they metamorphosed into the Y'ha-nthlei, the enigmatic Deep Ones, a destiny far grimmer than death." - ] + ], + "id": "0cc" }, { "type": "entries", @@ -60624,7 +61322,8 @@ "Yet, the enigmatic Deep Ones, though but a minority amongst Luyarnha's dwarven populace, insidiously encroached upon the Waterfront district. They renounced their thieving ways and instead, embarked upon a sinister campaign of abduction, forcibly indoctrinating their unsuspecting brothers into the worship of their slumbering sovereign, slowly corrupting the inherent goodness that once thrived within the district's walls.", "One fateful night, the Deep Ones executed a vast, coordinated kidnapping, spiriting away hundreds of dwarves in the span of a single, darkened eve \u2014 the Long Night. Wanted posters soon plastered the city streets, while the cursed bloods and scions marshaled their forces, and the church dispatched their hunters, all determined to unearth the truth behind the sudden, inexplicable vanishings. And, as mysteriously as they had vanished, the dwarves reappeared, slumbering upon the shoreline, fragrant with the potent aroma of alcohol. The House of Blood's interrogations yielded naught, and soon town criers announced the incident a grand dwarven celebration of the new lunar year, characterized by inebriation and disorientation, leaving the dwarves with no clear memory of the events. Yet from that day forth, a heightened presence of hunters and wardens patrol the district, either to impart a sense of security or, perhaps, because those in authority are privy to some unsettling secret.", "Ever since, the dwarves of Luyarnha have felt a disquieting shift in their lives. Though many remain untouched by the insidious corruption of the Deep Ones' cult, blissfully ignorant of its existence, uncertainty lingers in the air as to how long this fragile equilibrium will endure, before another Long Night befall the remnants of dwarvenkind within Luyarnha, reducing them to nothing but enslaved thralls." - ] + ], + "id": "0cd" }, { "type": "entries", @@ -60634,9 +61333,11 @@ "The Scions, scientists skilled in melding life through electricity to craft manikins and other constructs, grew increasingly reliant upon trade, their experiments demanding gold, mithril and other alloys capable of withstanding the forces of lightning. Yet, as the Scourge surged anew and Luyarnha was once more besieged, the Scions found themselves in dire straits, the resources essential to their groundbreaking research now perilously scarce.", "In this desperate hour, the Y'ha-nthlei emerged, their singular mastery of smuggling enabling them to procure vital materials from beyond the beleaguered city. Young Deep Ones, proficient in navigation and seamanship, who retained greater control over their faculties, could alone navigate the hazardous routes into and out of Luyarnha, defying the lockdown imposed on the city. These enigmatic dwarves proved invaluable to the Scions, and in exchange for their services, the Y'ha-nthlei furthered their inscrutable goals, burrowing ever deeper into the city's fabric, drawing the unwitting populace closer to the unfathomable depths of their eldritch master's influence.", "Owing to the secretive nature of the Deep Ones and the waning number of \"ordinary\" dwarves, the race is seen less frequently by the city's denizens. Although they continue to trade and offer their expertise in architectural planning and resource gathering, these skills diminished in importance as the Scourge expanded. Many dwarves adapted their inherent talents to farming, their stout physique ideally suited for laboring within the town's greenhouses, striving alongside others to produce sustenance for the populace. A handful of thrill-seeking dwarves enlisted in the ranks of the hunters, unfortunately a sizeable portion of battle-hardened dwarves unburdened by scruples have already fallen under the thrall of the Y'ha-nthlei, now toiling to fulfill the sinister objectives of their eldritch master rather than fighting for freedom." - ] + ], + "id": "0ce" } - ] + ], + "id": "0cb" }, { "type": "section", @@ -60656,7 +61357,8 @@ "page": 95, "entries": [ "Their very nature was irrevocably altered, much like those who dwell beneath the fathomless depths of the ocean; relinquished was their mortality, traded for the cold embrace of eternal slavery. They would never perish, but instead live out their days alongside He who had walked the earth long before the advent of humankind and would endure their demise for wretched ages, forever bound as pawns in the insidious machinations of their infinite master. Their tragic fate\u2014wrought by their own rapacious avarice\u2014is the exorbitant price they paid for their crime, and one they cannot escape." - ] + ], + "id": "0d2" }, { "type": "entries", @@ -60664,7 +61366,8 @@ "page": 96, "entries": [ "This curse has warped their flesh, normally so averse to magic, and created within them gates of eldritch arcane, imparting them with the peculiar ability to cloak their twisted forms, using illusions that can deceive even the keenest adventurers into seeing them as bona fide dwarves." - ] + ], + "id": "0d3" }, { "type": "entries", @@ -60672,11 +61375,14 @@ "page": 96, "entries": [ "Despite possessing full control of their mental faculty from a young age, their physical form twists and contorts as the impossible weight of the gift of the Slumbering One scrapes them minute after minute. Their once sturdy limbs warp and bend in grotesque fashion, their eyes become sunken and hollow, and their skin takes on a sickly gray pallor. The sanity of their younger days begins to slip away, leaving them at the mercy of His malevolent dreams and to dwell within their once dwarven flesh. This destiny\u2014a fate more dreadful than death\u2014is something that their aging mind anticipates with glee." - ] + ], + "id": "0d4" } - ] + ], + "id": "0d1" } - ] + ], + "id": "0d0" }, { "type": "image", @@ -60695,7 +61401,8 @@ "name": "Deep One Dwarf", "page": 96 } - ] + ], + "id": "0cf" }, { "type": "section", @@ -60711,7 +61418,8 @@ "Eons ago, the elven empire, though small in population, stood as a formidable presence, their arcane mastery eclipsing that of rival races. Alas, their splendor was not to endure, for they lost their sacred bond with the Fey, precipitating the decline of their magically sustained harvests, invigorating waters, and enchanted healing arts. Thus, they found themselves plunged into the waning years of their once-great sovereignty. The wood elves, dwelling near the Human Empire, were the first to extend the olive branch, recognizing that further conflict would hasten their own decline\u2014a truth they carefully concealed in their negotiations. Once adept at withstanding nature's whims through their proximity to the Fey, their severed connection left them ill-prepared for the labor required to cultivate crops, construct canals, and furnish the sundry essentials needed to sustain their populace.", "As their numbers waned day by day, the elves found themselves on the brink of extinction\u2014vulnerable to any natural catastrophe, unable to reproduce in sufficient quantities, and ill-suited for the arduous labor required to sustain them. Driven by necessity, they embraced innovative ideas, and a pioneering group, after negotiations, began to establish a settlement with humans, soon christened Luyarnha.", "In Luyarnha, elven agricultural wisdom formed a symbiotic relationship with humanity's resilience, shielding them from the merciless onslaught of frigid winters and searing summers. The Elves' affinity with celestial bodies endowed them with unparalleled insight into the mysteries of nature, which, when conjoined with the tireless efforts of mankind, enabled their joint civilization to flourish. As the city expanded and modernized, elven customs evolved, and the crushing tide that once threatened their survival ebbed, enabling their population not only to stave off extinction, but also to burgeon anew." - ] + ], + "id": "0d6" }, { "type": "entries", @@ -60722,7 +61430,8 @@ "Wood Elves, indigenous to Luyarnha, comprised the majority of the city's denizens. Nevertheless, additional elven kindreds would, in due course, venture into the city-state and establish residence, notably during the tranquil era subsequent to the First War, when Luyarnha proved its might to the wider world. High elves, in particular, were enticed by the city's allure, with a number opting to dwell therein. This diverse elven assembly, alongside humans and their mutual progeny, accounted for approximately three-quarters of the citizenry residing within the high walls.", "The Wood Elves of Luyarnha were lithe and elegant, their visages defined by sharp features and elongated ears. Their skin tones, ranging from earthy browns to lush greens, evolved to facilitate cover within their surroundings, resonating with their sylvan origins. The urbanization of the elves led to further adaptation, their skin assuming stone gray hues and even obsidian black shades that echoed the gothic architecture around them. Yet their eyes, unaltered by change, continued to reflect the verdant hues of the forests they once inhabited, gleaming with wisdom and intellect.", "In their fervent devotion, surpassing that of their human comrades, the elves persist in venerating a myriad pantheon of divine beings. They stand as the original acolytes of the Radiant One, instigating the dissemination of the faith throughout the metropolis and retaining their esteemed position as the foremost faction within the sacred congregation. In contrast, myriad other elven gods have all but evaporated into the mists of time, with the lion's share of their kindred either straying away from the divine or electing to pursue the blazing beacon of the Radiant One." - ] + ], + "id": "0d7" }, { "type": "entries", @@ -60730,7 +61439,8 @@ "page": 98, "entries": [ "Elven society accorded little importance to nobility\u2014though their blood was atop the throne\u2014who in turn regarded them with indifference, deeming the elves excessively preoccupied with survival and devoid of ambition. Such accusations were not entirely unfounded, for elven fertility paled in comparison to that of humans, and their delicate constitutions made them more susceptible to illnesses, which, in the absence of suitable remedies, could rapidly turn fatal. As a result, to this day, elven aspirations often stem from a deep-seated desire to avert the extinction of their race, with the nature of such a threat transforming from a myriad afflictions into a singular plague\u2014the Scourge." - ] + ], + "id": "0d8" }, { "type": "statblock", @@ -60751,7 +61461,8 @@ "width": 873, "height": 1582 } - ] + ], + "id": "0d5" }, { "type": "section", @@ -60789,7 +61500,8 @@ "entries": [ "Half-Elves earned their esteemed status within Luyarnha through acts of diplomacy, valor & wisdom. Their involvement in the First War saw them rise as crucial mediators, bridging the gap between races and fostering unity in times of strife, where racial blame was becoming an easy scapegoat for the populace's struggles. Their ability to understand and appreciate the values and customs of both humans and elves granted them the unique opportunity to create lasting alliances between the two races, and bring about peace where others would have failed. This mixed heritage also granted them an edge when negotiating with other races, such as the orc and dwarves, who were likely to make deals with them rather than an individual of another race, as their blood carried no inherent in-group bias, or so they believed.", "In addition, their keen intellect and charismatic presence make them fantastic leaders, and they have been known to inspire loyalty and devotion from those they lead, and keep their focus in times of struggle, capable of directing the populace towards a victorious war. Beyond their political acumen and strategic prowess, Half-Elves possess a range of other assets that set them apart from other races. Additionally, their inherent charm and natural talent for diplomacy enable them to forge connections and alliances with ease, solidifying their influence within the city and beyond." - ] + ], + "id": "0da" }, { "type": "entries", @@ -60798,7 +61510,8 @@ "entries": [ "In times of war, Half-Elves have displayed an exceptional capacity for strategic thinking. Their elven intuition and human adaptability make them formidable tacticians, capable of anticipating enemy movements and devising innovative battle plans. Their capacity to rally disparate forces and marshal them under a single banner has been invaluable in countless conflicts, ultimately contributing to their elevated status within Luyarnha.", "Half-Elves excel not only in matters of war but also in the broader realm of strategic planning. They are often sought for their wisdom and insight, applying their intellect to solve complex problems and navigate intricate social and political networks. Their ability to see multiple perspectives allows them to create plans that account for the needs and interests of various factions, fostering stability and prosperity within Luyarnha, though many of them aren't above making sure that these plans serve everyone, but mostly themselves, hiding this fact behind smiles and complex jargon, or simply hiding the better outcome that could be achieved, and only presenting the one benefiting them instead. Their human strength makes them resilient fighters, while their long lifespans from their elven lineage grant them the benefit of accumulated knowledge and experience." - ] + ], + "id": "0db" }, { "type": "entries", @@ -60806,9 +61519,11 @@ "page": 100, "entries": [ "Behind the stately facades of their mansions and the elegant veneer of their public personas, some Half-Elves can exhibit a sense of arrogance and haughtiness, particularly when they find themselves in the company of their own kind. Born of two worlds, they often perceive themselves as superior to both humans and elves, considering their mixed heritage as the pinnacle of racial refinement. This inflated self-image is reinforced by their numerous accomplishments and the great respect they command within Luyarnha. This pride can manifest in condescending behavior, smugness, and a propensity to dismiss the concerns of those they deem inferior. It is not uncommon for them to relish their position of power and wealth, flaunting their assets and influence to bolster their egos. This prideful demeanor, however, is not without consequence. Their arrogance can create rifts within their own ranks sowing seeds of discord, leading to the rise of rivalries, enmities, and vendettas, which are oft too common with the aristocracy and nobility, and threatens to unravel the delicate balance of power they have so skillfully maintained. Not all Half-Elves are consumed by arrogance, and many strive to rise above this flaw, recognizing the dangers it poses to themselves and the city they hold dear." - ] + ], + "id": "0dc" } - ] + ], + "id": "0d9" }, { "type": "section", @@ -60823,7 +61538,8 @@ "entries": [ "The humans of Luyarnha have crafted magnificent edifices that pierce the heavens, defying the oppressive weight of gravity, serving as both homes and fortresses, providing sanctuary from the lurking terrors that slither in the shadows of the night. Many of the intricate stone carvings and statues that embellish the walls of the city, depicting tales of heroism and sacrifice, are a testament to the resilience of the human spirit. They have also engineered vast networks of aqueducts and sewers, ensuring that the city's inhabitants are supplied with fresh water and a means to maintain their urban environment. These marvels of human ingenuity stretch like veins beneath the city, a vital and complex circulatory system that sustains life, even amidst the encroaching gloom.", "In the cultural realm, humans have merged their culture with that of the elves since the city's founding, establishing grand libraries and academies, nurturing the arts, sciences, and the pursuit of knowledge. Within these hallowed halls, scholars and philosophers probe the mysteries of the world and the cosmos, striving to unlock the secrets that lie hidden. The arts flourished as well, with poets, musicians, and painters weaving a tapestry of experiences that both defies and embraces the constant dance of light and darkness that permeates Luyarnha." - ] + ], + "id": "0de" }, { "type": "entries", @@ -60833,7 +61549,8 @@ "Humans stand as a testament to the power of resilience and adaptability. Countless courageous souls have sacrificed their lives in the hope of eradicating the terrors that loom, their spirit and bravery serving as a beacon of hope for others. While some may be more susceptible to despair, blind to the good they've done in the world, their contributions to the city's defense against the insidious darkness cannot be misconstrued. It's this spirit of determination that has led humans to pour their blood, sweat, and tears into lifting Luyarnha from obscurity to the thriving city-state it was at its apogee.", "Many humans take immense pride in the sacrifices their ancestors made to provide them with the lives they enjoy today. Faced with the Scourge, the majority of mankind would rather lay down their lives than let the city, which represents the legacy of their forebears, be torn asunder by mindless beasts. Their unwavering commitment to Luyarnha's survival has made humans an essential force in the city's ongoing struggle against the plague that threatens to engulf them all.", "Though humans have done much to shape the city's destiny for the better, some among them are enticed by the allure of power, pursuing their ambitions with reckless abandon. In a world as interconnected as Luyarnha, the actions of a single individual can reverberate throughout the city, causing untold consequences for many." - ] + ], + "id": "0df" }, { "type": "entries", @@ -60843,7 +61560,8 @@ "The humans of Luyarnha remain a curiously secular people, though they have contributed significantly to the city's infrastructure and religious sites, building most of the temples and shrines that dot the cityscape, they harbor a peculiar hubris, attributing their achievements to their own capabilities rather than any divine intervention, inspiration or guidance. Despite the influence of the Radiant Church and its redemptive teachings, the human population remains largely resistant to the solace and guidance offered by the divine. In their relentless pursuit of individual achievement and self-reliance, they have become disconnected from the spiritual comfort and magic that could help them endure the grim reality of their existence, as they have for many others.", "This self-aggrandizing perspective has led many of them to believe that they can rival the higher powers, though they are oftentimes proven wrong. Indeed, in their attempts to defy the heavens, humans have frequently brought greater suffering upon themselves. Faced with the recent tragic circumstances that plague their city, many have adopted a nihilistic view, considering morality a mere feat of social engineering designed to make the pain that is life bearable. This dark mindset has led many down treacherous paths, and in their attempt to prove the meaninglessness of life, and most particularly their lives, they turn into vile creatures that ultimately make life worse for everyone around them; even if the monster they become on the inside doesn't always manifest in a terrifying outward appearance. Due to this hubris and propensity for self-destruction, humans are the ones who tend to succumb most often to the clutches of madness.", "The humans of Luyarnha are complex and paradoxical: a race of great builders, thinkers, and innovators, but also a people plagued by hubris and nihilism, walking a fine line between self-actualization and self-destruction. Their achievements stand as a testament to the heights they can reach, while their flaws serve as the reminder of the depths to which they can fall. As they continue to navigate the treacherous city-state, humans have to grapple with their own nature, striking a balance between ambition and humility, in order to survive and perhaps thrive in a city teetering on the edge of madness." - ] + ], + "id": "0e0" }, { "type": "image", @@ -60855,7 +61573,8 @@ "width": 1054, "height": 1584 } - ] + ], + "id": "0dd" }, { "type": "section", @@ -60880,7 +61599,8 @@ "entries": [ "Their culture holds strong to the belief that children must prove their worth without a handout. Monetary gifts to one's offspring are deemed disgraceful, for they rob the young of the opportunity to cultivate resilience and self-reliance. Conversely, as Orcs mature, they learn to venerate those who gave the most, fostering within themselves a drive to build vast industries and businesses that generated immense wealth. This allowed them to engage in acts of profound generosity, particularly as they entered the twilight of their years. Thus, a dual nature arose within them, marked by wealth-acquisition in their youth and magnanimity in their later years.", "The religious practices of the Orcs provided a moral compass to navigate their perilous lives, leading many to serve the Radiant church. The enigmatic figure at the head of this institution was himself an Orc, and many of the clergy who followed his teachings bore the same lineage. They embraced the notion that giving oneself, in the form of time and service, was as vital and noble as offering material wealth. In this way, the Orcs transformed their avarice into a force for good, finding redemption in the paradox of their existence." - ] + ], + "id": "0e2" }, { "type": "entries", @@ -60890,7 +61610,8 @@ "In the city-state of Luyarnha, Orcs dominated the mercantile landscape, owning businesses both small and grand. Among them was the visionary founder of the Scions, those daring scientists who harnessed the power of electricity and death to create life. His legacy persisted even after his demise, as the Scions gained a foothold within the city and established their reputation among the greatest minds.", "Orcs were known for their preference for autonomy, often declining to work under the authority of others, particularly if they were of a different race. Instead, they sought complete control over their labor, believing that it was better to acquire wealth in this way, striving to build their own empires within the city. Their imposing stature towered over most other humanoids, making them ideal candidates for more physically perilous roles.", "Younger Orcs, driven by the pursuit of wealth and greatness, often joined the ranks of the hunters. As protectors of their fellow citizens, they found that few professions were as selfless and rewarding as this noble pursuit. Orcish culture, more particularly their relationship with wealth, is such that they are remarkably resistant to corruption. Elders within their society hold little interest in accumulating riches, while their younger counterparts perceive bribery and similar methods of obtaining coin as dishonorable and disrespectful. To accept such offerings is to admit one's own inability to acquire wealth, an affront to the self-reliance that orcs value so dearly. Such resolution against the allure of corruption has led numerous elder orcs to occupy advisory positions within the political and religious institutions of the city. Their counsel, untainted by the temptations of material gain, springs from an earnest desire to assist and guide those in need, thus, their wisdom is sought and valued by those who recognize the purity of their intentions and the absence of ulterior motives." - ] + ], + "id": "0e3" }, { "type": "entries", @@ -60902,9 +61623,11 @@ "Initially, the Orcs' arrival in Luyarnha was met with suspicion by the native population, who had labored tirelessly to build their city and would not let outsiders reduce it to ashes. However, as the city's denizens observed the Orcs' indomitable spirit and keen intellect, their apprehension gave way to acceptance. The Orcs soon became an integral part of Luyarnha's tapestry, contributing to its growth and development. Their presence served as a catalyst for change, inspiring the city to treat outsiders with greater respect, acknowledging the potential value they could bring.", "The Orcs' decision to remain within Luyarnha was further solidified by the ascension of the Radiant Church. Prior to its establishment, many Orcs resided in the city solely to satisfy their mercantile ambitions, yet they harbored a profound spiritual yearning. The teachings of the Radiant Church resonated with their longing for a higher purpose, offering a means to reconcile their cursed avarice with the pursuit of virtue. The Orcs embraced this newfound faith, and many devoted themselves to the service of the Radiant Church, finding solace and redemption in its hallowed halls.", "Thus, the Orcs became a part of Luyarnha's history and identity. Their influence pervaded every aspect of the city's life, from the bustling marketplaces to the grand cathedrals, and their story became inextricably linked with that of the city they now called home. As they adapted to their new surroundings, the once-barbaric and greedy Orcs found a way to channel their innate desires towards the greater good, forever changing the course of their destiny." - ] + ], + "id": "0e4" } - ] + ], + "id": "0e1" }, { "type": "section", @@ -60949,11 +61672,14 @@ "page": 105, "entries": [ "Inscribed on human eyes inside their skulls are the instructions which all manikin obey. More often than not, this includes a safety system that ensures adherence to the law and prevents a manikin turning on their master. In some cases, a crafter might even cause the manikin to feel love for their creator. Conceived as animate objects capable of carrying out the instructions, manikin who express thoughts of self-liberation are often disposed of before these thoughts turn into acts. Though the Scions intentions were initially noble, playing god has given them a taste for power and they have no intention of granting free will to their animated servants." - ] + ], + "id": "0e8" } - ] + ], + "id": "0e7" } - ] + ], + "id": "0e6" }, { "type": "statblock", @@ -60991,9 +61717,11 @@ "page": 106, "entries": [ "{@i Thespians are dolls often created in the image of a living being. Sometimes this is borne of innocent adoration. At others, it is the product of malicious obsession.}" - ] + ], + "id": "0e9" } - ] + ], + "id": "0e5" }, { "type": "section", @@ -61024,7 +61752,8 @@ ], "by": "Matyr Tulio" } - ] + ], + "id": "0eb" }, { "type": "statblock", @@ -61095,9 +61824,11 @@ "width": 720, "height": 730 } - ] + ], + "id": "0ea" } - ] + ], + "id": "0c4" }, { "type": "section", @@ -61119,7 +61850,8 @@ "style": "text-center", "entries": [ "{@note For full class details, including proficiencies, starting equipment and hit points see the {@class Jaeger|SGttEH} on the {@5etools classes page|classes.html}.}" - ] + ], + "id": "0ed" }, { "type": "section", @@ -61137,7 +61869,8 @@ "In the ease and safety that contemporary advancements bring, city dwellers frequently forget how fortunate their lives are. They have all but forgotten the life of pain that would befall them if the system failed. Which is precisely what took place in Luyarnha.", "The urbanites were left defenseless when the scourge swept the streets of the city, snapping like twigs in the face of such ferocity. While the denizens of the town struggled against insurmountable odds, the church and the nobility didn't remain inert, instead concentrating their efforts to engineer the ideal weapon, something capable of annihilating the beasts plaguing the city. This weapon came to be known as the jaegers.", "Jaegers thrive in the savagery of the hunt. Their reflexes more honed than that of mere mortals, jaegers are capable of dodging the most vicious of blows and using that momentum to drive their blade deep into the heart of their prey. A jaeger's thirst for battle is endless; only in inaction can they experience fatigue. They are the perfect weapon against the nightmarish tides of beasts and the sole reason Luyarnha still stands." - ] + ], + "id": "0ef" }, { "type": "entries", @@ -61146,7 +61879,8 @@ "entries": [ "One who hunts beasts is a \"hunter\", as they are commonly called by civilized society, but few hunters have the jaeger class. Coming from all walks of life, jaegers blend in with their communities, only unleashing their abilities in times of need. They act as guardians for people who are unable to defend themselves, and they serve as the bloody sword of vengeance in a world that is hell-bent on destroying itself. Life in the city-state of Luyarnha is fraught with peril: gang warfare, infectious madness, and harrowing beasts. Amidst this chaos, jaegers are the first to charge into battle so that their brothers and sisters can survive to live another day.", "Jaegers rarely leave their home city of Luyarnha; they would rather die than see it fall to the scourge. Following the jaeger's creed\u2014'survive together, or die together'\u2014they never hunt by themselves unless forced to. The nights can be brutal and the beasts are relentless; against such a ferocious onslaught, only a united front can hope to survive. As a result, jaegers are aware of the importance of teamwork and never charge into battle alone, save to retrieve fallen allies. The bonds formed during the hunts are stronger than those of many families. Blood is thicker than water, and the gods know that blood is shed when the hunt rages on." - ] + ], + "id": "0f0" }, { "type": "inset", @@ -61160,7 +61894,8 @@ "by": "Steinhardt", "from": "The First Hunter" } - ] + ], + "id": "0f1" }, { "type": "entries", @@ -61175,9 +61910,11 @@ "page": 113, "entries": [ "You can make a jaeger quickly by following these guidelines. First, make Dexterity your highest ability score, followed by Constitution, and then Intelligence. Second, pick a background, preferably one that involves the city of Luyarnha." - ] + ], + "id": "0f3" } - ] + ], + "id": "0f2" }, { "type": "image", @@ -61189,7 +61926,8 @@ "width": 742, "height": 1000 } - ] + ], + "id": "0ee" }, { "type": "section", @@ -61201,7 +61939,8 @@ "style": "text-center", "entries": [ "{@note For full class details, including proficiencies, starting equipment and hit points see the {@class Jaeger|SGttEH} on the {@5etools classes page|classes.html}.}" - ] + ], + "id": "0f5" }, "As a jaeger, you gain the following class features.", { @@ -61221,7 +61960,8 @@ "width": 1224, "height": 724 } - ] + ], + "id": "0f4" }, { "type": "section", @@ -61239,9 +61979,11 @@ ], "by": "Vicar Priscilla" } - ] + ], + "id": "0f7" } - ] + ], + "id": "0f6" }, { "type": "section", @@ -61267,7 +62009,8 @@ "width": 728, "height": 1084 } - ] + ], + "id": "0f8" }, { "type": "section", @@ -61285,7 +62028,8 @@ ], "by": "Unknown" } - ] + ], + "id": "0fa" }, { "type": "statblock", @@ -61306,7 +62050,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "0f9" }, { "type": "section", @@ -61337,7 +62082,8 @@ "by": "Vicar Priscilla to Steinhardt during the 3rd hunt", "skipMarks": true } - ] + ], + "id": "0fc" }, { "type": "image", @@ -61349,7 +62095,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "0fb" }, { "type": "section", @@ -61375,7 +62122,8 @@ "width": 612, "height": 833 } - ] + ], + "id": "0fd" }, { "type": "section", @@ -61392,7 +62140,8 @@ "The sweet smell of blood\u2014oh, it's enough to make a man go mad." ] } - ] + ], + "id": "0ff" }, { "type": "statblock", @@ -61413,7 +62162,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "0fe" }, { "type": "section", @@ -61469,7 +62219,8 @@ "name": "Jaeger's Assessment", "page": 126 } - ] + ], + "id": "100" }, { "type": "section", @@ -61524,11 +62275,14 @@ "name": "Clarification: Momentum Dice", "entries": [ "Whenever you add the number of Momentum dice expended to damage, roll the expended dice and add the total rolled to the damage, not the number of dice itself." - ] + ], + "id": "102" } - ] + ], + "id": "101" } - ] + ], + "id": "0ec" }, { "type": "section", @@ -61540,7 +62294,8 @@ "style": "text-center", "entries": [ "{@note See all subclasses on the {@filter Classes Page|classes|source=sgtteh|miscellaneous=|other/text options=::isdisplayclassifsubclassactive::}.}" - ] + ], + "id": "104" }, { "type": "section", @@ -61569,7 +62324,8 @@ "But all we have is rage." ] } - ] + ], + "id": "106" }, { "type": "image", @@ -61581,7 +62337,8 @@ "width": 699, "height": 972 } - ] + ], + "id": "105" }, { "type": "section", @@ -61608,7 +62365,8 @@ ], "by": "Unknown survivor of the 26th Eldritch hunt" } - ] + ], + "id": "108" }, { "type": "image", @@ -61620,7 +62378,8 @@ "width": 769, "height": 1584 } - ] + ], + "id": "107" }, { "type": "section", @@ -61735,7 +62494,8 @@ "name": "Whispers of the Flesh-Defiler", "page": 135 } - ] + ], + "id": "10a" }, { "type": "image", @@ -61747,7 +62507,8 @@ "width": 1225, "height": 724 } - ] + ], + "id": "109" }, { "type": "section", @@ -61790,7 +62551,8 @@ "width": 1224, "height": 1585 } - ] + ], + "id": "10b" }, { "type": "section", @@ -61816,7 +62578,8 @@ "width": 1285, "height": 1688 } - ] + ], + "id": "10c" }, { "type": "section", @@ -61918,7 +62681,8 @@ "name": "Withering Arrow", "page": 144 } - ] + ], + "id": "10e" }, { "type": "inset", @@ -61926,9 +62690,11 @@ "name": "GM Note:", "entries": [ "This subclass can be played using crossbows instead of bows. It can also be played using firearms, although not all of them. The firearms that can be used for this subclass are: {@item flintlock|SGttEH|flintlocks}, {@item pistol|SGttEH|pistols}, {@item rifle|SGttEH|rifles}." - ] + ], + "id": "10f" } - ] + ], + "id": "10d" }, { "type": "section", @@ -61954,7 +62720,8 @@ "width": 1122, "height": 1225 } - ] + ], + "id": "110" }, { "type": "section", @@ -61976,7 +62743,8 @@ "name": "GM Note:", "entries": [ "The unfair treatment that some fire dancers have received in their life has created deep resentment, warping their pure nature and the flames they wield. These fire dancers wield a dark flame, said to devour life. If you wish to play such a character, replace any mention of fire damage, resistance, or immunity in the subclass abilities with necrotic damage, resistance, or immunity, respectively, and you can choose not to gain the {@subclassFeature Flames of Redemption|Monk|PHB|Fire Dancer|SGttEH|11|SGttEH} feature." - ] + ], + "id": "112" }, { "type": "image", @@ -61988,7 +62756,8 @@ "width": 693, "height": 955 } - ] + ], + "id": "111" }, { "type": "section", @@ -62014,7 +62783,8 @@ "width": 1224, "height": 689 } - ] + ], + "id": "113" }, { "type": "section", @@ -62040,7 +62810,8 @@ "width": 1226, "height": 1585 } - ] + ], + "id": "114" }, { "type": "section", @@ -62053,7 +62824,8 @@ "name": "Disclaimer:", "entries": [ "Please be advised that while some may use torture as a plot device or as a means of gathering information, it is a sensitive and disturbing topic. While the use of torture can be integral to the story being told, which is why it is included in this book, it is important to ensure that everyone at the table comes to an agreement regarding its use prior to the session beginning, and if it's included, whether descriptions should fade to black or be more detailed." - ] + ], + "id": "116" }, { "type": "entries", @@ -62077,7 +62849,8 @@ "width": 1159, "height": 617 } - ] + ], + "id": "117" }, { "type": "statblock", @@ -62098,7 +62871,8 @@ "width": 1224, "height": 1026 } - ] + ], + "id": "115" }, { "type": "section", @@ -62124,7 +62898,8 @@ "width": 612, "height": 950 } - ] + ], + "id": "118" }, { "type": "section", @@ -62150,7 +62925,8 @@ "width": 1224, "height": 1211 } - ] + ], + "id": "119" }, { "type": "section", @@ -62176,7 +62952,8 @@ "width": 1211, "height": 1604 } - ] + ], + "id": "11a" }, { "type": "section", @@ -62224,7 +63001,8 @@ "width": 1225, "height": 1586 } - ] + ], + "id": "11c" }, { "type": "entries", @@ -62301,9 +63079,11 @@ "name": "Riposte", "page": 169 } - ] + ], + "id": "11d" } - ] + ], + "id": "11b" }, { "type": "section", @@ -62339,9 +63119,11 @@ "width": 809, "height": 924 } - ] + ], + "id": "11e" } - ] + ], + "id": "103" }, { "type": "section", @@ -62363,7 +63145,8 @@ "style": "text-center", "entries": [ "{@note See all feats on the {@5etools feats page|feats.html}.}" - ] + ], + "id": "120" }, { "type": "statblock", @@ -62434,11 +63217,14 @@ "name": "Design Note:", "entries": [ "These optional feats replace other feats with a similar name, balancing player options introduced in Steinhardt's Guide to the Eldritch Hunt." - ] + ], + "id": "122" } - ] + ], + "id": "121" } - ] + ], + "id": "11f" }, { "type": "section", @@ -62450,7 +63236,8 @@ "style": "text-center", "entries": [ "{@note See all backgrounds on the {@5etools backgrounds page|backgrounds.html}.}" - ] + ], + "id": "124" }, { "type": "section", @@ -62465,7 +63252,8 @@ "name": "Amnesiac", "page": 174 } - ] + ], + "id": "125" }, { "type": "section", @@ -62490,7 +63278,8 @@ "width": 632, "height": 654 } - ] + ], + "id": "126" }, { "type": "section", @@ -62505,7 +63294,8 @@ "name": "Cult Initiate", "page": 176 } - ] + ], + "id": "127" }, { "type": "section", @@ -62530,7 +63320,8 @@ "width": 860, "height": 1219 } - ] + ], + "id": "128" }, { "type": "section", @@ -62555,7 +63346,8 @@ "width": 1224, "height": 638 } - ] + ], + "id": "129" }, { "type": "section", @@ -62580,7 +63372,8 @@ "width": 605, "height": 774 } - ] + ], + "id": "12a" }, { "type": "section", @@ -62605,7 +63398,8 @@ "width": 848, "height": 692 } - ] + ], + "id": "12b" }, { "type": "section", @@ -62620,7 +63414,8 @@ "name": "Scion", "page": 183 } - ] + ], + "id": "12c" }, { "type": "section", @@ -62635,9 +63430,11 @@ "name": "Worthless Husk", "page": 184 } - ] + ], + "id": "12d" } - ] + ], + "id": "123" }, { "type": "section", @@ -62649,7 +63446,8 @@ "style": "text-center", "entries": [ "{@note See all spells on the {@5etools spells page|spells.html}.}" - ] + ], + "id": "12f" }, { "type": "section", @@ -62701,7 +63499,8 @@ "name": "Gravity Whip", "page": 187 } - ] + ], + "id": "130" }, { "type": "section", @@ -62788,7 +63587,8 @@ "name": "Spectral Slash", "page": 189 } - ] + ], + "id": "131" }, { "type": "section", @@ -62896,7 +63696,8 @@ "name": "Skeletal Tail", "page": 193 } - ] + ], + "id": "132" }, { "type": "section", @@ -62983,7 +63784,8 @@ "name": "Spectral Fury", "page": 195 } - ] + ], + "id": "133" }, { "type": "section", @@ -63073,7 +63875,8 @@ "name": "World Breaker", "page": 198 } - ] + ], + "id": "134" }, { "type": "section", @@ -63125,7 +63928,8 @@ "name": "Starfall", "page": 200 } - ] + ], + "id": "135" }, { "type": "section", @@ -63170,7 +63974,8 @@ "name": "Wall of Bones", "page": 201 } - ] + ], + "id": "136" }, { "type": "section", @@ -63215,7 +64020,8 @@ "name": "Divine Order: Transcend", "page": 202 } - ] + ], + "id": "137" }, { "type": "section", @@ -63239,7 +64045,8 @@ "width": 1224, "height": 650 } - ] + ], + "id": "138" }, { "type": "section", @@ -63267,9 +64074,11 @@ "name": "Osteophagia", "page": 204 } - ] + ], + "id": "139" } - ] + ], + "id": "12e" }, { "type": "section", @@ -63281,7 +64090,8 @@ "style": "text-center", "entries": [ "{@note See all items on the {@5etools items page|items.html}.}" - ] + ], + "id": "13b" }, { "type": "section", @@ -63321,7 +64131,8 @@ "Immolation is a sign of purity, and in death they shall be cleansed." ] } - ] + ], + "id": "13d" }, { "type": "image", @@ -63381,7 +64192,8 @@ "name": "GM Note:", "entries": [ "Alternatively the holy tonic can restore {@dice 6d4+6} or {@dice 8d4+8} hit points." - ] + ], + "id": "13e" }, { "type": "image", @@ -63393,7 +64205,8 @@ "width": 739, "height": 1484 } - ] + ], + "id": "13c" }, { "type": "section", @@ -63420,7 +64233,8 @@ "dex" ] } - ] + ], + "id": "142" }, { "type": "statblock", @@ -63478,9 +64292,11 @@ } ] } - ] + ], + "id": "141" } - ] + ], + "id": "140" }, { "type": "entries", @@ -63496,7 +64312,8 @@ "page": 209, "entries": [ "You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action." - ] + ], + "id": "145" }, { "type": "entries", @@ -63504,7 +64321,8 @@ "page": 209, "entries": [ "The ammunition of a firearm is destroyed upon use." - ] + ], + "id": "146" }, { "type": "entries", @@ -63532,7 +64350,8 @@ } ] } - ] + ], + "id": "147" }, { "type": "entries", @@ -63540,7 +64359,8 @@ "page": 209, "entries": [ "Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on {@skill Stealth} checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on {@skill Perception} checks against you." - ] + ], + "id": "148" }, { "type": "entries", @@ -63548,7 +64368,8 @@ "page": 209, "entries": [ "The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail {@skill Stealth} checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on {@skill Perception} checks against you." - ] + ], + "id": "149" }, { "type": "entries", @@ -63556,7 +64377,8 @@ "page": 209, "entries": [ "These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to piercing damage and has no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal." - ] + ], + "id": "14a" }, { "type": "entries", @@ -63565,7 +64387,8 @@ "entries": [ "You can quickly fire this weapon by slamming the hammer repeatedly. As an action, you fire a number of bullets in a row equal to your Dexterity modifier (minimum of 2, up to the entirety of the barrel). Each attack after the first suffers a cumulative \u22123 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the {@feat Sharp-shooter|SGttEH} feat, or a magic weapon's bonus to damage rolls). When you use this action, your speed becomes 0 until the end of your turn, and attacks you make using the long range of the weapon automatically miss.", "If you roll a 1 on any of the attack rolls, the weapon jams and can't be used again until it is repaired. You can use an action to make a {@dc 15} {@skill Sleight of Hand} check, repairing the weapon on a success. Alternatively, you can spend 1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is broken and must be mended in a specialist's store at a quarter of the cost of the firearm." - ] + ], + "id": "14b" }, { "type": "entries", @@ -63573,7 +64396,8 @@ "page": 210, "entries": [ "This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from {@damage d4} to {@damage d6} to {@damage d8} to {@damage d10} to {@damage d12})." - ] + ], + "id": "14c" }, { "type": "entries", @@ -63581,7 +64405,8 @@ "page": 210, "entries": [ "A weapon that has the spread fire property can't make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with 'range 20' will fire in a 20-foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage." - ] + ], + "id": "14d" }, { "type": "entries", @@ -63589,11 +64414,14 @@ "page": 210, "entries": [ "A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn't impose disadvantage on the attack roll. You can use this bonus action only if you haven't moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn." - ] + ], + "id": "14e" } - ] + ], + "id": "144" } - ] + ], + "id": "143" }, { "type": "entries", @@ -63637,7 +64465,8 @@ "displayName": "Explosive Cannonball (Cannon)", "page": 210 } - ] + ], + "id": "14f" }, { "type": "entries", @@ -63673,7 +64502,8 @@ ], "by": "Brother Ardeal" } - ] + ], + "id": "151" }, { "type": "statblock", @@ -63692,9 +64522,11 @@ "width": 613, "height": 1555 } - ] + ], + "id": "150" } - ] + ], + "id": "13f" }, { "type": "section", @@ -63726,7 +64558,8 @@ "page": 213, "collapsed": true } - ] + ], + "id": "152" }, { "type": "section", @@ -63880,7 +64713,8 @@ ], "from": "Memories of a corpse" } - ] + ], + "id": "154" }, { "type": "gallery", @@ -64195,7 +65029,8 @@ "page": 226, "entries": [ "Tarblood is a creation of the Obitus Scholare, an amalgamation of hundreds of species' blood that was forcefully injected to create enhanced hunters. The tarblood could not only be used to push past the apex of mortal power, but could also be used to create weapons\u2014echoing the power of its wielder\u2014when fused with moongold." - ] + ], + "id": "155" }, { "type": "gallery", @@ -64251,7 +65086,8 @@ "page": 226, "entries": [ "Losing limbs is not enough to keep a hunter down; in that sense, they are more tenacious than the very beasts they hunt." - ] + ], + "id": "156" }, { "type": "gallery", @@ -64330,7 +65166,8 @@ "name": "Reminder:", "entries": [ "Forced movement does not trigger {@action Opportunity Attack|PHB|opportunity attacks}" - ] + ], + "id": "158" }, { "type": "statblock", @@ -64356,7 +65193,8 @@ "width": 1198, "height": 672 } - ] + ], + "id": "157" }, { "type": "statblock", @@ -64371,7 +65209,8 @@ "page": 231, "entries": [ "Slithering silver strikes, swiftly severing sinister shadows." - ] + ], + "id": "159" }, { "type": "gallery", @@ -64410,7 +65249,8 @@ "page": 232, "entries": [ "The uncharged claw can be turned into a {@item galvanized claw|SGttEH} by crushing the live heart of a {@creature galvanized prowler|SGttEH} with it." - ] + ], + "id": "15a" }, { "type": "gallery", @@ -64604,7 +65444,8 @@ "page": 238, "entries": [ "The splendor of the Radiant One is akin to the radiance of a thousand suns bursting in the sky all at once." - ] + ], + "id": "15b" }, { "type": "gallery", @@ -64685,7 +65526,8 @@ "page": 240, "entries": [ "The Faux Lunaire is a weapon of mystery and celestial majesty, echoing the moon in its transformations. The creators of this weapon are the lunar wardens, who have to fight creatures that are far beyond mere beasts." - ] + ], + "id": "15c" }, { "type": "gallery", @@ -64805,7 +65647,8 @@ "page": 244, "entries": [ "The {@item ravenous gazer|SGttEH} can be turned into its improved version by feeding it enough blood from aberrations." - ] + ], + "id": "15d" }, { "type": "gallery", @@ -64900,7 +65743,8 @@ "Let the screams of these accursed spirits rend the flesh of the unholy." ] } - ] + ], + "id": "15e" }, { "type": "image", @@ -65045,7 +65889,8 @@ "width": 1108, "height": 636 } - ] + ], + "id": "15f" }, { "type": "statblock", @@ -65130,7 +65975,8 @@ "width": 790, "height": 1000 } - ] + ], + "id": "153" }, { "type": "section", @@ -65158,7 +66004,8 @@ ], "from": "Account of a survivor of the first seance" } - ] + ], + "id": "161" }, "The first eldritch rune was gifted upon the believers when their leader bowed before the God Shaped Hole. The apostle's flesh and bones were mangled and twisted, before being buried in the ground in the shape of a word of power. The ritual site has long since been lost and buried, and of the ones that witnessed the miracle, few are alive, and fewer still are sane.", "Eldritch carvings, \"words of power\" as they used to be called, are the transcribed inhuman utterances of the Great Ones.", @@ -65179,7 +66026,8 @@ "page": 257, "entries": [ "A creature that has a carving drawn on its flesh must succeed on a {@dc 13} Constitution saving throw. On a failure, it gains a short-term madness, takes {@damage 2d10} force damage, and the carving isn't drawn." - ] + ], + "id": "164" }, { "type": "entries", @@ -65187,7 +66035,8 @@ "page": 257, "entries": [ "A creature that has a carving tattooed on its flesh must succeed on a {@dc 20} Constitution saving throw. On a failure, it gains a long-term madness, takes {@damage 10d10} force damage, and the carving isn't tattooed." - ] + ], + "id": "165" }, { "type": "entries", @@ -65195,9 +66044,11 @@ "page": 257, "entries": [ "A creature that has a carving scarred on its flesh must succeed on a {@dc 29} Constitution saving throw. On a failure, it gains an indefinite madness, takes {@damage 25d10} force damage, and the carving isn't scarified." - ] + ], + "id": "166" } - ] + ], + "id": "163" }, "Success on the saving throw completes the carving. If the carving procedure is interrupted at any moment before the end, the saving throw automatically fails, inflicting the appropriate damage and madness to the canvas. If the damage of failing an eldritch carving reduces a creature to 0 hit points, its body is instantly disintegrated into a puddle of blood and gore. After the carving is complete, a creature is attuned to it (if required) and gains both the effects of the carving and the effects of its lesser carvings. For example, if an eldritch carving is Tattooed on your flesh, you gain the benefits of it being Tattooed and also those from it being Drawn. To remove a carving, the flesh where the carving is located needs to be thoroughly burnt. Burning a carving also removes attunement to it.", "Some eldritch carvings, denoted as '{@i requires special attunement}', do not count against your maximum number of attuned items.", @@ -65212,7 +66063,8 @@ "A creature that has seen an imperfect copy of the carving and studied it for 8 hours is misguided in their approach, and the DC of the saving throw is increased by 5." ] } - ] + ], + "id": "162" }, { "type": "image", @@ -65270,7 +66122,8 @@ "page": 260, "entries": [ "What kind of monster would bring people back to life, only to send carnage their way? I have seen my son resurrected amidst the beasts, barely able to take a step before being slaughtered." - ] + ], + "id": "167" }, { "type": "image", @@ -65346,7 +66199,8 @@ "page": 263, "entries": [ "{@i Na'e or some say nawre, do you hear our prayers?}" - ] + ], + "id": "168" }, { "type": "image", @@ -65394,7 +66248,8 @@ "from": "Tome of Revelations", "skipMarks": true } - ] + ], + "id": "169" }, { "type": "image", @@ -65435,7 +66290,8 @@ "page": 265, "entries": [ "When you give a person something to die for, you conversely give them something to live for." - ] + ], + "id": "16a" }, { "type": "image", @@ -65454,9 +66310,11 @@ "name": "Regulating Eldritch Carvings", "page": 268 } - ] + ], + "id": "160" } - ] + ], + "id": "13a" }, { "type": "section", @@ -65481,7 +66339,8 @@ "A character afflicted with indefinite madness gains a new trait from the Indefinite Madness table that lasts until cured." ] } - ] + ], + "id": "16c" }, { "type": "entries", @@ -65490,7 +66349,8 @@ "entries": [ "When a creature in Luyarnha enters the Ethereal Plane for the first time in a day, they must succeed on a {@dc 15} Wisdom saving throw or gain a short-term madness and immediately be returned to the plane they were last on. Creatures of the GM's choice are immune to this effect.", "For each minute spent on the Ethereal Plane, a creature must repeat the saving throw.For each minute spent on the Ethereal Plane, a creature must repeat the saving throw." - ] + ], + "id": "16d" }, { "type": "image", @@ -65523,7 +66383,8 @@ "page": 269, "entries": [ "The event should be extreme or unexpected enough to cause a psychological shock or temporary break from reality. Encountering an aberration for the first time could cause a saving throw for a short-term madness if the creature is horrifying or its presence is accompanied by a disturbing event (e.g., a gruesome murder scene). However, if the encounter is less extreme or the character is already somewhat familiar with this particular aberration, it might not result in such a saving throw." - ] + ], + "id": "171" }, { "type": "entries", @@ -65531,7 +66392,8 @@ "page": 270, "entries": [ "Some characters might be more resistant to madness than others, depending on their background, class features, or experiences. For example, a seasoned adventurer or {@class jaeger|SGttEH} will be less likely to succumb to short-term madness than an untraveled novice." - ] + ], + "id": "172" }, { "type": "entries", @@ -65539,11 +66401,14 @@ "page": 270, "entries": [ "The circumstances surrounding the event play a significant role in determining whether short-term madness occurs. For example, encountering an aberration in a dark, confined space might be more terrifying than encountering it in a well-lit, open area. Similarly, discovering an aberration in the middle of a peaceful village could be more shocking than finding it in a known dangerous area, like an underground catacomb." - ] + ], + "id": "173" } - ] + ], + "id": "170" } - ] + ], + "id": "16f" }, { "type": "entries", @@ -65567,7 +66432,8 @@ "{@spell Symbol}, Insanity (on a failed Intelligence saving throw): indefinite madness." ] } - ] + ], + "id": "175" }, { "type": "entries", @@ -65585,7 +66451,8 @@ "Seeing an ally reduced to 0 hit points for the first time in a day due to a monstrosity or aberration: short-term madness." ] } - ] + ], + "id": "176" }, { "type": "entries", @@ -65606,7 +66473,8 @@ "Uncovering the results of twisted magical or scientific experiments, such as mutated creatures or disturbing fusions of life and machinery: short-term or long-term madness, depending on the inhumanity of the experiments." ] } - ] + ], + "id": "177" }, { "type": "inset", @@ -65614,11 +66482,14 @@ "name": "GM Note:", "entries": [ "If you don't know when to apply long-term or indefinite madness, here is a rule of thumb to follow. Each time a character accumulates five forms of short-term madness in less than 48 hours, they gain a form of long-term madness. If a character gains three forms of long-term madness in less than 30 days, they gain a form of indefinite madness. Feel free to alter these numbers if you want to see more or less madness in your game." - ] + ], + "id": "178" } - ] + ], + "id": "174" } - ] + ], + "id": "16e" }, { "type": "section", @@ -65643,7 +66514,8 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "179" }, { "type": "section", @@ -65668,7 +66540,8 @@ "width": 1226, "height": 1586 } - ] + ], + "id": "17a" }, { "type": "section", @@ -65682,7 +66555,8 @@ "name": "Disclaimer:", "entries": [ "Some of the madness effects contain references to self-harm and suicide (notably rolling an 11\u201315 on the {@dice d100}), which is a sensitive topic. While their use can be integral to the story being told, it is important to ensure that everyone at the table comes to an agreement regarding their use prior to the session beginning, and if it's included, whether descriptions should fade to black or be more detailed." - ] + ], + "id": "17c" }, { "type": "statblock", @@ -65691,7 +66565,8 @@ "name": "Indefinite Madness", "page": 277 } - ] + ], + "id": "17b" }, { "type": "section", @@ -65711,7 +66586,8 @@ "page": 280, "entries": [ "A character suffering from short-term madness can be cured with a {@spell lesser restoration} spell or by waiting for the madness to subside naturally." - ] + ], + "id": "180" }, { "type": "entries", @@ -65719,7 +66595,8 @@ "page": 280, "entries": [ "A character suffering from long-term madness can be cured with a {@spell greater restoration} spell or a {@spell modify memory} spell if the traumatic event happened in the time window necessary for the spell to work." - ] + ], + "id": "181" }, { "type": "entries", @@ -65727,10 +66604,12 @@ "page": 280, "entries": [ "A character suffering from indefinite madness can be cured with a {@spell wish} spell. Alternatively, they can be killed and brought back completely sane with a {@spell true resurrection} spell." - ] + ], + "id": "182" }, "If you want to make indefinite madness easier to remove, you can allow the use of {@spell greater restoration} to cure the character if both the caster and the target are located within an area sanctified by a {@spell hallow} spell." - ] + ], + "id": "17f" }, { "type": "inset", @@ -65738,7 +66617,8 @@ "name": "GM Note:", "entries": [ "A drunk or intoxicated character could suffer one or all the following effects: Disadvantage on Intelligence, Wisdom, and Charisma checks; \u2212{@dice 1d4} penalty to its attack rolls; Advantage on saving throws against being {@condition frightened}." - ] + ], + "id": "183" }, { "type": "entries", @@ -65760,7 +66640,8 @@ "Having a Momentum die (e.g., {@class Jaeger|SGttEH} in battle)." ] } - ] + ], + "id": "185" }, { "type": "entries", @@ -65778,7 +66659,8 @@ "Being severely under the influence of alcohol or other drugs." ] } - ] + ], + "id": "186" }, { "type": "entries", @@ -65793,15 +66675,20 @@ "Being located inside of a holy site dedicated to a god that wards off eldritch influences (such as the Radiant One or the Abyss Warden) or a {@spell hallow} spell and being under the effect of a {@spell mind blank} or {@spell holy aura} spell." ] } - ] + ], + "id": "187" } - ] + ], + "id": "184" } - ] + ], + "id": "17e" } - ] + ], + "id": "17d" } - ] + ], + "id": "16b" }, { "type": "section", @@ -65839,9 +66726,11 @@ "name": "Eldritch Moons Deck", "page": 281 } - ] + ], + "id": "18a" } - ] + ], + "id": "189" }, { "type": "section", @@ -65859,7 +66748,8 @@ "width": 1217, "height": 1596 } - ] + ], + "id": "18b" }, { "type": "section", @@ -65874,7 +66764,8 @@ "name": "GM Note:", "entries": [ "If you do not want to keep track of the Eldritch Beckoning counter, you can simply select a range (say 300\u2013399) and decide that certain world events increase or decrease the madness of your world or story as you see fit." - ] + ], + "id": "18d" }, { "type": "image", @@ -65916,7 +66807,8 @@ "width": 1224, "height": 1000 } - ] + ], + "id": "18e" }, { "type": "entries", @@ -65931,9 +66823,11 @@ "name": "Eldritch Beckoning Counter; World Actions", "page": 285 } - ] + ], + "id": "18f" } - ] + ], + "id": "18c" }, { "type": "section", @@ -65951,7 +66845,8 @@ "The Blood Moon takes three days to fully rise, and during this time, no other Eldritch Moon can occupy the sky. As the time passes, the moon gradually transitions to a deeper shade of crimson until it reaches its apogee. At this peak, the rebirth process commences.", "Over a 1 hour period, all creatures that have died in the last 30 days have a {@chance 50|50% chance|Blood Moon|The creature is resurrected.|The creature remains dead.} of being resurrected, as per the {@spell true resurrection} spell, by the Blood Moon of Rebirth, unless their soul was destroyed or imprisoned, in which case they aren't brought back to life. If they are resurrected in this way, roll a {@dice d6}. On a 3 or higher, they retain their alignment and personality upon revival. The number required to maintain their sanity increases by 1 for each time they have previously died (so they need to roll a 5 or higher if they already died twice). If they do not retain their sanity, they either become husks obeying the whim of a Great One or mindless beasts.", "Creatures that retain their alignment and personality bear a special Eldritch Carving on their body upon resurrection: the {@item Sacrificial Brand|SGttEH} {@homebrew |(page 260)}." - ] + ], + "id": "191" }, { "type": "inset", @@ -65963,7 +66858,8 @@ "You want to know what a Hunt is? Well get ready son, you're about to find out." ] } - ] + ], + "id": "192" }, { "type": "image", @@ -65975,7 +66871,8 @@ "width": 1216, "height": 1066 } - ] + ], + "id": "190" }, { "type": "section", @@ -66055,7 +66952,8 @@ ] ] } - ] + ], + "id": "194" }, { "type": "entries", @@ -66066,7 +66964,8 @@ "The eerie smile on the moon occasionally emits a faint, disturbing laughter that can be heard throughout the night. This unsettling sound makes it increasingly difficult for creatures to relax their mind, as the sound emerges from everywhere at once. If characters finish a long rest during a night where the Creeping Tarlight is visible, they must succeed on a {@dc 14} Wisdom saving throw to gain the benefits.", "In addition, the tar that drips from the moons risks engulfing the unaware in its inky depths. For each hour that passes, roll a {@dice d6}. On a 1, the party becomes trapped in a heavily shadowed area, generated from the tar of the moon. Each character must succeed on a {@dc 14} Dexterity saving throw or fall in the darkness and be {@condition restrained}. If the party traveled at a slow pace (as per the travel rules), the characters have advantage on this saving throw.", "On their turn, as part of their movement, a trapped character can escape by making a {@dc 17} Strength check. Another creature can use an action to make a {@dc 17} Strength check to attempt to pull the {@condition restrained} character out of the shadows, freeing them on a success. After 2 turns, the trapped character begins to suffocate in the tar, and after 3 turns, the trapped character is completely engulfed; any creature that attempts to free the character will get coated in tar. Alternatively, the shadowy tar can be lit ablaze with fire damage, which burns for 1 minute. For the duration, any creature in contact with the tar takes {@damage 2d6} fire damage at the start of each of its turns." - ] + ], + "id": "195" }, { "type": "entries", @@ -66087,7 +66986,8 @@ "page": 288, "entries": [ "They burst into a frenzied laughter. For the duration of the madness, they automatically fail any {@skill Stealth} check they make, and all creatures in a 120-foot radius are alerted to their presence." - ] + ], + "id": "197" }, { "type": "entries", @@ -66095,7 +66995,8 @@ "page": 288, "entries": [ "The demented laughter that grips their mind becomes untenable. For the duration of the madness, they find the darkest of things profoundly amusing. If they attempt to speak or {@action cast a spell} with a verbal component, they must succeed on a Madness DC Constitution saving throw to steady themselves or be unable to talk or {@action cast a spell|PHB|cast the spell}, wasting their action but not the spell slot, and instead giggle and smile. If one of their allies is reduced to 0 hit points, they explode with laughter, completely losing their focus, and are {@condition stunned} until the start of their next turn." - ] + ], + "id": "198" }, { "type": "entries", @@ -66103,9 +67004,11 @@ "page": 288, "entries": [ "Roll a {@dice d100}; on a result of 33 or lower, the character begins to laugh and regurgitate tar, which completely coats their body, acting like a battle armor, and their AC increases by 1; on a result of 34 or higher, the tar solidifies too much, and the character becomes {@condition petrified}, their face frozen in a terrifying smile. Ending the petrification also ends the indefinite madness." - ] + ], + "id": "199" } - ] + ], + "id": "196" }, { "type": "inset", @@ -66117,7 +67020,8 @@ "Of all the moons, the Creeping Tarlight is the one most suited for hunting hordes of creatures, as they huddle like terrified cowards before detonating one after the other, as the explosion from their viscous skin spreads." ] } - ] + ], + "id": "19a" }, { "type": "image", @@ -66129,7 +67033,8 @@ "width": 741, "height": 973 } - ] + ], + "id": "193" }, { "type": "section", @@ -66153,7 +67058,8 @@ "If an undead creature is hit with a melee attack while they have these temporary hit points, the attacker takes cold damage equal to the initial number of temporary hit points." ] } - ] + ], + "id": "19c" }, { "type": "entries", @@ -66172,7 +67078,8 @@ "width": 1224, "height": 659 } - ] + ], + "id": "19d" }, { "type": "entries", @@ -66193,7 +67100,8 @@ "page": 290, "entries": [ "Whenever a character gains a short-term madness under the Glacial Moon, their body numbs and they suffer a {@dice -1d4} penalty to all attack rolls and saving throws until the madness ends." - ] + ], + "id": "19f" }, { "type": "entries", @@ -66201,7 +67109,8 @@ "page": 290, "entries": [ "Whenever a character gains a long-term madness under the Glacial Moon, they feel compelled to suffer the cold to cleanse their body. Whenever they are in {@hazard extreme cold|DMG}, to better feel the merciless bite of the cold against their skin, they remove all their clothing, save for their undergarments, and refuse to dress up. This weakens their body, giving them disadvantage on Constitution checks and Constitution saving throws while in the cold environment. Characters that are immune to cold damage do not suffer this effect." - ] + ], + "id": "1a0" }, { "type": "entries", @@ -66209,9 +67118,11 @@ "page": 290, "entries": [ "A character that gains an indefinite madness under the Glacial Moon becomes numb to the world around them. Roll a {@dice d100}; on a result of 33 or lower, the character's body becomes completely numb to all sensations, and they add their proficiency bonus to any {@status Concentration} checks and to any check made to endure pain. On a result of 34 or higher, the character's body suffers severe frostbite, numbing their nerves and body, crippling them. They have disadvantage on Dexterity checks and Dexterity saving throws, suffer disadvantage on all attack rolls made using Dexterity, and can't add their Dexterity modifier to their Armor Class or initiative rolls. This eldritch frostbite can only be cured if the madness is removed." - ] + ], + "id": "1a1" } - ] + ], + "id": "19e" }, { "type": "image", @@ -66223,7 +67134,8 @@ "width": 800, "height": 1441 } - ] + ], + "id": "19b" }, { "type": "section", @@ -66239,7 +67151,8 @@ "The darkness embraces us like an asphyxiating blanket of despair. The quiet voices in our heads grow louder, urging us to give up, to let go of hope. We wonder what the point of it all is. Why do we keep fighting when defeat is inevitable?", "We are nothing, mere specks in the grand scheme of things. Our insignificance presses down on us, crushing us under its weight. The futility of it all is overwhelming. What reason is there to keep fighting, to keep living?", "The darkness beckons, offering a release from the endless cycle of grief and misery. It is tempting to let go and fall into oblivion, to find peace in the eternal void." - ] + ], + "id": "1a3" }, "When the Glowering Moon is visible, the following effects apply to the world.", { @@ -66268,9 +67181,11 @@ "It whispers, always. You'll be facing your deepest insecurities, and you might not emerge victorious." ] } - ] + ], + "id": "1a5" } - ] + ], + "id": "1a4" }, { "type": "entries", @@ -66286,7 +67201,8 @@ "For each hour that passes, roll a {@dice d6}. On a 1, the moon's influence becomes too much for the party to bear. All characters in the party must succeed on a {@dc 13} Wisdom saving throw or fall {@condition unconscious} until the moon sets. A character within 5 feet of an {@condition unconscious} character can attempt to bring them back from the brink. To do so, they must take 1 minute to shake their friend from their torpor and must make a {@dc 13} {@skill Persuasion} check, attempting to revive the fighting spirit left within their ally." ] } - ] + ], + "id": "1a6" }, { "type": "entries", @@ -66307,7 +67223,8 @@ "page": 291, "entries": [ "Whenever a character gains a short-term madness under the Glowering Moon, they give up arms as despair overtakes them. The character drops all items they are holding and curls up into a ball, falling {@condition prone} and becoming {@condition incapacitated} until the madness ends. A character within 5 feet of an {@condition incapacitated} character can use their action to shout into their comrades' ear, shocking their system awake and ending this despair." - ] + ], + "id": "1a8" }, { "type": "entries", @@ -66315,7 +67232,8 @@ "page": 292, "entries": [ "Their will to live slowly erodes. They have disadvantage on all Wisdom saving throws until the madness ends." - ] + ], + "id": "1a9" }, { "type": "entries", @@ -66323,9 +67241,11 @@ "page": 292, "entries": [ "A character that gains an indefinite madness under the Glowering Moon is faced with their mortal insignificance and retreats within themselves. Roll a {@dice d100}; on a result of 33 or lower, the character refuses such a fate and becomes immune to the effects of the Glowering Moon until it sets; on a result of 34 or higher, the character falls {@condition unconscious} and cannot be awoken until the moon or the madness ends." - ] + ], + "id": "1aa" } - ] + ], + "id": "1a7" }, { "type": "image", @@ -66337,7 +67257,8 @@ "width": 1224, "height": 839 } - ] + ], + "id": "1a2" }, { "type": "section", @@ -66387,9 +67308,11 @@ } ] } - ] + ], + "id": "1ae" } - ] + ], + "id": "1ad" } ] }, @@ -66439,7 +67362,8 @@ ] ] } - ] + ], + "id": "1ac" }, { "type": "entries", @@ -66447,7 +67371,8 @@ "page": 293, "entries": [ "Though the moon itself may not affect travel directly, the wild beasts it unleashes upon Luyarnha certainly do. For each hour the party travels, roll a {@dice d6}. On a 1 or 2, the party encounters hostile beasts. The party can attempt to skirt around the beasts and move past them with a group {@skill Stealth} check against a DC equal to the highest passive {@skill Perception} of the beasts they could encounter. On a failure, roll a {@dice d4} instead of a {@dice d6} for the next hour of travel. If the party fails the saving throw by 5 or more, they are immediately noticed and attacked." - ] + ], + "id": "1af" }, { "type": "entries", @@ -66469,7 +67394,8 @@ "page": 293, "entries": [ "Whenever a character gains a short-term madness under the Howling Moon, their instincts become bestial. For the duration of the madness, they have advantage on Dexterity saving throws but lose the ability to make ranged attacks or cast spells with a range further than 5 feet, wanting to shed blood with their own two hands. Further, they have advantage on any unarmed strikes or attacks that use natural weapons." - ] + ], + "id": "1b1" }, { "type": "entries", @@ -66477,7 +67403,8 @@ "page": 294, "entries": [ "If a character gains a long-term madness that turns them into a scourgeborne or beast, instead of lasting for the duration of the madness, the transformation becomes permanent, and it can be reverted only by a {@spell greater restoration} or {@spell wish} spell. If they transform into a beast due to this moon's influence, instead of falling under the GM's control, they retain their alignment and can identify friends, follow them, and even protect them. While transformed in this way, the first time they interact with a humanoid that they aren't acquainted with, they must make a Wisdom saving throw against the Madness DC. On a failure, they see them as prey and immediately attack in order to devour them, stopping only if they are knocked {@condition unconscious}." - ] + ], + "id": "1b2" }, { "type": "entries", @@ -66485,9 +67412,11 @@ "page": 294, "entries": [ "If a character gains an indefinite madness under the Howling Moon, their mind becomes bestial, though their body may not follow. Their Intelligence and Charisma scores are each reduced to 1, and their Wisdom score is reduced to 14 (if it is higher). They can't cast spells, activate magic items, understand language, communicate, or plan in any intelligible way. The character can, however, identify its friends, follow them, and even protect them. In addition, if the character gains a long-term or indefinite madness, they automatically roll a 100 on the {@dice d100|percentile dice} and a 10 on the {@dice d10}, and the transformation becomes permanent." - ] + ], + "id": "1b3" } - ] + ], + "id": "1b0" }, { "type": "inset", @@ -66495,7 +67424,8 @@ "name": "Reminder:", "entries": [ "On a 96\u2013100 on the {@dice d100|percentile dice} and an 8\u201310 on the {@dice d10}, your body transforms into a beast or monstrosity of the GM's choice with CR equal to half your level (rounded up). Apart from this, your transformation follows the rules of the {@spell polymorph} spell, though if you are reduced to 0 hit points, you fall {@condition unconscious} instead of reverting to your normal form." - ] + ], + "id": "1b4" }, { "type": "image", @@ -66507,7 +67437,8 @@ "width": 1224, "height": 694 } - ] + ], + "id": "1ab" }, { "type": "section", @@ -66539,7 +67470,8 @@ "page": 295, "entries": [ "As an action, the monster can create a light above its head that emits a dim glow in a 10-foot radius. Creatures that see the lure must make a Wisdom saving throw against the monster's Trait DC or be {@condition charmed}. While {@condition charmed}, they are {@condition incapacitated} and are compelled to move towards the lure with their movement each turn, only ending their movement when in the light. The charm effect lasts for 1 minute or until the creature takes damage." - ] + ], + "id": "1b8" }, { "type": "table", @@ -66587,11 +67519,13 @@ ] ] } - ] + ], + "id": "1b7" } ] } - ] + ], + "id": "1b6" }, { "type": "entries", @@ -66601,7 +67535,8 @@ "{@i While the Krakenlight's sinister tendrils unfurl and reach towards the world below, Luyarnha is drenched in the waters of the churning sea above, cascading torrents soaking the city streets. Despite their fearsome appearance, the monstrous limbs gracefully avoid all solid structures, never causing destruction in their wake. Luyarnha remains unscathed, even as its inhabitants bear witness to the Krakenlight's apocalyptic display.}", "The world is beset by heavy rains. Your travel pace is halved. If you finish a long rest without cover from the rain, you must succeed on a {@dc 12} Constitution saving throw or you don't gain the benefits of the long rest. The rain lightly obscures everything in the area that isn't covered, extinguishes open flames, and imposes disadvantage on {@skill Perception} checks that rely on sight or hearing.", "In addition, the tentacles erupting from the moon move unpredictably, sometimes sweeping down to ground level before returning to the sky. For each hour that passes, roll a {@dice d12}. On a 1, a tentacle unfurls near the party. A creature can grab onto the tentacle with a successful {@dc 14} Athletics check. If any creatures grab and hold on to the tentacle, roll a {@dice d6}. On a 1\u20135, the tentacle drags any creatures holding on 1000 feet in a random direction before vanishing, dropping all creatures, who each take {@damage 5d6} falling damage as they tumble to the ground. On a 6, the tentacle drags each creature into the sky ocean." - ] + ], + "id": "1b9" }, { "type": "entries", @@ -66622,7 +67557,8 @@ "page": 296, "entries": [ "Whenever a character gains a short-term madness under the Krakenlight, they become mesmerized by the roiling storm of sea and tendrils above, falling {@condition prone} and having their movement speed reduced to 0 until the end of their next turn." - ] + ], + "id": "1bb" }, { "type": "entries", @@ -66630,7 +67566,8 @@ "page": 296, "entries": [ "Whenever a character gains a long-term madness under the Krakenlight, they feel their body begin to mutate uncontrollably, trying to merge with the aquatic sky above, particularly when under stress. Whenever they are in combat, they must roll a {@dice d4} at the start of each of their turns. On a roll of 1, their body contorts in non-euclidean angles, causing them to writhe under the immense pain; their movement speed is halved, and they have disadvantage on all attack rolls and saving throws until the start of their next turn, where they regain temporary control of themselves." - ] + ], + "id": "1bc" }, { "type": "entries", @@ -66638,9 +67575,11 @@ "page": 296, "entries": [ "A character that gains an indefinite madness under the Krakenlight begins to turn into a being of the depths. Roll a {@dice d100}; on a result of 33 or lower, for the duration of the madness, the character gains the effects of the {@spell freedom of movement} spell, though if they take lightning damage, they become {@condition paralyzed} until the start of their next turn; on a result of 34 or higher, their body mutates, growing fins and gills, and for the duration of the madness, they must be underwater to breathe or talk, or they otherwise begin choking." - ] + ], + "id": "1bd" } - ] + ], + "id": "1ba" }, { "type": "image", @@ -66652,7 +67591,8 @@ "width": 955, "height": 1584 } - ] + ], + "id": "1b5" }, { "type": "section", @@ -66676,7 +67616,8 @@ "The despair wrought by the celestial body is contagious. When a creature not currently under the influence of the Sanguine Eclipse (i.e., that isn't under the influence of a madness gained under a Sanguine Eclipse) sees one of its allies fall {@condition unconscious}, it must succeed on a Madness DC Wisdom saving throw or automatically gain 2 failed death saving throws the next time they fall {@condition unconscious} as a result of falling to 0 hit points. This curse of inescapable doom lasts until the moon sets or if it is removed by the {@spell remove curse} spell or similar magic." ] } - ] + ], + "id": "1bf" }, { "type": "entries", @@ -66684,7 +67625,8 @@ "page": 297, "entries": [ "A bloody miasma dimly lights the streets of Luyarnha. The maddening influence of the moon makes traveling under a Sanguine Eclipse near impossible, unless protected from direct moonlight (see Creatures, above)." - ] + ], + "id": "1c0" }, { "type": "entries", @@ -66705,7 +67647,8 @@ "page": 297, "entries": [ "Whenever a character gains a short-term madness under the Sanguine Eclipse, they grow claws to rip through the body of their new-found prey. They can use these claws as unarmed strikes, using their Strength or Dexterity modifier for attack and damage rolls (whichever is higher), and dealing {@damage 1d8} magical slashing damage on a hit." - ] + ], + "id": "1c2" }, { "type": "entries", @@ -66713,7 +67656,8 @@ "page": 298, "entries": [ "Whenever a character gains a long-term madness under the Sanguine Eclipse, they grow fangs capable of feeding them the blood of their loved ones. Once per turn, they can replace one melee attack with a fang attack, using their Strength or Dexterity modifier for attack and damage rolls (whichever is higher). On a hit, the fangs deal {@damage 1d6} magical piercing damage and the character gains half the damage dealt in temporary hit points. In addition, the character develops sunlight sensitivity for the duration. While in sunlight, they have disadvantage on attack rolls, as well as Wisdom ({@skill Perception}) checks that rely on sight." - ] + ], + "id": "1c3" }, { "type": "entries", @@ -66721,9 +67665,11 @@ "page": 298, "entries": [ "A character that gains an indefinite madness under the Sanguine Eclipse begins to succumb to their newfound bloodlust. Roll a {@dice d100}; on a result of 33 or lower, the character can ignore the effects of gaining a madness under the Sanguine Eclipse until the current eclipse sets; on a result of 34 or higher, their creature type becomes undead, and when they hit with their fang attack (if they have one), they can choose to regain hit points instead of gaining temporary hit points. Additionally, they gain the urge to feed on blood. Each day that they don't feed on the blood of a humanoid, they gain 1 level of {@condition exhaustion}. They also gain a flying speed equal to their walking speed as long as they remain in darkness." - ] + ], + "id": "1c4" } - ] + ], + "id": "1c1" }, { "type": "inset", @@ -66735,7 +67681,8 @@ "Stay locked in and do not leave your home. A sanguine eclipse has risen tonight." ] } - ] + ], + "id": "1c5" }, { "type": "image", @@ -66747,7 +67694,8 @@ "width": 1224, "height": 803 } - ] + ], + "id": "1be" }, { "type": "section", @@ -66779,9 +67727,11 @@ "page": 299, "entries": [ "If the monster moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = Trait DC + monster's Strength modifier) or be knocked {@condition prone} and take fire damage equal to the Trait Damage (see table below)." - ] + ], + "id": "1c9" } - ] + ], + "id": "1c8" } ] }, @@ -66841,7 +67791,8 @@ ] ] } - ] + ], + "id": "1c7" }, { "type": "entries", @@ -66849,7 +67800,8 @@ "page": 299, "entries": [ "Columns of fire erupt from the ground. For each hour that passes, roll a {@dice d6}. On a roll of 1, a column appears under the party. Each member of the party must succeed on a {@dc 14} Dexterity saving throw or take fire damage equal to their level. If a creature has encountered the Scorching Moon before, it can attempt a {@dc 14} {@skill Survival} check instead of the Dexterity saving throw, avoiding the real flames and only passing through the illusory ones. If a creature travels at a slow pace (as per the travel rules), it gains advantage on these ability checks and saving throws, and can make the {@skill Survival} check even if it has never encountered the Scorching Moon before." - ] + ], + "id": "1ca" }, { "type": "entries", @@ -66870,7 +67822,8 @@ "page": 299, "entries": [ "Whenever a character gains a short-term madness under the Scorching Moon, their body catches fire and they take {@damage 1d4} fire damage at the start of each of their turns. Additionally, their melee attacks deal an extra {@damage 1d4} fire damage on a hit. The fire ends if the character or a creature within 5 feet of them uses an action to douse them, or after 1 minute." - ] + ], + "id": "1cc" }, { "type": "entries", @@ -66878,7 +67831,8 @@ "page": 300, "entries": [ "Whenever a character gains a long-term madness under the Scorching Moon, they feel the flames calling them for as long as the Scorching Moon is out. Whenever they see an open flame larger than 1-foot in diameter (such as a bonfire but not a {@item torch|PHB}), they must make a Wisdom saving throw against the Madness DC or become {@condition charmed} by the flame. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0. The effect ends on a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. If a creature's saving throw is successful or the effect ends for it, the creature is immune to being {@condition charmed} by that flame for the next 24 hours." - ] + ], + "id": "1cd" }, { "type": "entries", @@ -66886,9 +67840,11 @@ "page": 300, "entries": [ "A character that gains an indefinite madness under the Scorching Moon has their soul seared. Roll a {@dice d100}; on a result of 33 or lower, the character gains resistance to fire damage; on a result of 34 or higher, the character gains vulnerability to fire damage. This effect lasts until that madness is cured." - ] + ], + "id": "1ce" } - ] + ], + "id": "1cb" }, { "type": "image", @@ -66900,7 +67856,8 @@ "width": 1224, "height": 848 } - ] + ], + "id": "1c6" }, { "type": "section", @@ -66924,7 +67881,8 @@ "Humanoids have advantage on saving throws against madness." ] } - ] + ], + "id": "1d0" }, { "type": "entries", @@ -66938,7 +67896,8 @@ "entries": [ "Fragments of the moon frequently fall upon the world. For each hour that passes, roll a {@dice d4}. On a roll of 1, a lunar shower begins, which lasts for {@dice 1d6 × 10} minutes. During the lunar shower, a rain of ephemeral light falls upon the world. This rain dispels all spells of 5th level or lower upon contact, ends {@status concentration}, and halves the range of all magics (to a minimum of 5 feet). Although it looks like solid fragments, the shards of the moon are weightless figments of light.", "Creatures with a passive {@skill Perception} of 15 or higher can see these fragments falling towards them 1 minute before the lunar shower begins." - ] + ], + "id": "1d2" }, { "type": "entries", @@ -66947,9 +67906,11 @@ "entries": [ "When the moon first appears, roll a {@dice d4}. On a 1, the moon is a Geistnacht, in which case, when it shatters, it does so completely silently, unlike its usual massive shattering sound that echoes through the walls of Luyarnha.", "During a Geistnacht, for each hour the party travels, roll a {@dice d6}. On a 1 or 2, the party encounters hostile undeads. The party can attempt to skirt around the undeads and move past them with a group {@skill Stealth} check against a DC equal to the highest passive {@skill Perception} score of the undeads they could encounter. On a failure, roll a {@dice d4} instead of a {@dice d6} for the next hour of travel. If the party fails the saving throw by 5 or more, they are immediately noticed and attacked." - ] + ], + "id": "1d3" } - ] + ], + "id": "1d1" }, { "type": "entries", @@ -66970,7 +67931,8 @@ "page": 301, "entries": [ "Whenever a character gains a short-term madness under the Shattered Moon, the moon attempts to mend its wounds by absorbing part of the character's life. For the duration of the madness, the character takes {@damage 1d6} necrotic damage at the start of each of their turns. Any magical healing chases the moon's influence away and stops the damage from recurring." - ] + ], + "id": "1d5" }, { "type": "entries", @@ -66997,7 +67959,8 @@ "name": "Right Arm:", "entries": [ "You can no longer hold anything with two hands and you can hold only a single object at a time." - ] + ], + "id": "1d7" } ], [ @@ -67007,7 +67970,8 @@ "name": "Left Arm:", "entries": [ "You can no longer hold anything with two hands and you can hold only a single object at a time." - ] + ], + "id": "1d8" } ], [ @@ -67017,7 +67981,8 @@ "name": "Right Leg:", "entries": [ "Your base walking speed is reduced to 5 feet. If you still have at least one leg, you can use a crutch or cane to move at half your original base speed." - ] + ], + "id": "1d9" } ], [ @@ -67027,13 +67992,15 @@ "name": "Left Leg:", "entries": [ "Your base walking speed is reduced to 5 feet. If you still have at least one leg, you can use a crutch or cane to move at half your original base speed." - ] + ], + "id": "1da" } ] ] }, "The broken limb is untreatable while the Shattered Moon is out. After the moon sets, a healing spell of 4th level or higher can restore the limb to its original state." - ] + ], + "id": "1d6" }, { "type": "entries", @@ -67041,9 +68008,11 @@ "page": 302, "entries": [ "A character that gains an indefinite madness under the Shattered Moon becomes its prey, a meal to invigorate it. Roll a {@dice d100}; on a result of 33 or lower, the moon's powers fail before devouring the character, only absorbing the insanity; the character is cured of all madness effects afflicting them. On a roll of 34 or higher, the character's body is consumed by the moon and they take {@damage 10d6 + 40} necrotic damage. If this damage reduces the character to 0 hit points, they are disintegrated into particles of lights that float towards the moon before vanishing." - ] + ], + "id": "1db" } - ] + ], + "id": "1d4" }, { "type": "image", @@ -67055,7 +68024,8 @@ "width": 1224, "height": 746 } - ] + ], + "id": "1cf" }, { "type": "section", @@ -67082,9 +68052,11 @@ "page": 303, "entries": [ "A creature that can see the moon can use its action to make a {@dc 19} Intelligence check as it gazes deeply into the distorted reflection of the world the moon provides. On a success, the creature channels eldritch energy and teleports as if it had cast the {@spell dimension door} spell. On a failure, the creature gains a {@table short-term madness|SGttEH}, is randomly teleported to an empty space within 500 feet of its original location, and has resistance to falling damage until the end of its turn. Aberrations automatically succeed on this check." - ] + ], + "id": "1de" } - ] + ], + "id": "1dd" }, { "type": "entries", @@ -67095,7 +68067,8 @@ "Regardless of what happens, they'll wake up with no memories of ever leaving the city, or wanting to leave the city, or making any plans to leave it. The memories of others that are aware the characters left or wanted to leave will also be altered to fill the gaps with another plausible event. For example, instead of planning to take a boat to sail away, the characters recall they wanted to use it to go fishing, but got cold feet and decided to go drinking, meet with a lover, or simply get a good night of sleep.", "Anytime this curse activates after the first, a character must succeed on a Wisdom saving throw against the Madness DC or gain a {@table long-term madness|SGttEH} upon waking up. On a success, they instead gain a {@table short-term madness|SGttEH}.", "This lunar affliction can only be dispelled by a {@spell wish} spell or if the moon is banished." - ] + ], + "id": "1df" }, { "type": "entries", @@ -67115,7 +68088,8 @@ "page": 303, "entries": [ "Whenever a character gains a short-term madness under the Slumbering Moon, they forget how to use certain skills, even ones they have trained for decades. For the duration of the madness, the character loses proficiency in a weapon or is unable to cast one spell, even if it is known or prepared (GM's choice)." - ] + ], + "id": "1e1" }, { "type": "entries", @@ -67123,7 +68097,8 @@ "page": 304, "entries": [ "Whenever a character gains a long-term madness under the Slumbering Moon, their memory slowly fades. They have disadvantage on any {@skill Arcana}, {@skill History}, or {@skill Religion} checks for the duration of the madness." - ] + ], + "id": "1e2" }, { "type": "entries", @@ -67131,9 +68106,11 @@ "page": 304, "entries": [ "Whenever a character gains an indefinite madness under the Slumbering Moon, their memory is permanently compromised. They lose the ability to remember anything that happens while under the effect of the madness. If the madness does end, they do not remember anything that happened while under the effect of it." - ] + ], + "id": "1e3" } - ] + ], + "id": "1e0" }, { "type": "image", @@ -67145,7 +68122,8 @@ "width": 1224, "height": 978 } - ] + ], + "id": "1dc" }, { "type": "section", @@ -67178,9 +68156,11 @@ "page": 305, "entries": [ "After the monster is damaged by a ranged attack, it can use its reaction to teleport to an empty space within 5 feet of the attacker and make a single melee weapon attack against it." - ] + ], + "id": "1e7" } - ] + ], + "id": "1e6" } ] }, @@ -67194,7 +68174,8 @@ "width": 586, "height": 675 } - ] + ], + "id": "1e5" }, { "type": "entries", @@ -67208,7 +68189,8 @@ "page": 305, "entries": [ "If a character looks directly at the moon for more than 6 seconds, they are faced with the depths of the abyss, which gazes back at them. They must succeed on a Wisdom saving throw against the Madness DC or gain a {@table short-term madness|SGttEH}. The first time in a day that a character gains the ability to see {@condition invisible} creatures or objects (such as the {@spell see invisibility} spell or with {@sense truesight}), they are compelled to stare at the moon for a round." - ] + ], + "id": "1e9" }, { "type": "entries", @@ -67226,9 +68208,11 @@ "Creatures have disadvantage on saving throws against madness while not in bright light." ] } - ] + ], + "id": "1ea" } - ] + ], + "id": "1e8" }, { "type": "entries", @@ -67249,7 +68233,8 @@ "page": 306, "entries": [ "Whenever a character gains a short-term madness under the Vacuous Moon, they see their regrets and sorrows take life. They are under the effect of the {@spell see invisibility} spell for the duration of the madness. The effects of the spell cause them to see the shadowy figures of all the loved ones they lost, hanging upside down, chains wrapped around their neck, floating towards the moon. Observing that which should be reserved to the dead shatters one's psyche; they become {@condition frightened} for the duration of the madness." - ] + ], + "id": "1ec" }, { "type": "entries", @@ -67257,7 +68242,8 @@ "page": 306, "entries": [ "Whenever a character gains a long-term madness under the Vacuous Moon, the shadows they saw previously now become as clear as day, an image indistinguishable from reality. They are under the effect of the {@spell see invisibility} spell and have disadvantage on all attack rolls, as they lose the ability to differentiate between reality and the beyond for the duration of the madness. A {@condition blinded} creature doesn't suffer from this effect." - ] + ], + "id": "1ed" }, { "type": "entries", @@ -67265,7 +68251,8 @@ "page": 306, "entries": [ "A character that gains an indefinite madness under the Vacuous Moon loses their grip on reality. Roll a {@dice d100}; on a result of 33 or lower, the character becomes part of the void, and is able to cast the {@spell blink} spell on itself at will, without providing components, shifting between planes of existence. If they use the spell 3 times in a day, when the spell ends, the character comes back into reality without their eyes and becomes permanently {@condition blinded}. On a result of 34 or higher, figures of their past rip out the character's eyes before vanishing into the void with them, leaving the character permanently {@condition blinded}." - ] + ], + "id": "1ee" }, { "type": "image", @@ -67277,9 +68264,11 @@ "width": 1226, "height": 820 } - ] + ], + "id": "1eb" } - ] + ], + "id": "1e4" }, { "type": "section", @@ -67303,7 +68292,8 @@ "The light chases away darkness, yet beckons the embrace of death: humanoids have advantage on saving throws against the {@condition frightened} condition and disadvantage on death saving throws. Only the strong shall survive." ] } - ] + ], + "id": "1f0" }, { "type": "entries", @@ -67313,7 +68303,8 @@ "The moon illuminates the entire city in bright light. This light is considered both daylight and moonlight. In addition, particles float through the air, seemingly emerging from the ground, only to merge with the skies above.", "Darkness is reduced to dim light, and dim light is considered bright light, even if the origin of such darkness or dim light is magical.", "This permanent light makes traveling hidden inconvenient at best and impossible at worst. {@skill Stealth} checks made while traveling suffer a \u221210 penalty." - ] + ], + "id": "1f1" }, { "type": "entries", @@ -67334,7 +68325,8 @@ "page": 308, "entries": [ "Whenever a character gains a short-term madness under the Yellow Crown, they develop a tremendous fear of darkness and an obsession with light. If they do not end their turn in bright light, they have disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn. If they start their turn and aren't in bright light, they must use their movement to reach the closest empty space that is in bright light. If at the end of their movement they aren't in bright light, they must use their action to {@action Dash} toward the bright light. If no such space is visible, they can use their movement and action as normal." - ] + ], + "id": "1f3" }, { "type": "entries", @@ -67342,7 +68334,8 @@ "page": 308, "entries": [ "Gaining a long-term madness during the prolonged exposure to the light of the Yellow Crown has given a character photophobia, and the sheer presence of light is enough to cause them tremendous pain. If a character ends their turn in bright light, they must succeed on a Madness DC Constitution saving throw or become {@condition poisoned} for 1 minute, even if they are immune to the {@condition poisoned} condition. Effects that cure poison, such as the {@spell lesser restoration} spell, can end the condition early, though if they expose themselves again, they'll become {@condition poisoned} once more." - ] + ], + "id": "1f4" }, { "type": "entries", @@ -67350,9 +68343,11 @@ "page": 308, "entries": [ "A character that gains an indefinite madness under the Yellow Crown begins to irradiate with incandescent light. Roll a {@dice d100}; on a result of 33 or lower, the character can harness this light into ephemeral wings of light; if they start their turn in bright light, they can use a bonus action to gain a flying speed of 40 feet until the end of their next turn. On a result of 34 or higher, the character begins to glow uncontrollably, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While glowing in this way, the character gains no benefit from finishing a short or long rest." - ] + ], + "id": "1f5" } - ] + ], + "id": "1f2" }, { "type": "image", @@ -67364,9 +68359,11 @@ "width": 1224, "height": 681 } - ] + ], + "id": "1ef" } - ] + ], + "id": "188" }, { "type": "section", @@ -67395,7 +68392,8 @@ "name": "Combined Monster Types", "page": 309 } - ] + ], + "id": "1f7" }, { "type": "section", @@ -67409,14 +68407,16 @@ "name": "Losing Limbs", "page": 309 } - ] + ], + "id": "1f8" }, { "type": "section", "style": "text-center", "entries": [ "{@style {@note In ascending order by Challenge Rating:}|large}" - ] + ], + "id": "1f9" }, { "type": "section", @@ -67443,7 +68443,8 @@ "width": 644, "height": 877 } - ] + ], + "id": "1fa" }, { "type": "section", @@ -67468,7 +68469,8 @@ "width": 775, "height": 987 } - ] + ], + "id": "1fb" }, { "type": "section", @@ -67493,7 +68495,8 @@ "width": 854, "height": 1040 } - ] + ], + "id": "1fc" }, { "type": "section", @@ -67513,11 +68516,14 @@ "page": 313, "entries": [ "When the moon was shattered, most geists broke along with it. This was the undeniable proof that the hunters had the powers to break and end the Scourge afflicting them. In Luyarnha, death offers no respite; a person's body and soul risk becoming the tortured pawns of vile masters, thus the denizens of the city show a fighting spirit rarely seen elsewhere." - ] + ], + "id": "200" } - ] + ], + "id": "1ff" } - ] + ], + "id": "1fe" }, { "type": "statblock", @@ -67536,7 +68542,8 @@ "width": 734, "height": 898 } - ] + ], + "id": "1fd" }, { "type": "section", @@ -67556,7 +68563,8 @@ "Please don't leave me alone, it's so dark here..." ] } - ] + ], + "id": "202" }, { "type": "statblock", @@ -67575,7 +68583,8 @@ "width": 686, "height": 926 } - ] + ], + "id": "201" }, { "type": "section", @@ -67601,7 +68610,8 @@ "width": 759, "height": 1045 } - ] + ], + "id": "203" }, { "type": "section", @@ -67621,7 +68631,8 @@ "page": 316, "entries": [ "For a cursed-blood, removing their mask causes excruciating pain, akin to the agony of being scalped, before causing a horrific death. One dangerous way of acquiring power is for cursed-bloods to, as they approach the end of their life, perform such an act on a night where the Blood Moon is high. All die immediately, their hearts withering; but for a chosen few, a horrific rebirth is granted. Willful subjects to the twisted influence of the astral body, their flesh contorts and mutates in ways that defy the natural order; the lost twin embedded in their chest is resurrected, and its new eye opens to survey the world from within their abominable form. The transformation isn't without cost, as the cursed-blood's mind fractures and its memories fade away, leaving behind only a fierce bloodlust that compels them to slaughter the aberrant." - ] + ], + "id": "207" }, { "type": "entries", @@ -67629,11 +68640,14 @@ "page": 316, "entries": [ "Now consumed by eldritch power and stripped of their intellect, they are immune to the creeping tendrils of madness that would drive others to insanity. Before their rebirth is complete, an elder of the tribe bestows upon them a red cloth that covers their face, so that the actions from their new body may not tarnish the previous life they led. The newly birthed butcher soon begins their hunt, relentlessly cleaving the beasts that plague the city, though in their mindless zealotry, they often strike down even those that have yet to transform." - ] + ], + "id": "208" } - ] + ], + "id": "206" } - ] + ], + "id": "205" }, { "type": "statblock", @@ -67652,7 +68666,8 @@ "width": 726, "height": 804 } - ] + ], + "id": "204" }, { "type": "section", @@ -67674,7 +68689,8 @@ "page": 317, "entries": [ "As the scorching moon rises, beasts become restless, cobbles crack, and the air sizzles with savage suspense. Fiery claws cauterise as they rend, and Luyarnha is choked with the scent of charred flesh." - ] + ], + "id": "20a" }, { "type": "statblock", @@ -67693,7 +68709,8 @@ "width": 1224, "height": 924 } - ] + ], + "id": "209" }, { "type": "section", @@ -67719,7 +68736,8 @@ "width": 652, "height": 835 } - ] + ], + "id": "20b" }, { "type": "section", @@ -67745,7 +68763,8 @@ "width": 736, "height": 1008 } - ] + ], + "id": "20c" }, { "type": "section", @@ -67773,7 +68792,8 @@ "width": 1224, "height": 768 } - ] + ], + "id": "20d" }, { "type": "section", @@ -67787,7 +68807,8 @@ "page": 321, "entries": [ "Once a mere {@race Scourgeborne (Vespertilio)|SGttEH|vespertilio}, this beast has been twisted by madness, its soul devoured by the very darkness it sought refuge within. The vestiges of its humanoid features have been distorted into a grotesque visage, its eyes aglow with a feral hunger as it stalks its quarry. Yet despite its monstrous appearance, the screechwings take to the skies with a grace that belies its savagery, its acute senses guiding it to its prey with lethal precision. Employing its ear-rending shriek, it deafens all who hear, leaving them disoriented and vulnerable to its relentless assault." - ] + ], + "id": "20f" }, { "type": "statblock", @@ -67806,7 +68827,8 @@ "width": 716, "height": 896 } - ] + ], + "id": "20e" }, { "type": "section", @@ -67832,7 +68854,8 @@ "width": 2450, "height": 1585 } - ] + ], + "id": "210" }, { "type": "section", @@ -67847,7 +68870,8 @@ "page": 323, "entries": [ "When the moon rises over the decaying remnants of the village, mournful howls echo through the barren landscape." - ] + ], + "id": "212" }, { "type": "statblock", @@ -67866,7 +68890,8 @@ "width": 1224, "height": 766 } - ] + ], + "id": "211" }, { "type": "section", @@ -67892,7 +68917,8 @@ "width": 925, "height": 1069 } - ] + ], + "id": "213" }, { "type": "section", @@ -67920,7 +68946,8 @@ "width": 2084, "height": 1383 } - ] + ], + "id": "214" }, { "type": "section", @@ -67933,7 +68960,8 @@ "page": 328, "entries": [ "In their lust for power, the Obitus Scholare lead gruesome experiments, merging the flesh of soldiers with that of eldritch beings. Their labor gave birth to powerful combatants, and a sea of corpses. Scorched adjudicators are the fruits of such experiments, humanoids that couldn't become true warriors, failing to resist the call from beyond and losing their sanity. Yet, the scholars still found a use for these failures: they now act as perfect killers for their creators." - ] + ], + "id": "216" }, { "type": "entries", @@ -67941,7 +68969,8 @@ "page": 328, "entries": [ "Adjudicators enforce justice, more specifically, the brand of justice approved of by the Obitus Scholare. Indeed, these abominations are dispatched to remove any threat to the order, their otherworldly powers trapping the souls of their victims and ensuring an irreversible death. The murderous intent of these monsters is apparent in battle; they delight in causing suffering and their deadly instincts prevents healing. Deriving a twisted sense of pleasure from their hunts, adjudicators often carry the shrunken, decapitated heads of their victims as horrific mementos." - ] + ], + "id": "217" }, { "type": "statblock", @@ -67960,7 +68989,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "215" }, { "type": "section", @@ -67972,7 +69002,8 @@ "page": 329, "entries": [ "{@i It is said that Vicar Priscilla is the only person in Luyarnha who was able to tame such a wondrous creature...}" - ] + ], + "id": "219" }, { "type": "entries", @@ -67980,7 +69011,8 @@ "page": 330, "entries": [ "From the day it manifests into existence, until the day it is laid to rest, an ales nebulae has but one purpose, to find its lifelong partner, and to protect it until death. It travels the vast cosmos in search of the one to fill the void within, erring through the stars, for centuries, often in vain. Its whole existence could be considered a cruel cosmic joke. Yet, it does not falter, and its search continues." - ] + ], + "id": "21a" }, { "type": "entries", @@ -67988,7 +69020,8 @@ "page": 330, "entries": [ "Its mysterious birth in the cosmos grants an ales nebulae powerful, and sometimes uncontrollable, gravitational powers. The other-worldly bird is able to invert gravity for a brief moment and bend the fabric of reality to teleport around, yet it can't control the crushing field of gravity it emits, preventing all from approaching it. All, but the one it's life was destined for." - ] + ], + "id": "21b" }, { "type": "statblock", @@ -68007,7 +69040,8 @@ "width": 1224, "height": 1206 } - ] + ], + "id": "218" }, { "type": "section", @@ -68027,7 +69061,8 @@ "page": 331, "entries": [ "Unleashed into the world as a headless harbinger, the newly created dullahan is then merged with an undying steed and tasked with a dark purpose: to hunt. Their prey vary\u2014for some, innocent individuals to be kidnapped from their everyday lives, and others, adversaries of the Circle, marked for death. The Circle's knowledge of their targets is eerily accurate, and so, once the dullahan sets its sightless gaze upon a target, relenting isn't an option that exists." - ] + ], + "id": "21f" }, { "type": "entries", @@ -68035,7 +69070,8 @@ "page": 331, "entries": [ "The price of transmogrification into a dullahan is steep. The unholy essence that fueled their headless form etches an irreversible mark on their soul. Even when restored to their living state, they bear this cursed taint, which stands in stark opposition to the divine energies that brim in many places of worship. When a dullahan dares to breach the boundaries of these hallowed grounds, their bodies immediately ignite in a roaring blaze, punished by the radiant powers above." - ] + ], + "id": "220" }, { "type": "entries", @@ -68043,11 +69079,14 @@ "page": 331, "entries": [ "Should the dullahan weather its gruesome task and pay off the debt of its soul, the Circle takes it upon themselves to decide the creature's destiny. Some are mercifully put to rest, their spectral existences snuffed out as abruptly as they began. Others, who've shown their penitence throughout their servitude, are deemed worthy of a second chance. These fortunate few are restored to their former state, reinstated as druids in the Circle, but forever marked by the scars of their ordeal." - ] + ], + "id": "221" } - ] + ], + "id": "21e" } - ] + ], + "id": "21d" }, { "type": "statblock", @@ -68066,7 +69105,8 @@ "width": 1187, "height": 948 } - ] + ], + "id": "21c" }, { "type": "section", @@ -68092,7 +69132,8 @@ "width": 2443, "height": 1586 } - ] + ], + "id": "222" }, { "type": "section", @@ -68112,7 +69153,8 @@ "page": 335, "entries": [ "Mercifully, the city of Luyarnha has been spared direct contact with these abominations, confined as they are to nightmare realms, unable to breach into the Material Plane. They are grotesque echoes of the absurdity that infests the dreams of the dormant Great Ones. Nightmare centipedes have the ability to ensnare entire communities caught adrift in the nightmare realms, causing them to disappear without trace. Whether these lost souls are consumed or subjected to some other fate is a chilling unknown." - ] + ], + "id": "226" }, { "type": "entries", @@ -68120,12 +69162,15 @@ "page": 335, "entries": [ "A single nightmare centipede is sufficiently worrisome, but they become exponentially more dangerous when they gather, forming a collective consciousness. This hive mind amplifies their intellect and their lethality, coordinating their movements and strategies with terrifying efficiency." - ] + ], + "id": "227" }, "Nightmare centipedes produce a subsonic chittering noise, a sound beyond the auditory capabilities of most species, that serves as a communication tool, and as something far viler. They can use this sound to exert control over creatures weaker than themselves, particularly insects and other many-legged beasts, compelling these underlings to enact their gruesome will. Their unfortunate victims can do little more than writhe in agony as a horde of spiders, ants, centipedes, and cockroaches swarm over them, burrowing into their flesh and consuming them from within." - ] + ], + "id": "225" } - ] + ], + "id": "224" }, { "type": "statblock", @@ -68144,7 +69189,8 @@ "width": 829, "height": 1000 } - ] + ], + "id": "223" }, { "type": "section", @@ -68164,11 +69210,14 @@ "page": 337, "entries": [ "Chilling rumors whisper that skulking shades are the progeny of forgotten deities, unleashed upon this reality as punishment for the hubris of mortals who think they can ignore the gods, or even rival them. Other tales tell of these spectral beings as the vestiges of the ancient human empire, neighbors to Luyarnha long ago before its cataclysmic fall, now returning as harbingers of vengeance. Others posit that they are the restless spirits of warriors fallen during the wars, given form anew, eternally thirsting for blood. Whatever the truth may be, dark wielders of death's power have been known to call forth such skulking shades in battle, summoning them from the deepest shadows of this world." - ] + ], + "id": "22b" } - ] + ], + "id": "22a" } - ] + ], + "id": "229" }, { "type": "statblock", @@ -68187,7 +69236,8 @@ "width": 1225, "height": 1309 } - ] + ], + "id": "228" }, { "type": "section", @@ -68213,7 +69263,8 @@ "width": 801, "height": 1122 } - ] + ], + "id": "22c" }, { "type": "section", @@ -68239,7 +69290,8 @@ "width": 713, "height": 1000 } - ] + ], + "id": "22d" }, { "type": "section", @@ -68253,7 +69305,8 @@ "page": 341, "entries": [ "Over a few days, a period known as the Great Unchaining, all who practiced osteomancy lost control of their spells. All male osteomancers began dying, their bones growing in warped, fractal patterns and piercing their own organs. Their female counterparts fared even worse: borne by a flood of necromantic magic, their bodies grew into large, twisted creatures, vessels for the eldritch powers that overcame them." - ] + ], + "id": "22f" }, { "type": "entries", @@ -68261,7 +69314,8 @@ "page": 342, "entries": [ "These half-dead corpses feel nothing more than an insatiable hunger that drives them to devour anything alive. Indeed, reports of a cloistered maiden are often the first priority for hunters lest they turn entire neighbourhoods into corpse and bone. The Radiant Church, ever vocal in its disparagement of osteomancy, proclaims these maidens to be manifestations of the sin of gluttony, another instrument in the toolbox of propaganda they use to sway the populace." - ] + ], + "id": "230" }, { "type": "statblock", @@ -68280,7 +69334,8 @@ "width": 1224, "height": 831 } - ] + ], + "id": "22e" }, { "type": "section", @@ -68300,7 +69355,8 @@ "page": 343, "entries": [ "The First War saw Luyarnha pitted against its expansionist enemies, driving the city-state to abandon all moral principles in its quest for means to combat the rampant scourge that threatened its citizens. The early scholars of death, dogged in their determination, pressed forward with their grotesque experiments, and in their desperate pursuit of the perfect hunter, recognized the frailty of the humanoid body. They turned to capturing and subduing giants for their grim work\u2014beings that could withstand more suffering before death." - ] + ], + "id": "234" }, { "type": "entries", @@ -68308,11 +69364,14 @@ "page": 343, "entries": [ "To ensure the subjects' cooperation and restrict their movements during harrowing procedures, the giants were chained with bonds that burrowed deep into their very bones. Heavy armor was then affixed to their twisted forms, before injecting them with refined cerebro-spinal fluid extracted from Otherworldly beings, twisting their bodies and shattering their minds. Their usefulness was eventually outlived, as the scholars, now enlightened, resumed their experiments on humanoids. With the giants' blood now corrosive and their minds destroyed, they remain imprisoned in their bleak chambers, abandoned, condemned to pain and insanity until their eventual death, forgotten by all." - ] + ], + "id": "235" } - ] + ], + "id": "233" } - ] + ], + "id": "232" }, { "type": "statblock", @@ -68331,7 +69390,8 @@ "width": 1177, "height": 1512 } - ] + ], + "id": "231" }, { "type": "section", @@ -68358,7 +69418,8 @@ "width": 614, "height": 1457 } - ] + ], + "id": "236" }, { "type": "section", @@ -68385,7 +69446,8 @@ "width": 743, "height": 1278 } - ] + ], + "id": "237" }, { "type": "section", @@ -68399,7 +69461,8 @@ "page": 349, "entries": [ "Lunar revenants move unseen, their form only revealed by the light of the moon, dwelling in locales where the stench of death permeates the very air they breathe. Hence, it comes as no surprise that so many are drawn to Luyarnha and its murderous madness. These eerie creatures do not make a sound, even upon death, they simply vanish, leaving behind naught but a thin trail of ash, the sole memento of their existence." - ] + ], + "id": "239" }, { "type": "entries", @@ -68407,14 +69470,16 @@ "page": 349, "entries": [ "Although they never initiate a battle, once provoked, Lunar revenants become brutal engines of death, relentlessly attacking until their opponents lie shattered, before returning to their idle occupations, as if the fight was but a mere bad dream. Few hunters can testify to their ruthlessness, as few ever made it out alive. The first attack against a lunar revenant was ordered by the Radiant Church, in a misguided attempt to quell the tale of their existence. That night, dozens of hunters perished to bring down a single revenant, a sacrifice none were ready to pay. Thereafter, it was decided that these beings were best left well alone; after all, it is much easier to silence those who would spread rumors." - ] + ], + "id": "23a" }, { "type": "inset", "page": 349, "entries": [ "{@i We don't know where they came from, nor what they desire, but we have learned through bloodshed that they are best left well alone.}" - ] + ], + "id": "23b" }, { "type": "statblock", @@ -68433,7 +69498,8 @@ "width": 1634, "height": 1584 } - ] + ], + "id": "238" }, { "type": "section", @@ -68460,7 +69526,8 @@ "width": 1224, "height": 766 } - ] + ], + "id": "23c" }, { "type": "section", @@ -68487,7 +69554,8 @@ "width": 656, "height": 883 } - ] + ], + "id": "23d" }, { "type": "section", @@ -68513,7 +69581,8 @@ "width": 1224, "height": 1085 } - ] + ], + "id": "23e" }, { "type": "section", @@ -68541,7 +69610,8 @@ "width": 712, "height": 1371 } - ] + ], + "id": "23f" }, { "type": "section", @@ -68567,7 +69637,8 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "240" }, { "type": "section", @@ -68589,7 +69660,8 @@ ], "from": "Librarian Kristoff's Journal Entry #32" } - ] + ], + "id": "242" }, { "type": "statblock", @@ -68608,7 +69680,8 @@ "width": 1216, "height": 1597 } - ] + ], + "id": "241" }, { "type": "section", @@ -68628,7 +69701,8 @@ "page": 362, "entries": [ "Leaping between rooftops, galvaznied prowlers are as avid storm chasers as they are predators; they revel in the refreshing tickle of a lightning strike on their skin and use a tempest's rolling thunder as cover to mask the sound of their pursuit. The howl of a prowler is distinctive, an ear-scrambling cacophony of taut wire scraping over rusted bones. To hear such a noise is a clear warning to remain indoors, with doors barred and windows shuttered, lest it is death you seek." - ] + ], + "id": "246" }, { "type": "entries", @@ -68636,11 +69710,14 @@ "page": 362, "entries": [ "In their efforts to build an arsenal of creatures with which to defend Luyarnha, the Scions explored the magic of chimerification. With threads of tin, these scientists stitched components harvested from eldritch corpses to the bodies of criminals and, with a burst of lightning, fused the rotting mass into a weak-willed and easily manipulable creature. But their weak will and eldritch blood made them susceptible to the influence of the Great Ones, who soon found new foot soldiers to add to their chaotic horde." - ] + ], + "id": "247" } - ] + ], + "id": "245" } - ] + ], + "id": "244" }, { "type": "statblock", @@ -68659,7 +69736,8 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "243" }, { "type": "section", @@ -68686,7 +69764,8 @@ "width": 2183, "height": 1142 } - ] + ], + "id": "248" }, { "type": "section", @@ -68703,7 +69782,8 @@ "Our Slumbering Father that lies dormant, may you discover our worthless world; may you sink it beneath your waves; may you grant us a glimpse of your grandeur; guide us home." ] } - ] + ], + "id": "24a" }, "Should a bold soul dare to infiltrate the submerged chapels of the Deep Ones, they would soon discover an unsettling truth. The figures that ornament the watery halls are no statues at all; they are in fact shards of the Slumbering One's power, poised to imbue the world with the incomprehensible gifts of their otherworldly patron.", "Conjured through the arcane rituals of the Deep Ones, the Dreamer's Minor Avatars are embodiments of their master, made manifest within submerged sanctuaries. Resembling inert statues, these entities endow the Slumbering One's devout followers with minute portions of the power they ardently seek. These avatars are devoid of thought and emotion, their purpose inscrutable, yet their link to the Slumbering One is undeniable. Meaningless specks of dust erring through the cosmos, devoid of the grandeur of their progenitor, one must wonder if their father is even aware of the existence of such worthless and pathetic effigies.", @@ -68724,7 +69804,8 @@ "width": 1005, "height": 1579 } - ] + ], + "id": "249" }, { "type": "section", @@ -68738,7 +69819,8 @@ "page": 367, "entries": [ "{@i One of the many reasons why \"regular\" araneas are despised is because of their soul-snatching cousins.}" - ] + ], + "id": "24c" }, { "type": "statblock", @@ -68757,7 +69839,8 @@ "width": 1224, "height": 738 } - ] + ], + "id": "24b" }, { "type": "section", @@ -68771,7 +69854,8 @@ "page": 370, "entries": [ "As the Radiant Church retreated and sealed the horrors away, Ectellax devoured the eldritch energy and grew faster than he would have otherwise. Now an adult, the dragon has gained a semblance of control over his enormous potential, and is ready to break through the sealed door leading to the Radiant Church and waits, desperate for his opportunity\u2014even the monstrous gravitational fields he generates are useless against this eldritch prison." - ] + ], + "id": "24e" }, { "type": "entries", @@ -68779,7 +69863,8 @@ "page": 370, "entries": [ "Those of his kin share a collective memory that each newborn inherits\u2014a gift of memory through flesh. Yet, the only thing that Ectellax has added to this wealth of knowledge is his despair. In his slumber, the memories of his ancestors possess him, tormenting him, rousing his anger and frustration, feelings that he is unable to act on. The visions of dragons soaring through the cosmos, bending foreign civilizations under their rule, or wiping them out of existence with their apocalyptic powers\u2014sources of pride for his kind, and a painful reminder of his own helplessness." - ] + ], + "id": "24f" }, { "type": "entries", @@ -68787,7 +69872,8 @@ "page": 370, "entries": [ "Trapped underground and cut off from the world, Ectellax's mind has slowly unraveled. He has long lost the ability to distinguish between reality and dream; sometimes believing himself free, he hurls himself against the walls of his stone prison. The earth trembles and stone groans as the dragon thrashes about in his sleep, shaking the surface world in the crossfire of his nightmare. The proud being is now nothing more than a trapped and tormented soul. Ectellax's long imprisonment has twisted his despotic intentions even further, turning them into a thirst for destruction and revenge. He longs to break free and unleash his fury on the world and the heavens, dethroning the so-called god that turned him into a puppet; but these remain hopeless wishes, as the barriers holding him underground remain unyielding." - ] + ], + "id": "250" }, { "type": "statblock", @@ -68817,7 +69903,8 @@ "width": 594, "height": 703 } - ] + ], + "id": "24d" }, { "type": "section", @@ -68829,7 +69916,8 @@ "page": 374, "entries": [ "The result of the union between two beings of power with nothing but hatred for each other. A weeping child unable to control its fury." - ] + ], + "id": "252" }, { "type": "statblock", @@ -68867,7 +69955,8 @@ "width": 2450, "height": 1585 } - ] + ], + "id": "251" }, { "type": "section", @@ -68890,7 +69979,8 @@ "by": "Founder of the School of Eldritch Tongue", "from": "at the Obitus' assembly" } - ] + ], + "id": "254" }, { "type": "statblock", @@ -68927,9 +70017,11 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "253" } - ] + ], + "id": "1f6" }, { "type": "section", @@ -68965,7 +70057,8 @@ "width": 828, "height": 1584 } - ] + ], + "id": "256" }, { "type": "section", @@ -68980,7 +70073,8 @@ "entries": [ "Aware of his insignificance within the vast cosmos, the faithless researcher longed to commune with the enigmatic entity, yearning to ascend and attain a power beyond his mortal flesh. His pride made him blind to his weakness before the vastness of the cosmos, and he clung to the belief that immense sacrifices would reveal the path. Driven to the edge of madness, the scholar enacted a heinous rite, setting an entire orphanage ablaze to fuel his dark incantations.", "At last, an entity granted a response: a single, powerful word that tore asunder the scholar's mortal frame. His human flesh was rent apart, transformed into the terrifying specter known as the Defiled Librarian, forever imprisoned among the arcane tomes, his mind rising to higher planes, or so he believed." - ] + ], + "id": "258" }, { "type": "entries", @@ -68989,7 +70083,8 @@ "entries": [ "In this realm, where minutes stretch into years, the Librarian's consciousness endures tortures born of osteomancy\u2014an eternity of bone spines burrowing into his flesh and ravenous maws devouring his heart, only to regenerate anew. This 'higher' realm is naught but a place of torment and terror where the Librarian exists as both master and prisoner. The being has since learned to control the sinister magic that haunts him, his spectral figure trapped betwixt life and death. Conversely, within the confines of his scholarly lair, the Librarian's dead physical form lies, its remains ravaged by the passage of time. His eyes, however, continue to possess an unsettling vigilance, observing every movement, inexorably drawing the hapless souls that unwittingly stumble upon his moribund husk into his dread dominion. These unfortunates serve as both nourishment and specimens for the Librarian, their flesh dissected for sustenance and dark inquiry\u2014a research dedicated to crafting macabre instruments that one day shall free him from this forceful exile.", "The true visage of the Scholar has not been glimpsed by mortal eyes since that fateful day of unspeakable transgression, but rumors of spectral whispers within the halls of the Luminary Repository circulate, though few are foolish enough to inquire further." - ] + ], + "id": "259" }, { "type": "statblock", @@ -69008,7 +70103,8 @@ "width": 622, "height": 1572 } - ] + ], + "id": "257" }, { "type": "section", @@ -69023,7 +70119,8 @@ "entries": [ "It was within this circle that a child named Tisiphone came into being, her fate irrevocably intertwined with the abhorrent rituals that marked the Circle of Symbiosis. From a tender age, she was subjected to the cruel and agonizing rites that would transform her into a living instrument of the Circle's insidious will. As she grew, the line between her humanity and the monstrous grafts that adorned her body blurred, until she could no longer recognize herself as the child she once was.", "Tisiphone 's motivations were shaped by the dark teachings of her parents and their subservience to the circle, which instilled in her a fervent desire to make all living beings one with nature, by any means necessary. No sacrifice was too great for the cause, and her unwavering devotion drove her to inflict upon others the same torment that she herself had endured. Her origins as a child of the circle had bestowed upon her a terrifying affinity for her rampaging powers, and as she aged, her humanity waned, giving way to something far more relentless and unforgiving." - ] + ], + "id": "25b" }, { "type": "entries", @@ -69032,7 +70129,8 @@ "entries": [ "Her drive was fueled by the knowledge that the circle's practices had earned them the scorn and revulsion of the civilized world, a fact that only served to strengthen her resolve. Undeterred by the ostracism they faced, Tisiphone and her fellow druids continued to recruit\u2014or abduct\u2014more individuals to join their cause, swelling the ranks of their twisted order and spreading their influence ever further.", "Yet, for all her monstrous power and unyielding determination, Tisiphone was not without her weaknesses. The very grafts that granted her strength were also her greatest vulnerability, a reminder of the humanity she had sacrificed for the sake of her family's vision. As her body became more and more indistinguishable from the creatures and roots that constituted her grafts, the last vestiges of her former self struggled to maintain their hold upon her soul, a fact further exacerbated by the truth-seeking orb \u2014 the will of the circle made manifest\u2014 orbiting her since her ascension, the sentient relic constantly whispering in her mind." - ] + ], + "id": "25c" }, { "type": "statblock", @@ -69051,7 +70149,8 @@ "width": 831, "height": 1584 } - ] + ], + "id": "25a" }, { "type": "section", @@ -69065,7 +70164,8 @@ "page": 385, "entries": [ "The metamorphosis into this grotesque perversion of an angel transpired gradually, as Malach sought to augment its own form by sewing the dismembered remains of its vanquished foes upon itself. Ever more powerful it grew, until at last it brimmed with the arcane power it sought, leeched from the grafted limbs of its enemies. No madness plagued Malach, but rather its own psychotic mind, driven to eradicate the very beings that had spawned its wretched, empty existence. It harbored a seething hatred for the frailty of flesh, for where flesh falters, metal endures, and Malach had endured enough. Consumed by a maelstrom of destruction, it seeks to bring about the annihilation of those born of flesh." - ] + ], + "id": "25e" }, { "type": "entries", @@ -69075,7 +70175,8 @@ "The origins of Malach's revulsion toward flesh are uncertain. Perhaps it had been spurned by humans and elves, abused and mocked by them; perhaps it bore the mark of a flaw in its creation; or in complete opposition to that theory, perhaps Malach was the perfect construct, imbued with both soul and sentience, its spirit wracked with torment as it witnessed the silent suffering of its fellow manikins.", "Its weapon of choice, a censer, exudes a pestilential miasma that suffocates and poisons those formed of flesh\u2014a fitting tool for one who bears such deepseated hatred towards the living. For each manikin that falls to Luyarnha's bloodthirsty madness, Malach shall rend twice as many mortal souls.", "In its zealous mission, Malach emerges as ally or foe, depending on the beholder's intent. To those who made the mistake of being born of flesh, it is an implacable adversary, its censer an omen of retribution. Yet, to those who stand beside Malach in its quest to topple the reign of flesh, it serves as a monstrous champion, one who shall not waver from its fell mission." - ] + ], + "id": "25f" }, { "type": "statblock", @@ -69094,7 +70195,8 @@ "width": 891, "height": 854 } - ] + ], + "id": "25d" }, { "type": "section", @@ -69124,7 +70226,8 @@ "width": 1079, "height": 1236 } - ] + ], + "id": "260" }, { "type": "section", @@ -69151,7 +70254,8 @@ "width": 1224, "height": 1138 } - ] + ], + "id": "261" }, { "type": "section", @@ -69171,7 +70275,8 @@ "page": 391, "entries": [ "One fateful night, when the Creeping Tarlight arose, the glow of Tulio's blade was extinguished for good, swallowed by madness. Tulio was reborn, a servant to his now forever darkened weapon. He who had always preached salvation, now saw his own vanish." - ] + ], + "id": "265" }, { "type": "entries", @@ -69179,19 +70284,23 @@ "page": 391, "entries": [ "While there are accounts by witnesses observing his emergence from the tar, it is speculated that, in the throes of his madness, a vestige of his once righteous spirit pierced through. Driven by this last shred of his humanity, Tulio disappeared to a place where he would not inflict pain upon those he held dear. Another conjecture is that he may have maintained more of his former self than was first thought, permitting the illusion of benevolence to dissolve once he had accumulated the power he sought, and he has now retreated to scheme grander plans." - ] + ], + "id": "266" }, "The truth remains unclear. However, whispers of his actions\u2014both valorous and terrible\u2014still echo through the city. Many of the good deeds this man did were unpunished, and many still owe him their life." - ] + ], + "id": "264" } - ] + ], + "id": "263" }, { "type": "inset", "page": 391, "entries": [ "Some claim to have seen a dark figure on the fringes of the city, a specter wreathed in the same tar that once consumed the Radiant Watcher. I believe these are just fanciful tales of those who wish to keep the memory of Tulio alive." - ] + ], + "id": "267" }, { "type": "statblock", @@ -69210,7 +70319,8 @@ "width": 875, "height": 427 } - ] + ], + "id": "262" }, { "type": "section", @@ -69242,7 +70352,8 @@ "width": 1224, "height": 1011 } - ] + ], + "id": "268" }, { "type": "section", @@ -69255,7 +70366,8 @@ "entries": [ "There are no gods...", "The only man in the sky... is me." - ] + ], + "id": "26a" }, { "type": "statblock", @@ -69274,9 +70386,11 @@ "width": 1224, "height": 1584 } - ] + ], + "id": "269" } - ] + ], + "id": "255" }, { "type": "section", @@ -69301,7 +70415,8 @@ "Below are five unique adventures designed to expand upon the lore established in the main text. Each is constructed to utilize the new rules and mechanics introduced in this guide, providing example explorations into various aspects of Luyarnha's mythos. In the lore of Steinhardt's Guide to the Eldritch Hunt, the {@table Eldritch Beckoning counter|SGttEH} {@homebrew |(Page 283)} never rose above 399. This counter is a central component to the world's dynamics, significantly influencing how the environment reacts and evolves. It's crucial to understand that the shift in the counter can drastically transform the world, affecting the way the characters perceive and interact with their surroundings.", "Each adventure takes place in a designated point in the city's history and has a corresponding {@table Eldritch Beckoning counter|SGttEH} state {@homebrew |(Page 283)}. These adventures are standalone scenarios and are not intrinsically linked to each other. However, GM can adapt and integrate these adventures into a broader campaign narrative if they see fit to do so.", "Here's a brief outline of those for each adventure:" - ] + ], + "id": "26c" }, { "type": "section", @@ -69310,7 +70425,8 @@ "entries": [ "This adventure serves as an potential introduction to the world, unfolding immediately after the events documented in the book's lore. The {@table Eldritch Beckoning counter|SGttEH} is set between 300 and 399, depicting a city just beginning to succumb to corruption.", "{@note See the {@adventure Streets of Terror|SGttEH-SoT} adventure.}" - ] + ], + "id": "26d" }, { "type": "section", @@ -69319,7 +70435,8 @@ "entries": [ "Set approximately five years after the canonical events, \"The Remedy\" portrays a city deep in the throes of chaos. The {@table Eldritch Beckoning counter|SGttEH} for this adventure ranges from 700 to 799, reflecting a city spiraling further into madness.", "{@note See the {@adventure The Remedy|SGttEH-TR} adventure.}" - ] + ], + "id": "26e" }, { "type": "section", @@ -69328,7 +70445,8 @@ "entries": [ "This adventure's timeline is flexible, occurring anywhere from a few days to several years after the canonical events. Its {@table Eldritch Beckoning counter|SGttEH} ranges from 300 to 399, Luyarnha's baseline state.", "{@note See the {@adventure The Vile Village|SGttEH-VV} adventure.}" - ] + ], + "id": "26f" }, { "type": "section", @@ -69337,7 +70455,8 @@ "entries": [ "This adventure is situated any time after the 33rd Hunt. The state of the {@table Eldritch Beckoning counter|SGttEH} is not integral to this scenario and can be adjusted according to the GM's discretion.", "{@note See the {@adventure Echoes of Madness|SGttEH-EoM} adventure.}" - ] + ], + "id": "270" }, { "type": "section", @@ -69346,9 +70465,11 @@ "entries": [ "Unfolding in the distant future, \"Deicide\" portrays a Luyarnha teetering on the brink of collapse, decades into the Scourge's reign. The {@table Eldritch Beckoning counter|SGttEH} is set between 900 and 999, but with the Glacial Moon alone dominating the skies.", "{@note See the {@adventure Deicide|SGttEH-D} adventure.}" - ] + ], + "id": "271" } - ] + ], + "id": "26b" }, { "type": "section", @@ -69394,15 +70515,19 @@ "System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;", "Steinhardt's Guide to the Eldritch Hunt, Copyright 2023, MonkeyDM Publishing SRL; Author: Evan Mascaro", "END OF LICENSE" - ] + ], + "id": "275" } - ] + ], + "id": "274" } - ] + ], + "id": "273" } ] } - ] + ], + "id": "272" } ] }, @@ -69446,7 +70571,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "entries", @@ -69469,9 +70595,11 @@ } ] } - ] + ], + "id": "002" } - ] + ], + "id": "000" } ] }, @@ -69606,13 +70734,16 @@ ] ] } - ] + ], + "id": "004" } - ] + ], + "id": "003" } ] } - ] + ], + "id": "002" }, { "type": "entries", @@ -69620,7 +70751,8 @@ "page": 2, "entries": [ "Though the moon itself may not affect travel directly, the wild beasts it unleashes upon Luyarnha certainly do. For each hour the party travels, roll a {@dice d6}. On a 1 or 2, the party encounters hostile beasts. The party can attempt to skirt around the beasts and move past them with a group {@skill Stealth} check against a DC equal to the highest passive {@skill Perception} of the beasts they could encounter. On a failure, roll a {@dice d4} instead of a {@dice d6} for the next hour of travel. If the party fails the saving throw by 5 or more, they are immediately noticed and attacked." - ] + ], + "id": "005" }, { "type": "entries", @@ -69635,7 +70767,8 @@ "page": 28, "entries": [ "Whenever a character gains a short-term madness under the Howling Moon, their instincts become bestial. For the duration of the madness, they have advantage on Dexterity saving throws but lose the ability to make ranged attacks or cast spells with a range further than 5 feet, wanting to shed blood with their own two hands. Further, they have advantage on any unarmed strikes or attacks that use natural weapons." - ] + ], + "id": "007" }, { "type": "entries", @@ -69643,7 +70776,8 @@ "page": 28, "entries": [ "If a character gains a long-term madness that turns them into a scourgeborne or beast, instead of lasting for the duration of the madness, the transformation becomes permanent, and it can be reverted only by a {@spell greater restoration} or {@spell wish} spell. If they transform into a beast due to this moon's influence, instead of falling under the GM's control, they retain their alignment and can identify friends, follow them, and even protect them. While transformed in this way, the first time they interact with a humanoid that they aren't acquainted with, they must make a Wisdom saving throw against the Madness DC. On a failure, they see them as prey and immediately attack in order to devour them, stopping only if they are knocked {@condition unconscious}." - ] + ], + "id": "008" }, { "type": "entries", @@ -69651,11 +70785,14 @@ "page": 28, "entries": [ "If a character gains an indefinite madness under the Howling Moon, their mind becomes bestial, though their body may not follow. Their Intelligence and Charisma scores are each reduced to 1, and their Wisdom score is reduced to 14 (if it is higher). They can't cast spells, activate magic items, understand language, communicate, or plan in any intelligible way. The character can, however, identify its friends, follow them, and even protect them. In addition, if the character gains a long-term or indefinite madness, they automatically roll a 100 on the {@dice d100|percentile dice} and a 10 on the {@dice d10}, and the transformation becomes permanent." - ] + ], + "id": "009" } - ] + ], + "id": "006" } - ] + ], + "id": "001" }, { "type": "entries", @@ -69699,7 +70836,8 @@ "Humanoids have advantage on saving throws against madness." ] } - ] + ], + "id": "00b" }, { "type": "entries", @@ -69713,7 +70851,8 @@ "entries": [ "Fragments of the moon frequently fall upon the world. For each hour that passes, roll a {@dice d4}. On a roll of 1, a lunar shower begins, which lasts for {@dice 1d6 × 10} minutes. During the lunar shower, a rain of ephemeral light falls upon the world. This rain dispels all spells of 5th level or lower upon contact, ends {@status concentration}, and halves the range of all magics (to a minimum of 5 feet). Although it looks like solid fragments, the shards of the moon are weightless figments of light.", "Creatures with a passive {@skill Perception} of 15 or higher can see these fragments falling towards them 1 minute before the lunar shower begins." - ] + ], + "id": "00d" }, { "type": "entries", @@ -69722,9 +70861,11 @@ "entries": [ "When the moon first appears, roll a {@dice d4}. On a 1, the moon is a Geistnacht, in which case, when it shatters, it does so completely silently, unlike its usual massive shattering sound that echoes through the walls of Luyarnha.", "During a Geistnacht, for each hour the party travels, roll a {@dice d6}. On a 1 or 2, the party encounters hostile undeads. The party can attempt to skirt around the undeads and move past them with a group {@skill Stealth} check against a DC equal to the highest passive {@skill Perception} score of the undeads they could encounter. On a failure, roll a {@dice d4} instead of a {@dice d6} for the next hour of travel. If the party fails the saving throw by 5 or more, they are immediately noticed and attacked." - ] + ], + "id": "00e" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -69738,7 +70879,8 @@ "page": 31, "entries": [ "Whenever a character gains a short-term madness under the Shattered Moon, the moon attempts to mend its wounds by absorbing part of the character's life. For the duration of the madness, the character takes {@damage 1d6} necrotic damage at the start of each of their turns. Any magical healing chases the moon's influence away and stops the damage from recurring." - ] + ], + "id": "010" }, { "type": "entries", @@ -69765,7 +70907,8 @@ "name": "Right Arm:", "entries": [ "You can no longer hold anything with two hands and you can hold only a single object at a time." - ] + ], + "id": "012" } ], [ @@ -69775,7 +70918,8 @@ "name": "Left Arm:", "entries": [ "You can no longer hold anything with two hands and you can hold only a single object at a time." - ] + ], + "id": "013" } ], [ @@ -69785,7 +70929,8 @@ "name": "Right Leg:", "entries": [ "Your base walking speed is reduced to 5 feet. If you still have at least one leg, you can use a crutch or cane to move at half your original base speed." - ] + ], + "id": "014" } ], [ @@ -69795,13 +70940,15 @@ "name": "Left Leg:", "entries": [ "Your base walking speed is reduced to 5 feet. If you still have at least one leg, you can use a crutch or cane to move at half your original base speed." - ] + ], + "id": "015" } ] ] }, "The broken limb is untreatable while the Shattered Moon is out. After the moon sets, a healing spell of 4th level or higher can restore the limb to its original state." - ] + ], + "id": "011" }, { "type": "entries", @@ -69809,11 +70956,14 @@ "page": 31, "entries": [ "A character that gains an indefinite madness under the Shattered Moon becomes its prey, a meal to invigorate it. Roll a {@dice d100}; on a result of 33 or lower, the moon's powers fail before devouring the character, only absorbing the insanity; the character is cured of all madness effects afflicting them. On a roll of 34 or higher, the character's body is consumed by the moon and they take {@damage 10d6 + 40} necrotic damage. If this damage reduces the character to 0 hit points, they are disintegrated into particles of lights that float towards the moon before vanishing." - ] + ], + "id": "016" } - ] + ], + "id": "00f" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -69865,9 +71015,11 @@ "page": 6, "entries": [ "If the monster moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = Trait DC + monster's Strength modifier) or be knocked {@condition prone} and take fire damage equal to the Trait Damage (see table below)." - ] + ], + "id": "01a" } - ] + ], + "id": "019" } ] }, @@ -69927,7 +71079,8 @@ ] ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -69935,7 +71088,8 @@ "page": 6, "entries": [ "Columns of fire erupt from the ground. For each hour that passes, roll a {@dice d6}. On a roll of 1, a column appears under the party. Each member of the party must succeed on a {@dc 14} Dexterity saving throw or take fire damage equal to their level. If a creature has encountered the Scorching Moon before, it can attempt a {@dc 14} {@skill Survival} check instead of the Dexterity saving throw, avoiding the real flames and only passing through the illusory ones. If a creature travels at a slow pace (as per the travel rules), it gains advantage on these ability checks and saving throws, and can make the {@skill Survival} check even if it has never encountered the Scorching Moon before." - ] + ], + "id": "01b" }, { "type": "entries", @@ -69949,7 +71103,8 @@ "page": 30, "entries": [ "Whenever a character gains a short-term madness under the Scorching Moon, their body catches fire and they take {@damage 1d4} fire damage at the start of each of their turns. Additionally, their melee attacks deal an extra {@damage 1d4} fire damage on a hit. The fire ends if the character or a creature within 5 feet of them uses an action to douse them, or after 1 minute." - ] + ], + "id": "01d" }, { "type": "entries", @@ -69957,7 +71112,8 @@ "page": 30, "entries": [ "Whenever a character gains a long-term madness under the Scorching Moon, they feel the flames calling them for as long as the Scorching Moon is out. Whenever they see an open flame larger than 1-foot in diameter (such as a bonfire but not a {@item torch|PHB}), they must make a Wisdom saving throw against the Madness DC or become {@condition charmed} by the flame. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0. The effect ends on a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. If a creature's saving throw is successful or the effect ends for it, the creature is immune to being {@condition charmed} by that flame for the next 24 hours." - ] + ], + "id": "01e" }, { "type": "entries", @@ -69965,11 +71121,14 @@ "page": 30, "entries": [ "A character that gains an indefinite madness under the Scorching Moon has their soul seared. Roll a {@dice d100}; on a result of 33 or lower, the character gains resistance to fire damage; on a result of 34 or higher, the character gains vulnerability to fire damage. This effect lasts until that madness is cured." - ] + ], + "id": "01f" } - ] + ], + "id": "01c" } - ] + ], + "id": "017" }, { "type": "entries", @@ -70022,13 +71181,16 @@ "page": 8, "entries": [ "After the monster is damaged by a ranged attack, it can use its reaction to teleport to an empty space within 5 feet of the attacker and make a single melee weapon attack against it." - ] + ], + "id": "023" } - ] + ], + "id": "022" } ] } - ] + ], + "id": "021" }, { "type": "entries", @@ -70042,7 +71204,8 @@ "page": 8, "entries": [ "If a character looks directly at the moon for more than 6 seconds, they are faced with the depths of the abyss, which gazes back at them. They must succeed on a Wisdom saving throw against the Madness DC or gain a {@table short-term madness|SGttEH}. The first time in a day that a character gains the ability to see {@condition invisible} creatures or objects (such as the {@spell see invisibility} spell or with {@sense truesight}), they are compelled to stare at the moon for a round." - ] + ], + "id": "025" }, { "type": "entries", @@ -70060,9 +71223,11 @@ "Creatures have disadvantage on saving throws against madness while not in bright light." ] } - ] + ], + "id": "026" } - ] + ], + "id": "024" }, { "type": "entries", @@ -70076,7 +71241,8 @@ "page": 29, "entries": [ "Whenever a character gains a short-term madness under the Vacuous Moon, they see their regrets and sorrows take life. They are under the effect of the {@spell see invisibility} spell for the duration of the madness. The effects of the spell cause them to see the shadowy figures of all the loved ones they lost, hanging upside down, chains wrapped around their neck, floating towards the moon. Observing that which should be reserved to the dead shatters one's psyche; they become {@condition frightened} for the duration of the madness." - ] + ], + "id": "028" }, { "type": "entries", @@ -70084,7 +71250,8 @@ "page": 29, "entries": [ "Whenever a character gains a long-term madness under the Vacuous Moon, the shadows they saw previously now become as clear as day, an image indistinguishable from reality. They are under the effect of the {@spell see invisibility} spell and have disadvantage on all attack rolls, as they lose the ability to differentiate between reality and the beyond for the duration of the madness. A {@condition blinded} creature doesn't suffer from this effect." - ] + ], + "id": "029" }, { "type": "entries", @@ -70092,11 +71259,14 @@ "page": 29, "entries": [ "A character that gains an indefinite madness under the Vacuous Moon loses their grip on reality. Roll a {@dice d100}; on a result of 33 or lower, the character becomes part of the void, and is able to cast the {@spell blink} spell on itself at will, without providing components, shifting between planes of existence. If they use the spell 3 times in a day, when the spell ends, the character comes back into reality without their eyes and becomes permanently {@condition blinded}. On a result of 34 or higher, figures of their past rip out the character's eyes before vanishing into the void with them, leaving the character permanently {@condition blinded}." - ] + ], + "id": "02a" } - ] + ], + "id": "027" } - ] + ], + "id": "020" }, { "type": "entries", @@ -70142,7 +71312,8 @@ "Their walking speed is halved." ] } - ] + ], + "id": "02c" }, { "type": "entries", @@ -70158,7 +71329,8 @@ "For each hour that passes, roll a {@dice d6}. On a 1, the moon's influence becomes too much for the party to bear. All characters in the party must succeed on a {@dc 13} Wisdom saving throw or fall {@condition unconscious} until the moon sets. A character within 5 feet of an {@condition unconscious} character can attempt to bring them back from the brink. To do so, they must take 1 minute to shake their friend from their torpor and must make a {@dc 13} {@skill Persuasion} check, attempting to revive the fighting spirit left within their ally." ] } - ] + ], + "id": "02d" }, { "type": "entries", @@ -70172,7 +71344,8 @@ "page": 27, "entries": [ "Whenever a character gains a short-term madness under the Glowering Moon, they give up arms as despair overtakes them. The character drops all items they are holding and curls up into a ball, falling {@condition prone} and becoming {@condition incapacitated} until the madness ends. A character within 5 feet of an {@condition incapacitated} character can use their action to shout into their comrades' ear, shocking their system awake and ending this despair." - ] + ], + "id": "02f" }, { "type": "entries", @@ -70180,7 +71353,8 @@ "page": 27, "entries": [ "Their will to live slowly erodes. They have disadvantage on all Wisdom saving throws until the madness ends." - ] + ], + "id": "030" }, { "type": "entries", @@ -70188,11 +71362,14 @@ "page": 27, "entries": [ "A character that gains an indefinite madness under the Glowering Moon is faced with their mortal insignificance and retreats within themselves. Roll a {@dice d100}; on a result of 33 or lower, the character refuses such a fate and becomes immune to the effects of the Glowering Moon until it sets; on a result of 34 or higher, the character falls {@condition unconscious} and cannot be awoken until the moon or the madness ends." - ] + ], + "id": "031" } - ] + ], + "id": "02e" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -70236,7 +71413,8 @@ "If an undead creature is hit with a melee attack while they have these temporary hit points, the attacker takes cold damage equal to the initial number of temporary hit points." ] } - ] + ], + "id": "033" }, { "type": "entries", @@ -70245,7 +71423,8 @@ "entries": [ "The world is engulfed in a permanent blizzard that assaults the body and the mind and greatly limits visibility. Creatures other than monsters suffer a \u221210 penalty to {@skill Perception} checks and their passive {@skill Perception}. If a creature travels at a fast pace (as per the travel rules), they are considered {@condition blinded}.", "For each hour that passes, roll a {@dice d6}. On a roll of 1, a strong blizzard wind rises. Each member of the party must succeed on a {@dc 14} Constitution saving throw or take cold damage equal to their level. In addition, whenever this blizzard rises, the party must succeed on a {@dc 16} {@skill Survival} check or get lost. If they are lost, the group's travel time increases by two hours." - ] + ], + "id": "034" }, { "type": "entries", @@ -70259,7 +71438,8 @@ "page": 27, "entries": [ "Whenever a character gains a short-term madness under the Glacial Moon, their body numbs and they suffer a {@dice -1d4} penalty to all attack rolls and saving throws until the madness ends." - ] + ], + "id": "036" }, { "type": "entries", @@ -70267,7 +71447,8 @@ "page": 27, "entries": [ "Whenever a character gains a long-term madness under the Glacial Moon, they feel compelled to suffer the cold to cleanse their body. Whenever they are in {@hazard extreme cold|DMG}, to better feel the merciless bite of the cold against their skin, they remove all their clothing, save for their undergarments, and refuse to dress up. This weakens their body, giving them disadvantage on Constitution checks and Constitution saving throws while in the cold environment. Characters that are immune to cold damage do not suffer this effect." - ] + ], + "id": "037" }, { "type": "entries", @@ -70275,11 +71456,14 @@ "page": 27, "entries": [ "A character that gains an indefinite madness under the Glacial Moon becomes numb to the world around them. Roll a {@dice d100}; on a result of 33 or lower, the character's body becomes completely numb to all sensations, and they add their proficiency bonus to any {@status Concentration} checks and to any check made to endure pain. On a result of 34 or higher, the character's body suffers severe frostbite, numbing their nerves and body, crippling them. They have disadvantage on Dexterity checks and Dexterity saving throws, suffer disadvantage on all attack rolls made using Dexterity, and can't add their Dexterity modifier to their Armor Class or initiative rolls. This eldritch frostbite can only be cured if the madness is removed." - ] + ], + "id": "038" } - ] + ], + "id": "035" } - ] + ], + "id": "032" }, { "type": "entries", @@ -70320,9 +71504,11 @@ "page": 14, "entries": [ "A creature that can see the moon can use its action to make a {@dc 19} Intelligence check as it gazes deeply into the distorted reflection of the world the moon provides. On a success, the creature channels eldritch energy and teleports as if it had cast the {@spell dimension door} spell. On a failure, the creature gains a {@table short-term madness|SGttEH}, is randomly teleported to an empty space within 500 feet of its original location, and has resistance to falling damage until the end of its turn. Aberrations automatically succeed on this check." - ] + ], + "id": "03b" } - ] + ], + "id": "03a" }, { "type": "entries", @@ -70332,7 +71518,8 @@ "Any character that has seen this moon, directly or not (even witnessing a painting of this moon is sufficient), falls under its influence. While influenced in this way, if a character leaves Luyarnha, the next time they take a long rest, they wake up in a familiar location within the city. If they are unfamiliar with Luyarnha, they wake up in a random street of the city. If a character hasn't taken a long rest within 24 hours of leaving the city, they fall unconscious, even if they are immune to the condition.", "Regardless of what happens, they'll wake up with no memories of ever leaving the city, or wanting to leave the city, or making any plans to leave it. The memories of others that are aware the characters left or wanted to leave will also be altered to fill the gaps with another plausible event. For example, instead of planning to take a boat to sail away, the characters recall they wanted to use it to go fishing, but got cold feet and decided to go drinking, meet with a lover, or simply get a good night of sleep.", "Anytime this curse activates after the first, a character must succeed on a Wisdom saving throw against the Madness DC or gain a {@table long-term madness|SGttEH} upon waking up. On a success, they instead gain a {@table short-term madness|SGttEH}. This lunar affliction can only be dispelled by a {@spell wish} spell or if the moon is banished." - ] + ], + "id": "03c" }, { "type": "entries", @@ -70345,7 +71532,8 @@ "page": 31, "entries": [ "Whenever a character gains a {@table short-term madness|SGttEH} under the Slumbering Moon, they forget how to use certain skills, even ones they have trained for decades. For the duration of the madness, the character loses proficiency in a weapon or is unable to cast one spell, even if it is known or prepared (GM's choice)." - ] + ], + "id": "03e" }, { "type": "entries", @@ -70353,7 +71541,8 @@ "page": 32, "entries": [ "Whenever a character gains a {@table long-term madness|SGttEH} under the Slumbering Moon, their memory slowly fades. They have disadvantage on any {@skill Arcana}, {@skill History}, or {@skill Religion} checks for the duration of the madness." - ] + ], + "id": "03f" }, { "type": "entries", @@ -70361,11 +71550,14 @@ "page": 32, "entries": [ "Whenever a character gains an indefinite madness under the Slumbering Moon, their memory is permanently compromised. They lose the ability to remember anything that happens while under the effect of the madness. If the madness does end, they do not remember anything that happened while under the effect of it." - ] + ], + "id": "040" } - ] + ], + "id": "03d" } - ] + ], + "id": "039" }, { "type": "entries", @@ -70409,7 +71601,8 @@ "The light chases away darkness, yet beckons the embrace of death: humanoids have advantage on saving throws against the {@condition frightened} condition and disadvantage on death saving throws. Only the strong shall survive." ] } - ] + ], + "id": "042" }, { "type": "entries", @@ -70419,7 +71612,8 @@ "The moon illuminates the entire city in bright light. This light is considered both daylight and moonlight. In addition, particles float through the air, seemingly emerging from the ground, only to merge with the skies above.", "Darkness is reduced to dim light, and dim light is considered bright light, even if the origin of such darkness or dim light is magical.", "This permanent light makes traveling hidden inconvenient at best and impossible at worst. {@skill Stealth} checks made while traveling suffer a \u221210 penalty." - ] + ], + "id": "043" }, { "type": "entries", @@ -70433,7 +71627,8 @@ "page": 32, "entries": [ "Whenever a character gains a short-term madness under the Yellow Crown, they develop a tremendous fear of darkness and an obsession with light. If they do not end their turn in bright light, they have disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn. If they start their turn and aren't in bright light, they must use their movement to reach the closest empty space that is in bright light. If at the end of their movement they aren't in bright light, they must use their action to {@action Dash} toward the bright light. If no such space is visible, they can use their movement and action as normal." - ] + ], + "id": "045" }, { "type": "entries", @@ -70441,7 +71636,8 @@ "page": 32, "entries": [ "Gaining a long-term madness during the prolonged exposure to the light of the Yellow Crown has given a character photophobia, and the sheer presence of light is enough to cause them tremendous pain. If a character ends their turn in bright light, they must succeed on a Madness DC Constitution saving throw or become {@condition poisoned} for 1 minute, even if they are immune to the {@condition poisoned} condition. Effects that cure poison, such as the {@spell lesser restoration} spell, can end the condition early, though if they expose themselves again, they'll become {@condition poisoned} once more." - ] + ], + "id": "046" }, { "type": "entries", @@ -70449,11 +71645,14 @@ "page": 32, "entries": [ "A character that gains an indefinite madness under the Yellow Crown begins to irradiate with incandescent light. Roll a {@dice d100}; on a result of 33 or lower, the character can harness this light into ephemeral wings of light; if they start their turn in bright light, they can use a bonus action to gain a flying speed of 40 feet until the end of their next turn. On a result of 34 or higher, the character begins to glow uncontrollably, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While glowing in this way, the character gains no benefit from finishing a short or long rest." - ] + ], + "id": "047" } - ] + ], + "id": "044" } - ] + ], + "id": "041" }, { "type": "entries", @@ -70553,7 +71752,8 @@ ] ] } - ] + ], + "id": "049" }, { "type": "entries", @@ -70563,7 +71763,8 @@ "The eerie smile on the moon occasionally emits a faint, disturbing laughter that can be heard throughout the night. This unsettling sound makes it increasingly difficult for creatures to relax their mind, as the sound emerges from everywhere at once. If characters finish a long rest during a night where the Creeping Tarlight is visible, they must succeed on a {@dc 14} Wisdom saving throw to gain the benefits.", "In addition, the tar that drips from the moons risks engulfing the unaware in its inky depths. For each hour that passes, roll a {@dice d6}. On a 1, the party becomes trapped in a heavily shadowed area, generated from the tar of the moon. Each character must succeed on a {@dc 14} Dexterity saving throw or fall in the darkness and be {@condition restrained}. If the party traveled at a slow pace (as per the travel rules), the characters have advantage on this saving throw.", "On their turn, as part of their movement, a trapped character can escape by making a {@dc 17} Strength check. Another creature can use an action to make a {@dc 17} Strength check to attempt to pull the {@condition restrained} character out of the shadows, freeing them on a success. After 2 turns, the trapped character begins to suffocate in the tar, and after 3 turns, the trapped character is completely engulfed; any creature that attempts to free the character will get coated in tar. Alternatively, the shadowy tar can be lit ablaze with fire damage, which burns for 1 minute. For the duration, any creature in contact with the tar takes {@damage 2d6} fire damage at the start of each of its turns." - ] + ], + "id": "04a" }, { "type": "entries", @@ -70577,7 +71778,8 @@ "page": 25, "entries": [ "They burst into a frenzied laughter. For the duration of the madness, they automatically fail any {@skill Stealth} check they make, and all creatures in a 120-foot radius are alerted to their presence." - ] + ], + "id": "04c" }, { "type": "entries", @@ -70585,7 +71787,8 @@ "page": 25, "entries": [ "The demented laughter that grips their mind becomes untenable. For the duration of the madness, they find the darkest of things profoundly amusing. If they attempt to speak or {@action cast a spell} with a verbal component, they must succeed on a Madness DC Constitution saving throw to steady themselves or be unable to talk or {@action cast a spell|PHB|cast the spell}, wasting their action but not the spell slot, and instead giggle and smile. If one of their allies is reduced to 0 hit points, they explode with laughter, completely losing their focus, and are {@condition stunned} until the start of their next turn." - ] + ], + "id": "04d" }, { "type": "entries", @@ -70593,11 +71796,14 @@ "page": 25, "entries": [ "Roll a {@dice d100}; on a result of 33 or lower, the character begins to laugh and regurgitate tar, which completely coats their body, acting like a battle armor, and their AC increases by 1; on a result of 34 or higher, the tar solidifies too much, and the character becomes {@condition petrified}, their face frozen in a terrifying smile. Ending the petrification also ends the indefinite madness." - ] + ], + "id": "04e" } - ] + ], + "id": "04b" } - ] + ], + "id": "048" }, { "type": "entries", @@ -70649,7 +71855,8 @@ "page": 20, "entries": [ "As an action, the monster can create a light above its head that emits a dim glow in a 10-foot radius. Creatures that see the lure must make a Wisdom saving throw against the monster's Trait DC or be {@condition charmed}. While {@condition charmed}, they are {@condition incapacitated} and are compelled to move towards the lure with their movement each turn, only ending their movement when in the light. The charm effect lasts for 1 minute or until the creature takes damage." - ] + ], + "id": "052" }, { "type": "table", @@ -70697,11 +71904,13 @@ ] ] } - ] + ], + "id": "051" } ] } - ] + ], + "id": "050" }, { "type": "entries", @@ -70710,7 +71919,8 @@ "entries": [ "The world is beset by heavy rains. Your travel pace is halved. If you finish a long rest without cover from the rain, you must succeed on a {@dc 12} Constitution saving throw or you don't gain the benefits of the long rest. The rain lightly obscures everything in the area that isn't covered, extinguishes open flames, and imposes disadvantage on {@skill Perception} checks that rely on sight or hearing.", "In addition, the tentacles erupting from the moon move unpredictably, sometimes sweeping down to ground level before returning to the sky. For each hour that passes, roll a {@dice d12}. On a 1, a tentacle unfurls near the party. A creature can grab onto the tentacle with a successful {@dc 14} Athletics check. If any creatures grab and hold on to the tentacle, roll a {@dice d6}. On a 1\u20135, the tentacle drags any creatures holding on 1000 feet in a random direction before vanishing, dropping all creatures, who each take {@damage 5d6} falling damage as they tumble to the ground. On a 6, the tentacle drags each creature into the sky ocean." - ] + ], + "id": "053" }, { "type": "entries", @@ -70724,7 +71934,8 @@ "page": 26, "entries": [ "Whenever a character gains a short-term madness under the Krakenlight, they become mesmerized by the roiling storm of sea and tendrils above, falling {@condition prone} and having their movement speed reduced to 0 until the end of their next turn." - ] + ], + "id": "055" }, { "type": "entries", @@ -70732,7 +71943,8 @@ "page": 26, "entries": [ "Whenever a character gains a long-term madness under the Krakenlight, they feel their body begin to mutate uncontrollably, trying to merge with the aquatic sky above, particularly when under stress. Whenever they are in combat, they must roll a {@dice d4} at the start of each of their turns. On a roll of 1, their body contorts in non-euclidean angles, causing them to writhe under the immense pain; their movement speed is halved, and they have disadvantage on all attack rolls and saving throws until the start of their next turn, where they regain temporary control of themselves." - ] + ], + "id": "056" }, { "type": "entries", @@ -70740,11 +71952,14 @@ "page": 26, "entries": [ "A character that gains an indefinite madness under the Krakenlight begins to turn into a being of the depths. Roll a {@dice d100}; on a result of 33 or lower, for the duration of the madness, the character gains the effects of the {@spell freedom of movement} spell, though if they take lightning damage, they become {@condition paralyzed} until the start of their next turn; on a result of 34 or higher, their body mutates, growing fins and gills, and for the duration of the madness, they must be underwater to breathe or talk, or they otherwise begin choking." - ] + ], + "id": "057" } - ] + ], + "id": "054" } - ] + ], + "id": "04f" }, { "type": "entries", @@ -70788,7 +72003,8 @@ "The despair wrought by the celestial body is contagious. When a creature not currently under the influence of the Sanguine Eclipse (i.e., that isn't under the influence of a madness gained under a Sanguine Eclipse) sees one of its allies fall {@condition unconscious}, it must succeed on a Madness DC Wisdom saving throw or automatically gain 2 failed death saving throws the next time they fall {@condition unconscious} as a result of falling to 0 hit points. This curse of inescapable doom lasts until the moon sets or if it is removed by the {@spell remove curse} spell or similar magic." ] } - ] + ], + "id": "059" }, { "type": "entries", @@ -70796,7 +72012,8 @@ "page": 22, "entries": [ "A bloody miasma dimly lights the streets of Luyarnha. The maddening influence of the moon makes traveling under a Sanguine Eclipse near impossible, unless protected from direct moonlight (see Creatures, above)." - ] + ], + "id": "05a" }, { "type": "entries", @@ -70810,7 +72027,8 @@ "page": 29, "entries": [ "Whenever a character gains a short-term madness under the Sanguine Eclipse, they grow claws to rip through the body of their new-found prey. They can use these claws as unarmed strikes, using their Strength or Dexterity modifier for attack and damage rolls (whichever is higher), and dealing {@damage 1d8} magical slashing damage on a hit." - ] + ], + "id": "05c" }, { "type": "entries", @@ -70818,7 +72036,8 @@ "page": 30, "entries": [ "Whenever a character gains a long-term madness under the Sanguine Eclipse, they grow fangs capable of feeding them the blood of their loved ones. Once per turn, they can replace one melee attack with a fang attack, using their Strength or Dexterity modifier for attack and damage rolls (whichever is higher). On a hit, the fangs deal {@damage 1d6} magical piercing damage and the character gains half the damage dealt in temporary hit points. In addition, the character develops sunlight sensitivity for the duration. While in sunlight, they have disadvantage on attack rolls, as well as Wisdom ({@skill Perception}) checks that rely on sight." - ] + ], + "id": "05d" }, { "type": "entries", @@ -70826,11 +72045,14 @@ "page": 30, "entries": [ "A character that gains an indefinite madness under the Sanguine Eclipse begins to succumb to their newfound bloodlust. Roll a {@dice d100}; on a result of 33 or lower, the character can ignore the effects of gaining a madness under the Sanguine Eclipse until the current eclipse sets; on a result of 34 or higher, their creature type becomes undead, and when they hit with their fang attack (if they have one), they can choose to regain hit points instead of gaining temporary hit points. Additionally, they gain the urge to feed on blood. Each day that they don't feed on the blood of a humanoid, they gain 1 level of {@condition exhaustion}. They also gain a flying speed equal to their walking speed as long as they remain in darkness." - ] + ], + "id": "05e" } - ] + ], + "id": "05b" } - ] + ], + "id": "058" }, { "type": "entries", @@ -70863,7 +72085,8 @@ "The Blood Moon takes three days to fully rise, and during this time, no other Eldritch Moon can occupy the sky. As the time passes, the moon gradually transitions to a deeper shade of crimson until it reaches its apogee. At this peak, the rebirth process commences.", "Over a 1 hour period, all creatures that have died in the last 30 days have a {@chance 50|50% chance|Blood Moon|The creature is resurrected.|The creature remains dead.} of being resurrected, as per the {@spell true resurrection} spell, by the Blood Moon of Rebirth, unless their soul was destroyed or imprisoned, in which case they aren't brought back to life. If they are resurrected in this way, roll a {@dice d6}. On a 3 or higher, they retain their alignment and personality upon revival. The number required to maintain their sanity increases by 1 for each time they have previously died (so they need to roll a 5 or higher if they already died twice). If they do not retain their sanity, they either become husks obeying the whim of a Great One or mindless beasts.", "Creatures that retain their alignment and personality bear a special Eldritch Carving on their body upon resurrection: the {@item Sacrificial Brand|SGttEH} {@homebrew |(page XX of Steinhardt's Guide to the Eldritch Hunt)}." - ] + ], + "id": "05f" }, { "type": "entries", @@ -70948,9 +72171,11 @@ } ] } - ] + ], + "id": "060" } - ] + ], + "id": "000" } ] }, @@ -70987,7 +72212,8 @@ "width": 875, "height": 1241 } - ] + ], + "id": "000" }, { "type": "section", @@ -71014,7 +72240,8 @@ "page": 2, "entries": [ "First, we'll cover reliable ways to generate horror in your sessions. From the nuances of pacing to madness mechanics, you'll gain insight into this type of storytelling. Then we'll delve deep into running Lovecraftian and gothic horror\u2014the core genres of the Steinhardt's Guide setting. You'll learn how to master ominous mysteries, develop morally complex plots, and capture the essence of cosmic and psychological horror." - ] + ], + "id": "004" }, { "type": "entries", @@ -71022,7 +72249,8 @@ "page": 2, "entries": [ "After that, we'll journey into villain design. You'll learn how to create complex antagonists with strong motivations who react to players and propel the story forward. You can establish these villains as compelling threats to create tension, meaningful choices, and a world that feels alive for your players." - ] + ], + "id": "005" }, { "type": "entries", @@ -71030,13 +72258,17 @@ "page": 2, "entries": [ "Finally, we'll optimize 5E combat for horror with faster encounters, unrestful rests, and the integration of ambushes, traps, fear effects, and more to unnerve your players. An easy horde ruleset allows epic battles against endless legions." - ] + ], + "id": "006" } - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "section", @@ -71064,7 +72296,8 @@ "But why introduce these elements into a campaign? The answer lies in the atmosphere and tension they create. While traditional adventures offer excitement, challenges, and epic tales of heroism, adding layers of horror can transform a campaign into a deeply immersive and emotionally charged experience. It's not just about battling monsters; it's about battling one's own fears, confronting the unknown, and facing the darker aspects of the world and oneself.", "This book aims to guide Game Masters on a journey into the heart of darkness, providing tools, techniques, and insights to craft a memorable horror-infused campaign. Drawing inspiration from classic literature, iconic horror films, and the lore of {@i Steinhardt's Guide to the Eldritch Hunt}, we'll delve deep into the mechanics of fear, the nuances of narrative tension, and the art of creating a truly haunting atmosphere.", "So, gather your courage, light a candle, and prepare to step into a world where every corner holds a mystery, every shadow might conceal a threat, and every decision can mean the difference between sanity and madness." - ] + ], + "id": "008" }, { "type": "section", @@ -71085,7 +72318,8 @@ "page": 5, "entries": [ "Our baseline\u2014the world is a normal place with nothing scary in it. You walk down the streets, people are talking, birds are chirping, and everything is as it should be. This is not a pillar, this is a typical noncombat day in a roleplaying game." - ] + ], + "id": "00b" }, { "type": "entries", @@ -71100,9 +72334,11 @@ "page": 5, "entries": [ "The party enters a tavern where the local drunkards are friendly, but there's an odd tradition they all adhere to\u2014all lights must be extinguished after dark, and no one will say why." - ] + ], + "id": "00d" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -71117,9 +72353,11 @@ "page": 5, "entries": [ "As night falls in the aforementioned tavern, the party hears distant, mournful wailing. Searching for its source, they find an old well adjacent to the tavern, but the wailing stops as they approach, replaced by an oppressive silence." - ] + ], + "id": "00f" } - ] + ], + "id": "00e" }, { "type": "entries", @@ -71133,7 +72371,8 @@ "name": "Important Note:", "entries": [ "As H.P Lovecraft once said, \"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.\" Simply put, if you want to keep your players heart rate up, keep the description vague. The players' imaginations do a better job of scaring them than any description or illustration ever could." - ] + ], + "id": "011" }, { "type": "entries", @@ -71141,9 +72380,11 @@ "page": 6, "entries": [ "The party decides to investigate the well in daylight. As they lower a lantern into its depths, they see fleeting glimpses of pale, ghostly faces rushing up towards them, but they vanish just before reaching the surface." - ] + ], + "id": "012" } - ] + ], + "id": "010" }, { "type": "entries", @@ -71157,11 +72398,14 @@ "page": 6, "entries": [ "The party returns to the tavern at night. Despite the warnings, they create light, and the wailing begins again as the spirits of those who were thrown into the well rise, seeking vengeance on the living." - ] + ], + "id": "014" } - ] + ], + "id": "013" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -71239,11 +72483,14 @@ "Have the characters watch the haunting entity effortlessly slaughter foes that had previously pushed the party to their limits." ] } - ] + ], + "id": "017" } - ] + ], + "id": "016" } - ] + ], + "id": "015" }, { "type": "entries", @@ -71260,7 +72507,8 @@ "page": 8, "entries": [ "The party arrives at the grand mansion, greeted by the sight of elegantly dressed guests mingling in the gardens. Soft music plays in the background, and the setting sun casts a golden hue over the scene. It's a picture of opulence and sophistication." - ] + ], + "id": "01a" }, { "type": "entries", @@ -71268,7 +72516,8 @@ "page": 8, "entries": [ "Upon presenting their invitations, the party notices the peculiar metallic scent of the ink. The date of the gala, \"the third night when the moon hides behind clouds,\" seems oddly specific. The doorman, while polite, has a distant, almost vacant look in his eyes." - ] + ], + "id": "01b" }, { "type": "entries", @@ -71276,7 +72525,8 @@ "page": 8, "entries": [ "Inside, the characters are swept up in the festivities. They're introduced to local nobles, merchants, and other adventurers. The music is lively, the food is delicious, and for a moment, the earlier unease is forgotten." - ] + ], + "id": "01c" }, { "type": "entries", @@ -71284,7 +72534,8 @@ "page": 8, "entries": [ "As the evening progresses, a party member realizes that there are no children present, despite hearing their faint laughter from somewhere in the mansion. When this is inquired about, guests either avoid the question or seem genuinely puzzled, as if they hadn't noticed the absence." - ] + ], + "id": "01d" }, { "type": "entries", @@ -71292,7 +72543,8 @@ "page": 8, "entries": [ "A grand waltz begins, and the characters are invited to dance. The music is enchanting, and the dance floor is a swirl of colors and movement. It's a moment of joy and celebration, and the earlier sense of dread is momentarily pushed aside." - ] + ], + "id": "01e" }, { "type": "entries", @@ -71300,7 +72552,8 @@ "page": 8, "entries": [ "Curious about the source of the children's laughter, a party member tries to explore the mansion. They find certain rooms locked, with guards posted outside who politely but firmly deny entry. The laughter seems to come from behind these locked doors, but it's distant and echoey, as if from far below." - ] + ], + "id": "01f" }, { "type": "image", @@ -71317,7 +72570,8 @@ "page": 9, "entries": [ "The host, still unseen, sends out a message thanking everyone for attending and promises a night to remember. A toast is proposed, and everyone drinks to good health and prosperity." - ] + ], + "id": "020" }, { "type": "entries", @@ -71325,7 +72579,8 @@ "page": 9, "entries": [ "A performance begins in the mansion's central hall. Acrobats and jesters entertain the crowd, but their costumes are unsettling, resembling spiders and webs. Their performance tells a story of a creature from the depths that rises every decade to join the world above, but the ending is left ominously open." - ] + ], + "id": "021" }, { "type": "entries", @@ -71333,7 +72588,8 @@ "page": 9, "entries": [ "As midnight approaches, an announcement is made about a special performance by the host. The guests are abuzz with anticipation, but there's an underlying tension. Whispers circulate about the last gala, a decade ago, and guests who were never seen again." - ] + ], + "id": "022" }, { "type": "entries", @@ -71341,7 +72597,8 @@ "page": 9, "entries": [ "The grand ballroom's ambiance shifts dramatically. The once lavish room seems to decay in real-time, with walls peeling and chandeliers rusting. The silvery light turns a sickly green, casting grotesque shadows. From the grand staircase, a cacophony of skittering sounds emerges, growing louder and more frantic. The sound is everywhere; it erupts from the walls and the floor. The sound is in front of you, around you...it is behind you." - ] + ], + "id": "023" }, { "type": "entries", @@ -71356,9 +72613,11 @@ "name": "Note:", "entries": [ "As you can see by reading the example, the moment where the tensions are the highest are right before the reveal of the monster. Though a gruesome being, the moment before the host's description is far more terrifying. Now it has an AC and Hit Points, and hopefully for your players, they have steel and gunpowder at the ready." - ] + ], + "id": "025" } - ] + ], + "id": "024" }, { "type": "entries", @@ -71366,14 +72625,18 @@ "page": 9, "entries": [ "The party emerges forever changed. Though they were victorious, the cost weighs heavy. The opulent mansion is now cold and empty, with no signs of the gala remaining. Only the memories persist: sacrifice, courage, carnage, and the scars on their psyche. A brighter future awaits, for today a true horror was slain. Either that or they all died." - ] + ], + "id": "026" }, "By oscillating between moments of normality, unease, and dread, the tension is built up gradually. The party is kept on their toes, never quite sure what to expect next, creating an atmosphere of anticipation and suspense, before the sudden escalation into dread and terror." - ] + ], + "id": "019" } - ] + ], + "id": "018" } - ] + ], + "id": "009" }, { "type": "image", @@ -71401,7 +72664,8 @@ "entries": [ "Gothic horror is a genre that intertwines the elements of fear, death, and romance into a seamless tapestry. It is characterized by its eerie settings, such as decaying castles or monasteries, and a mood that often hinges on melancholy, mystery, and the supernatural. Sounds familiar? It probably does if you've read Steinhardt's Guide to the Eldritch Hunt.", "In the context of TTRPGs, gothic horror challenges the players not just with physical threats but with psychological ones\u2014testing their resolve, sanity, and moral compass." - ] + ], + "id": "029" }, { "type": "entries", @@ -71410,9 +72674,11 @@ "entries": [ "The reasons are manifold. Gothic horror invites a deeper emotional engagement, allowing players and their characters to confront not just external foes, but internal demons, be they guilt, obsession, or forbidden desires. This genre pushes the boundaries, forcing characters and players alike to grapple with moral complexities and personal dilemmas.", "Let's be honest; these themes make for one hell of a story. You probably wouldn't want to play that with 5-year-old kids, but if you like more mature themes, which I assume you do since you are reading this book, you'll feel right at home." - ] + ], + "id": "02a" } - ] + ], + "id": "028" }, { "type": "entries", @@ -71426,7 +72692,8 @@ "page": 11, "entries": [ "The first tool in establishing a gothic horror setting is the effective use of descriptive language to engage the players' senses. As a GM, your words should paint a vivid picture: the chill of a ghostly breeze, the oppressive gloom of an ancient crypt, or the unsettling silence of a forsaken village. Use descriptions to create an atmosphere that not only sets the visual scene, but also touches upon smell, sound, and even the emotional ambiance of a location." - ] + ], + "id": "02c" }, { "type": "entries", @@ -71460,7 +72727,8 @@ } ] } - ] + ], + "id": "02d" }, { "type": "entries", @@ -71622,9 +72890,11 @@ } ] } - ] + ], + "id": "02f" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -71653,9 +72923,11 @@ } ] } - ] + ], + "id": "030" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -71822,7 +73094,8 @@ } ] } - ] + ], + "id": "033" }, { "type": "entries", @@ -71872,9 +73145,11 @@ ] }, "By mixing and matching these plot ideas, you can create a complex narrative that allows for both the grand scale of gothic horror and the intimate, personal horror that can be just as unsettling." - ] + ], + "id": "034" } - ] + ], + "id": "032" }, { "type": "entries", @@ -71938,9 +73213,11 @@ ] }, "Each investigation becomes a thread in the overarching narrative tapestry, one that feels both personal and epic, with the power to chill them to their core." - ] + ], + "id": "035" } - ] + ], + "id": "031" }, { "type": "entries", @@ -72006,7 +73283,8 @@ } ] } - ] + ], + "id": "037" }, { "type": "entries", @@ -72047,7 +73325,8 @@ } ] } - ] + ], + "id": "039" }, { "type": "entries", @@ -72088,11 +73367,14 @@ "name": "Note\u2014Collaborative Storytelling:", "entries": [ "Remind your players that they are co-authors in the campaign's unfolding story. Their characters' actions, decisions, and growth will contribute to the story you're collectively weaving. Before your first session, encourage them to think about how their personal tales might intersect with the larger narrative, with the stories of their fellow adventurers, and with the goals they would like their character to achieve." - ] + ], + "id": "03b" } - ] + ], + "id": "03a" } - ] + ], + "id": "038" }, { "type": "entries", @@ -72145,11 +73427,14 @@ "", "The best gothic villains and monsters are woven into the narrative in ways that elevate the entire campaign. They should have personal ties to the locations the characters visit, the stories they uncover, and even to the characters themselves. Perhaps the lycan that slaughters innocents in the city streets is related to one of the player characters, or the mad scientist was once a mentor to one of them.", "Creating memorable gothic horror antagonists and monsters is about blending the grotesque with the tragic, the horrific with the human. Your creatures and villains should not only challenge the players in combat but also in their hearts and minds, leaving them with moral quandaries and emotional scars." - ] + ], + "id": "03d" } - ] + ], + "id": "03c" } - ] + ], + "id": "036" }, { "type": "entries", @@ -72168,7 +73453,8 @@ "name": "Fear", "page": 20 } - ] + ], + "id": "03f" }, { "type": "entries", @@ -72189,9 +73475,11 @@ "width": 874, "height": 869 } - ] + ], + "id": "040" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -72255,9 +73543,11 @@ "name": "Gothic Horror; Outside the Walls", "page": 23 } - ] + ], + "id": "041" } - ] + ], + "id": "027" }, { "type": "image", @@ -72283,7 +73573,8 @@ "entries": [ "Lovecraftian horror, often referred to as cosmic horror, is a subgenre of horror fiction that emphasizes the cosmic horror of the unknown more than gore or other elements of shock. It is named after American author H.P. Lovecraft, whose work has inspired a vast body of literature and an entire subgenre of horror, emphasizing themes of cosmic dread, forbidden knowledge, the limits of human understanding, and the insignificance of humanity within the vastness of the cosmos.", "In Lovecraftian horror, the \"monsters\" aren't just creatures that go bump in the night; they are often indescribable, incomprehensible cosmic entities. These beings embody terrifying truths\u2014that our knowledge and morals mean nothing on a cosmic scale. The horror comes less from physical danger and more from the existential crisis that comes from confronting these entities and the unsettling truths they represent." - ] + ], + "id": "044" }, { "type": "entries", @@ -72345,9 +73636,11 @@ } ] } - ] + ], + "id": "045" } - ] + ], + "id": "043" }, { "type": "entries", @@ -72361,7 +73654,8 @@ "page": 26, "entries": [ "A core theme of Lovecraftian horror is the indifference of the cosmos towards human life and their concerns. Lovecraftian entities and forces represent this indifference. They operate according to their own alien drives and motivations, uncaring and unaware of humanity's existence. Leaning into this theme creates an unsettling atmosphere as characters confront these truths. They may do everything right and still get punished because the universe just doesn't care." - ] + ], + "id": "047" }, { "type": "entries", @@ -72369,7 +73663,8 @@ "page": 26, "entries": [ "No matter their worldly status or personal achievements, a single individual is inconsequential compared to the vastness of the cosmos. Protagonists struggle in vain against forces far beyond their comprehension, let alone their influence. As they come to understand their insignificance, characters can feel despair and madness, and might make reckless attempts to make an impact before their inevitable end." - ] + ], + "id": "048" }, { "type": "entries", @@ -72377,7 +73672,8 @@ "page": 26, "entries": [ "Central to cosmic horror is the presence of threats that are inconceivable. Lovecraftian entities, cults, magic, and other phenomena offer glimpses and fragments that hint at a greater inscrutable horror. Pushing characters and players to confront something fundamentally unintelligible provides an unsettling gameplay experience. The greatest threats are those that defy easy categorization and explanation." - ] + ], + "id": "049" }, { "type": "entries", @@ -72387,7 +73683,8 @@ "Witnessing unimaginable horrors and existential truths beyond understanding strains the fragile mortal mind beyond its limits. Gradually, the psyche erodes, and the characters' sanity becomes compromised. Some may descend into madness and debility, rendering them even more vulnerable.", "This looming threat of failing sanity adds pressure and urgency. Even the strongest will or faith offers little protection against threats titanic enough to unravel one's very personality.", "The {@book Madness System in Steinhardt's Guide to the Eldritch Hunt|SGttEH|20} can help you turn this concept into a reality at your table." - ] + ], + "id": "04a" }, { "type": "entries", @@ -72397,9 +73694,11 @@ "Characters frequently find themselves alone and helpless against the Lovecraftian threats they face. Whether isolated in remote locations, abandoned by companions, or unable to get others to believe their experience, protagonists often confront the horror singly or in small groups.", "Allies may find their knowledge and skills useless against otherworldly forces. Weapons or magic may prove ineffective. Protagonists struggle in vain as their understanding of the world provides little aid. The isolation enhances the helpless feeling.", "This sense of hopeless isolation in the face of the unfathomable enhances the existential dread. With no help arriving or means of combating the threat, characters are forced to draw on inner mental reserves to overcome the horror\u2014often the only thing left once all other options are exhausted." - ] + ], + "id": "04b" } - ] + ], + "id": "046" }, { "type": "entries", @@ -72413,7 +73712,8 @@ "name": "Note:", "entries": [ "You'll notice that a couple of these examples feel right at home in gothic horror too. This is perfect for you as the GM, as you can pick the direction you want to focus or build one on top of the other." - ] + ], + "id": "04d" }, "Use all five senses when describing locations. The smell of long-expired incense clinging to the interior of an abandoned temple. A portrait whose eyes seem to stare back from the shadows. The skittering sounds of unseen movement fading down a hallway. The taste of something foul upon the wind. The feeling of sand so fine that it's like silk beneath one's feet.", "Here's an example you can steal:", @@ -72444,7 +73744,8 @@ "page": 28, "entries": [ "Compare the shapes and angles to mundane objects the players are familiar with. \"The walls seem to tilt and bend at impossible angles, like looking through a twisted funhouse mirror.\"" - ] + ], + "id": "04f" }, { "type": "entries", @@ -72452,7 +73753,8 @@ "page": 28, "entries": [ "Focus on how the geometry makes the players feel. \"The stairs spiral in dizzying configurations, warping in a way that strains your perception and makes your head spin.\"" - ] + ], + "id": "050" }, { "type": "entries", @@ -72460,7 +73762,8 @@ "page": 28, "entries": [ "Describe how moving through the space, or how the senses are affected, reveals its impossible nature. \"As you walk down the corridor, its length seems to shift and contract erratically with each step you take.\"" - ] + ], + "id": "051" }, { "type": "entries", @@ -72468,7 +73771,8 @@ "page": 28, "entries": [ "Use vivid but abstract descriptions. \"The ancient stone columns seem to splash open and melt into the room itself like wax, their edges blurring into the walls and ceiling.\"" - ] + ], + "id": "052" }, { "type": "entries", @@ -72476,7 +73780,8 @@ "page": 28, "entries": [ "Take familiar architectural features like hallways, walls, and ceilings and describe them behaving in contradictory ways. \"The hallway slopes away from you as if at an angle, yet you feel level with the ground.\"" - ] + ], + "id": "053" }, { "type": "entries", @@ -72484,12 +73789,15 @@ "page": 28, "entries": [ "Don't try to explain the geometry logically. Focus on its bizarre wrongness. \"You find yourself somehow on the ceiling of the tower with no stairs in sight, defying any rational explanation.\"" - ] + ], + "id": "054" }, "The key is to convey the alien, reality-defying nature of the space through visceral details and imaginative language without getting bogged down in the mathematics and logic behind it\u2014because there is none. Lean on the players' disorientation and confusion to drive home the disturbing atmosphere." - ] + ], + "id": "04e" } - ] + ], + "id": "04c" }, { "type": "entries", @@ -72513,7 +73821,8 @@ ] }, "Have players debate options with ethical implications. Avoid signaling any choice as morally superior." - ] + ], + "id": "056" }, { "type": "entries", @@ -72531,7 +73840,8 @@ ] }, "Make cosmic entities react in thematically appropriate but unpredictable ways to reinforce indifference to human morality. They do not think like us, therefore do not act like us." - ] + ], + "id": "057" }, { "type": "entries", @@ -72540,7 +73850,8 @@ "entries": [ "Tie dilemmas to characters' backgrounds, beliefs, and ongoing stories for personal stakes. How they react highlights who they are\u2014their principles, motivations, and mental limits.", "Maybe a paladin struggles with betraying oaths to prevent a greater evil. Or a warlock is tempted to sacrifice innocents to gain power. The choices characters make in difficult situations showcase development." - ] + ], + "id": "058" }, { "type": "entries", @@ -72559,9 +73870,11 @@ ] }, "By presenting earned quandaries, unpredictable fallout, dilemmas tied to characters, and clashing perspectives via NPCs, you can explore the themes of moral relativism and ethical complexity that define Lovecraftian cosmic horror." - ] + ], + "id": "059" } - ] + ], + "id": "055" }, { "type": "entries", @@ -72577,7 +73890,8 @@ "entries": [ "The greatest cosmic threats are meant to be impossible to definitively defeat or destroy for good. Characters may disrupt a particular plan or banish them for a time, but the entities eventually reconstitute or return in some form, indifferent and inexorable. Any victory against them is fleeting.", "This reinforces the insignificance of humanity\u2014these forces operate on power scales beyond any mortal magic or weapon." - ] + ], + "id": "05b" }, { "type": "entries", @@ -72585,7 +73899,8 @@ "page": 30, "entries": [ "Rather than overtly controlling characters, which isn't very fun in TTRPGs, subtly influence them through dreams, compulsions, and seemingly meaningless coincidences that steer them towards unnerving destinies. Make players paranoid they are being manipulated while keeping the true nature of the forces ambiguous." - ] + ], + "id": "05c" }, { "type": "entries", @@ -72593,7 +73908,8 @@ "page": 30, "entries": [ "Mythos lore should raise more questions than answers. If characters learn anything, it should be fragments that hint at disturbing truths without clear meaning. Never conclusively explain cosmic threats\u2014keep them disturbing and mysterious." - ] + ], + "id": "05d" }, { "type": "image", @@ -72610,7 +73926,8 @@ "page": 31, "entries": [ "Investigation leads to more puzzles and complexity, not simple solutions. The mythos should resist understanding or clean resolutions. Defeating cosmic threats must be temporary, ambiguous, and come at a steep cost. Offer your players a resolution, otherwise it is unsatisfying, but make it obvious that it is an incomplete one." - ] + ], + "id": "05e" }, { "type": "entries", @@ -72618,7 +73935,8 @@ "page": 31, "entries": [ "Utilize manipulated coincidences, partial revelations, and maddening lore to make players suspicious of unseen forces controlling destiny. But do not confirm concrete answers, and avoid clean resolutions\u2014let the possibility of being subtly maneuvered by the unfathomable gnaw at characters' sanity. The cosmic mythos should feel fundamentally unknowable." - ] + ], + "id": "05f" }, { "type": "entries", @@ -72628,9 +73946,11 @@ "Protagonists in Lovecraftian tales often cannot substantially change or impact the cosmic horrors that threaten reality. But through their struggles and experiences, they are inwardly changed themselves.", "The change may be going mad, discovering some revelatory truth about existence, or finding power to temporarily protect their realm against the entity. Since the universe remains indifferent, characters are forced to go through profound personal arcs to overcome the horror.", "By keeping threats perpetually looming, limiting decisive victories, and focusing on character growth, you can craft Lovecraftian scenarios that evoke existential fear rather than thrill at monsters being slain\u2014a hallmark of cosmic horror done right." - ] + ], + "id": "060" } - ] + ], + "id": "05a" }, { "type": "entries", @@ -72644,7 +73964,8 @@ "page": 31, "entries": [ "Populate your setting with NPCs that embody its mood. A nervous innkeeper, a cagey scholar of forbidden lore, or eerily silent villagers communicate the disturbance bubbling under the genteel veneer. Their peculiar behaviors, reactions to locations, and veiled dialogues provide interactive hints about the environment's true nature." - ] + ], + "id": "062" }, { "type": "entries", @@ -72653,7 +73974,8 @@ "entries": [ "The setting is an active character, not just a container for the action. Link events, reveals, and progress to specific locations and environmental interactions. Make the unraveling mystery integral to the history and identity of the setting itself. This transforms scene details from window dressing into storytelling tools that organically unify setting and narrative.", "By making an oppressive atmosphere intrinsic to the world itself, you can immerse players in an unsettling environment that deepens horror through implication and inference rather than obvious frights. You want the players to have a feeling of \"We are so fucked\" rather than one of screaming terror." - ] + ], + "id": "063" }, { "type": "entries", @@ -72671,9 +73993,11 @@ ] }, "The common thread is using these minions to suggest something worse moving behind the scenes. Build a sense of escalation and reveal. First introduce the lesser threats, then slowly drop hints about the more unfathomable forces they serve\u2014forbidden gods, alien intelligences, or cosmic forces." - ] + ], + "id": "064" } - ] + ], + "id": "061" }, { "type": "entries", @@ -72688,7 +74012,8 @@ "entries": [ "A rare celestial event causes the {@card Yellow Crown|Eldritch Moons Deck|SGttEH|Yellow Sign} to devour the sun. Gazing upon this impossible cosmic body drives people insane, sparking chaos and violence.", "As the celestial event continues, the laws of physics become mutable. Unnatural weather, gravitational fluctuations, and color-draining light bathe the world. This heralds the imminent awakening of an eldritch horror beyond comprehension." - ] + ], + "id": "066" }, { "type": "entries", @@ -72697,7 +74022,8 @@ "entries": [ "In the depths of space, an ancient warring deity rejoins the pantheon of gods, awakening after eons of slumber. Its dream-projected nightmares transform forests into zones of madness. Across the world, cultists tremble in ecstasy as they prepare sacrifices for the Goat-Mother's awakening.", "As the deity stirs, stars blot out and the planet develops lesions oozing forth alien fauna. The god's nascent thoughts alone unravel the fabric of reality as both mortal and divine minds quail before its cosmic power; the human empire was wiped out by her previous dream, and so will Luyarnha." - ] + ], + "id": "067" }, { "type": "entries", @@ -72706,10 +74032,12 @@ "entries": [ "Interdimensional portals split open the sky, revealing glimpses of strange nightmare realms beyond. Alien flora and fauna spill forth, defying natural law. Hordes of eldritch abominations flood through, driven by inscrutable hunger and malice.", "Cults and osteomancers throughout the land further open these rifts, hoping to usher in their dark god and malformed idols. The barriers between dimensions erode rapidly, as the laws of physics degrade and warp." - ] + ], + "id": "068" }, "By this stage, the world is beset by overt supernatural chaos. You can unleash these apocalypses as a failstate for your campaign if the heroes don't stop the villainous plot. Alien vistas, deranged cultists, and entities beyond comprehension\u2014these elevate cosmic horror from unsettling clues to outright apocalyptic madness barely survivable by the remaining flicker of mortal minds." - ] + ], + "id": "065" }, { "type": "entries", @@ -72773,9 +74101,11 @@ "name": "Lovecraftian Horror; Outside the Walls", "page": 34 } - ] + ], + "id": "069" } - ] + ], + "id": "042" }, { "type": "image", @@ -72805,7 +74135,8 @@ "entries": [ "When you first introduce madness mechanics, use them sparingly to preserve their dramatic impact. Reserve madness for significant story moments rather than routine failed ability checks or saving throws. Don't give indefinite madness for tripping in the streets\u2014it's unfair and will cheapen the experience.", "Introduce lesser versions of madness before inflicting indefinite madness. Short-term effects teach players the system before applying long-lasting impacts. Telegraph when a situation could induce more severe madness to maintain player agency." - ] + ], + "id": "06c" }, { "type": "entries", @@ -72813,7 +74144,8 @@ "page": 36, "entries": [ "Inflict madness when it aligns with events in the story and makes thematic sense. Exposure to horrific rituals, forbidden knowledge, powerful aberrations, and harrowing experiences are fitting triggers. Madness can also arise from reading dark tomes, attuning to sinister artifacts, or communing with Great Old Ones. Make triggers relate to player actions rather than pure randomness." - ] + ], + "id": "06d" }, { "type": "entries", @@ -72821,7 +74153,8 @@ "page": 36, "entries": [ "Provide players with clear guidance on actions that could induce madness. For example, witnessing a gruesome ritual may cause short-term madness, repeatedly reading from a profane tome can lead to long-term madness, while attuning to an eldritch artifact may inflict indefinite madness. Keep severity consistent." - ] + ], + "id": "06e" }, { "type": "entries", @@ -72837,7 +74170,8 @@ "Trapped in a wordless solitude, it crosses your mind that this loss of voice may be merely the first step in a harrowing end. But what comes next, you cannot say... You are unraveling, strand by strand." ] } - ] + ], + "id": "06f" }, { "type": "entries", @@ -72846,7 +74180,8 @@ "entries": [ "The mechanical effects of madness alter capabilities beyond just penalties, such as imposing compulsions, modifying personality, removing proficiencies, or causing physical changes. This makes madness feel genuinely debilitating, so once a character gains the madness, make sure to create situations where the affliction feels crippling to capitalize on it.", "This spotlight on the madness isn't malicious; it is destiny being indifferent to their plight (it just so happens that you, the GM, are destiny, but that's a minor detail). Once the gravity of the madness is understood, dial back the focus. The point is to create pressure, not to discourage players." - ] + ], + "id": "070" }, { "type": "entries", @@ -72854,7 +74189,8 @@ "page": 37, "entries": [ "Madness can be cured, but for it to be impactful, such treatment shouldn't come easily\u2014or at all. Follow the rules outlined in Steinhardt's Guide, but remember that not all is curable." - ] + ], + "id": "071" }, { "type": "entries", @@ -72862,9 +74198,11 @@ "page": 37, "entries": [ "Carefully track how often and how frequently madness affects each character. Gaining multiple shortterm madnesses within a brief period can lead to worse forms. So keep a counter for the number of each type of madness the PCs gain." - ] + ], + "id": "072" } - ] + ], + "id": "06b" }, { "type": "entries", @@ -72878,7 +74216,8 @@ "page": 37, "entries": [ "When you introduce the moons, don't overwhelm players all at once. Provide subtle hints initially and slowly reveal more information as the game progresses. Mention offhand comments by NPCs about dreading the approach of a certain moon or alluding to past events triggered by a lunar cycle. Let players discover moon lore books detailing their effects. Start with rumor and superstition, then gradually confirm which parts are true. Luyarnha is plagued with ignorances, and the characters shouldn't always have the correct information right away." - ] + ], + "id": "074" }, { "type": "entries", @@ -72887,7 +74226,8 @@ "entries": [ "As your players become more familiar with the moons, increase their impact and frequency. Keep usage minimal at lower levels when characters are still vulnerable. You can use the {@book Eldritch Beckoning method|SGttEH|21|Eldritch Beckoning Method} to ensure that the progression is smooth and that player actions impact the world around them. Let them figure out on their own that the osteomancy they've been using corrupts the fabric of the world.", "As they gain experience and abilities, they will be better equipped to handle moon-related challenges. Eventually, moons can be an anticipated occurrence that must be prepared for." - ] + ], + "id": "075" }, { "type": "entries", @@ -72895,7 +74235,8 @@ "page": 38, "entries": [ "Use moons to introduce new threats and challenges tied to their themes. The {@card glacial moon|Eldritch Moons Deck|SGttEH} could awaken a frozen god threatening the land with an eternal winter (e.g., the {@adventure Deicide|SGttEH-D} adventure of Steinhardt's Guide). The blood moon can empower a corrupt lord, enabling it to finally finish transforming into an ancient dread form. Implement side quests to discover methods of counteracting or protecting against moon effects." - ] + ], + "id": "076" }, { "type": "entries", @@ -72903,7 +74244,8 @@ "page": 38, "entries": [ "Incorporate moons into your world's lore and history notes. In Steinhardt's Guide, past events can be attributed to certain moons, with the most notable among them being the Hunts tied to the Blood Moon of Rebirth. Prophecies and myths can foretell what will occur when a moon cycle converges with a cosmic alignment or milestone date. Moon effects can influence architecture, festivals, crops, magic, and more. NPC behaviors will shift based on the present moon. The lore of Steinhardt's Guide is fluid in that regard; you can either stick to it entirely or alter details to make your own devilish concoction." - ] + ], + "id": "077" }, { "type": "entries", @@ -72912,7 +74254,8 @@ "entries": [ "Eventually, you should share moon information with the players so they can strategize around cycles. Preparedness, vigilance, and modified tactics may be key to surviving certain lunar events. Offer options to mitigate disadvantages, like lanterns that shield an area from the {@card Vacuous Moon|Eldritch Moons Deck|SGttEH|Vacuous Moon's} darkness. Planning journeys around cycles or staying indoors can be crucial. Knowledgeable NPCs can provide warnings, advice, and moon-related services.", "By gradually establishing moons as an integral part of your world through lore, descriptions, and gameplay impact, they will feel like a seamless and immersive mechanic enhancing your gothic or Lovecraftian horror campaign. Players will be invested in moon cycles, eagerly preparing for their favorites while dreading those that endanger their survival." - ] + ], + "id": "078" }, { "type": "entries", @@ -72990,7 +74333,8 @@ ] }, "By making moonlit adventures tempting, mechanically meaningful, and at times unavoidable, you can ensure your players fully engage with this fun added dimension of your {@i Steinhardt's Guide} game." - ] + ], + "id": "079" }, { "type": "entries", @@ -73013,7 +74357,8 @@ "Under the eclipse, cats are found slain, holy water turns to blood, and statues of saints weep tears of blood\u2014signs of an unfolding unholy plot." ] } - ] + ], + "id": "07b" }, { "type": "entries", @@ -73030,7 +74375,8 @@ "The tar ignites into hellish flames in certain residences of the city. The party must rescue who they can while investigating clues to the fire's occult origins." ] } - ] + ], + "id": "07c" }, { "type": "entries", @@ -73047,9 +74393,11 @@ "A cult performs profane rituals under the Shattered Moon, hoping to corrupt a priest. The PCs must protect him or risk losing the city's spiritual leader." ] } - ] + ], + "id": "07d" } - ] + ], + "id": "07a" }, { "type": "entries", @@ -73072,7 +74420,8 @@ "Occult rituals carried out under the Krakenlight's glow are said to allow one to glimpse the cosmic truth of our universe's insignificance, at the cost of one's sanity." ] } - ] + ], + "id": "07f" }, { "type": "entries", @@ -73089,7 +74438,8 @@ "Dwarven cultists etch the Vacuous Moon's image into the flesh of their victims, hoping to hasten the coming of their eldritch overlord. The PCs stumble upon the gruesome scene." ] } - ] + ], + "id": "080" }, { "type": "entries", @@ -73106,11 +74456,14 @@ "People begin to glow under the light of the Yellow Crown, floating towards it at night, never to return. The PCs desperately seek answers before the whole town vanishes." ] } - ] + ], + "id": "081" } - ] + ], + "id": "07e" } - ] + ], + "id": "073" }, { "type": "image", @@ -73121,9 +74474,11 @@ "width": 1224, "height": 787 } - ] + ], + "id": "06a" } - ] + ], + "id": "007" }, { "type": "section", @@ -73141,7 +74496,8 @@ "page": 42, "entries": [ "Villains are not static entities sitting atop a throne waiting for the characters to show up; their goals and strategies continuously evolve. They're doing things. Their minions raid towers filled with ancient weapons, research eldritch spells in gothic towers, and establish underground lairs. The characters can see these actions and attempt to counter them. The villain evolves. They revise their plans. The story keeps going. Some villains die, and new ones rise." - ] + ], + "id": "084" }, { "type": "entries", @@ -73153,7 +74509,8 @@ "Having multiple types of villains each acting simultaneously also opens up more adventure possibilities; an evil priest presents different quests than a corrupt king. Mixing up villain types keeps things exciting for the players. And if the heroes beat one villain early, you've still got back-ups to drive the story. The world keeps on turning without that one bad apple.", "But before creating three villains, let's see how the villain creation process goes for one.", "It takes about 10 minutes to list out everything about a villain, but you only need to do this once, and it will last you for an entire villain arc of your campaign, saving you hours down the line!" - ] + ], + "id": "085" }, { "type": "image", @@ -73165,7 +74522,8 @@ "width": 875, "height": 427 } - ] + ], + "id": "083" }, { "type": "section", @@ -73188,7 +74546,8 @@ "entries": [ "What past events shaped the villain's current worldview and goals?", "What drives them to pursue their aims, whether it's revenge, ambition, love, or something else?" - ] + ], + "id": "089" }, { "type": "entries", @@ -73197,7 +74556,8 @@ "entries": [ "How does the villain behave in various situations?", "What are their dominant personality traits? Are they cunning, brash, meticulous, or charismatic?" - ] + ], + "id": "08a" }, { "type": "entries", @@ -73206,7 +74566,8 @@ "entries": [ "Does the villain see themselves as evil, or do they believe they're doing the right thing?", "What is their moral code, and where might they draw the line?" - ] + ], + "id": "08b" }, { "type": "entries", @@ -73215,7 +74576,8 @@ "entries": [ "What are the villain's fears, hopes, loves, and regrets?", "Providing emotional depth can make a villain more relatable and memorable." - ] + ], + "id": "08c" }, { "type": "entries", @@ -73224,7 +74586,8 @@ "entries": [ "How does the villain present themselves to the world?", "Consider their physical appearance, attire, and the aura or vibe they exude." - ] + ], + "id": "08d" }, { "type": "entries", @@ -73233,7 +74596,8 @@ "entries": [ "Where does the villain spend most of their time?", "Consider the design and defenses of their base or lair, as well as its location." - ] + ], + "id": "08e" }, { "type": "entries", @@ -73261,7 +74625,8 @@ } ] } - ] + ], + "id": "08f" }, { "type": "entries", @@ -73270,9 +74635,11 @@ "entries": [ "How does the villain typically operate?", "Do they prefer deception, brute force, magic, or manipulation?" - ] + ], + "id": "090" } - ] + ], + "id": "088" }, { "type": "entries", @@ -73282,7 +74649,8 @@ "This aspect of your villain is crucial, and the reason it gets its own title. It is not an option, but a requirement.", "What is the villain's objective? Ambitions beyond that?", "Are they seeking world domination, the destruction of a rival, or maybe redemption?" - ] + ], + "id": "091" }, { "type": "entries", @@ -73306,7 +74674,8 @@ ] }, "This will help shape the actions of {@creature Malach, Angel of Flesh|SGttEH|Malach} when you roleplay him or think of his course of actions." - ] + ], + "id": "093" }, { "type": "entries", @@ -73321,7 +74690,8 @@ ] }, "Destroy all beings of flesh in Luyarnha, and turn it into a city of manikins." - ] + ], + "id": "094" }, { "type": "image", @@ -73332,9 +74702,11 @@ "width": 874, "height": 1241 } - ] + ], + "id": "092" } - ] + ], + "id": "087" }, { "type": "entries", @@ -73343,7 +74715,8 @@ "entries": [ "Once you've determined and ordered the traits and goals for a villain, you can more easily decide what choices they'll make and how their plans will unfold.", "For example, {@creature Malach, Angel of Flesh|SGttEH|Malach's} hatred of flesh is stronger than his love for manikins, so in difficult situations, he will not hesitate to sacrifice his kin if it means a greater number of beings of flesh will die. But because he loves manikins, he is unlikely to exert a tyrannical rule over them, unless he becomes really desperate. Finally because he is cunning, he will have multiple plans to achieve his goal. This should be true of all villains, but this one should have additional backups for each step of his plans." - ] + ], + "id": "095" }, { "type": "entries", @@ -73362,7 +74735,8 @@ "entries": [ "What skills, powers, or resources does the villain possess?", "This could be magical abilities, vast wealth, political influence, or a keen intellect." - ] + ], + "id": "098" }, { "type": "entries", @@ -73371,7 +74745,8 @@ "entries": [ "What are the villain's blind spots or Achilles' heels?", "This could be a physical weakness, an emotional tie, overconfidence, or a moral code they won't break." - ] + ], + "id": "099" }, { "type": "entries", @@ -73380,9 +74755,11 @@ "entries": [ "Who are the villain's allies, minions, or friends? Enemies?", "Consider the dynamics of these relationships. Are they based on fear, loyalty, mutual benefits, or love?" - ] + ], + "id": "09a" } - ] + ], + "id": "097" }, { "type": "entries", @@ -73406,7 +74783,8 @@ "Immunity to diseases and poison" ] } - ] + ], + "id": "09c" }, { "type": "entries", @@ -73423,13 +74801,17 @@ "Limited resources (both information and materials)" ] } - ] + ], + "id": "09d" } - ] + ], + "id": "09b" } - ] + ], + "id": "096" } - ] + ], + "id": "086" }, { "type": "section", @@ -73464,9 +74846,11 @@ "Bask in world free of creatures of flesh" ] } - ] + ], + "id": "0a0" } - ] + ], + "id": "09f" }, { "type": "entries", @@ -73536,7 +74920,8 @@ } ] } - ] + ], + "id": "0a2" }, { "type": "image", @@ -73547,7 +74932,8 @@ "width": 875, "height": 580 } - ] + ], + "id": "0a1" }, { "type": "entries", @@ -73556,7 +74942,8 @@ "entries": [ "While preparing each session, think, \"what is my villain up to?\" This helps you understand how the story changes based on what the characters are doing. Remember, villains have their plans and steps to reach their goals. Think of these steps as a timer, showing the players the villain's progress.", "Villains drive the story of our games. Exciting villains create tension for the players, have compelling motivations, and adapt their strategies to the actions of the characters." - ] + ], + "id": "0a3" }, { "type": "entries", @@ -73565,7 +74952,8 @@ "entries": [ "The story won't progress as you expect it to. Players will foil the villain's plans, and the villain will need to adapt. Instead of planning for all possible situations, it's better to be ready to change things in the moment.", "To do so, immerse yourself in your villains' plan\u2014internalize their backgrounds, motivations, behaviors, and probable actions. This will help you adjust when players do the unexpected. When you plan your next session, focus on what the villains are currently doing. It will make the world feel more alive." - ] + ], + "id": "0a4" }, { "type": "entries", @@ -73575,7 +74963,8 @@ "Maybe {@creature Malach, Angel of Flesh|SGttEH|Malach} just loses. The backup plan fails. The heroes are successful. You have an entire cast of villains you can create. When one villain gets thwarted, two others move their plans forward.", "Now that {@creature Malach, Angel of Flesh|SGttEH|Malach} is out the way, the more nefarious elements of the Scions will have free reign across both the Newbridge and Shrouded districts, and the drug dealers that were held in their place by the terrifying manikins would be free to expand their trade more aggressively.", "When a villain is cornered, they might make one last desperate plunge. Maybe they have an all-out attack against the characters. Maybe they conduct a last desperate move. Or maybe they flee or are arrested." - ] + ], + "id": "0a5" }, { "type": "entries", @@ -73587,9 +74976,11 @@ "{@i Somehow Palpatine returned, again...}", "For example, if the players destroy the villain's secret factory, don't pull out a second one they didn't know about. With no foreshadowing, it feels forced just to extend the plot. Let the victory feel earned. Failures should have consequences too. When a plot reaches its organic end, wrap it up in a narratively fulfilling way.", "An immersive plot arises from player agency and impactful choices. Clever twists and strong pacing keep them engaged. Thematic depth provides food for thought. If the villain loses, let the players savor their victory; there are plenty of other villains out there." - ] + ], + "id": "0a6" } - ] + ], + "id": "09e" }, { "type": "section", @@ -73637,7 +75028,8 @@ "page": 50, "entries": [ "Imagine a scenario where the players ally with local nobility. As they investigate a mysterious kidnapping, they're drawn to a particular noble's mansion. However, they're caught, arrested by a militia under the noble's command, and falsely accused of a crime. As they languish in prison, a beloved NPC tries to rescue them but is executed in front of their eyes by the aristocrat. To add insult to injury, the noble might even cut the hand of a party member\u2014a punishment fitting for thieves. These successive, dire events will make the party despise this cruel noble." - ] + ], + "id": "0a9" }, { "type": "image", @@ -73649,7 +75041,8 @@ "width": 1224, "height": 689 } - ] + ], + "id": "0a8" }, { "type": "entries", @@ -73691,11 +75084,14 @@ "page": 51, "entries": [ "Within the majestic walls of the Grand Cathedral, famed for its divine hymns, an unsettling silence begins to permeate. As the party delves deeper into the cathedral's daily rituals, they gather whispered accounts: an elf recounts a forbidden song said to be wielded by a banished choirmaster named Seraphel; a concerned priest shares confessions of congregants haunted by nightmares of this very figure, commanding an oppressive silence; and a local merchant hesitantly speaks of neighboring homes that grew silent, with whispers blaming Seraphel's vengeful return. These disparate tales, coupled with the unnerving absence of sacred songs, subtly point to the looming shadow of Seraphel, suggesting he's the malevolent force now echoing through the silent halls of the Grand Cathedral." - ] + ], + "id": "0ab" } - ] + ], + "id": "0aa" } - ] + ], + "id": "0a7" }, { "type": "section", @@ -73728,7 +75124,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be a priest of the Radiant Church vying for power, or a member of the Victorian Masonia.}" - ] + ], + "id": "0af" }, { "type": "entries", @@ -73746,7 +75143,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be a priest of the Radiant Church who fell to a dark power from any of the Districts.}" - ] + ], + "id": "0b0" }, { "type": "entries", @@ -73764,7 +75162,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be queen Victoria Silverblood or Arvidt Silverblood.}" - ] + ], + "id": "0b1" }, { "type": "entries", @@ -73782,11 +75181,14 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Any key leader of the Scions or the Warden of the Abyssal Keep.}" - ] + ], + "id": "0b2" } - ] + ], + "id": "0ae" } - ] + ], + "id": "0ad" }, { "type": "entries", @@ -73812,7 +75214,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be a member of the Victorian Masonia or a demented Scion.}" - ] + ], + "id": "0b5" }, { "type": "entries", @@ -73831,7 +75234,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be the members of the Unseen Claw or the Forsaken.}" - ] + ], + "id": "0b6" }, { "type": "entries", @@ -73849,11 +75253,14 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be a devouring belua or a crazed hunter.}" - ] + ], + "id": "0b7" } - ] + ], + "id": "0b4" } - ] + ], + "id": "0b3" }, { "type": "entries", @@ -73879,7 +75286,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be the Defiled Librarian or a Dreamer's avatar}" - ] + ], + "id": "0ba" }, { "type": "entries", @@ -73897,7 +75305,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be a Lightning Vessel or Earthbreaker barbarian, or Abaddon, the failed sentinel.}" - ] + ], + "id": "0bb" }, { "type": "entries", @@ -73915,7 +75324,8 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be Vicar Priscilla or a Gerhard, though many other of the fallen hunters fit this category}" - ] + ], + "id": "0bc" }, { "type": "entries", @@ -73935,11 +75345,14 @@ ] }, "{@i In Steinhardt's Guide to the Eldritch Hunt: Could be any aberration tag of CR 10 or higher found in the book\u2014my personal favorites are the Goat-Mother or Orr.}" - ] + ], + "id": "0bd" } - ] + ], + "id": "0b9" } - ] + ], + "id": "0b8" }, { "type": "image", @@ -73950,9 +75363,11 @@ "width": 1225, "height": 1585 } - ] + ], + "id": "0ac" } - ] + ], + "id": "082" }, { "type": "section", @@ -74007,9 +75422,11 @@ ] ] } - ] + ], + "id": "0c1" } - ] + ], + "id": "0c0" }, { "type": "entries", @@ -74020,7 +75437,8 @@ "Handling initiative is one of my go-tos. At the start of the session, or the combat, ask one of the players to take on the job of writing down initiative rolls and keeping track of the order of combat. Then, when battle begins, initiative becomes one less thing you need to worry about.", "If the players enjoy taking on additional tasks, you might consider delegating other combat-focused activities, such as tracking monster damage.", "You'd be surprised how much time you can save by letting your players help you during the combat, and it is really fun for players when they see the amount of damage they can rack up on your enemies. The only exception I make to that rule is for enemies capable of regenerating health; keeping players in the dark in regards to how much a monster has healed adds an element of uncertainty." - ] + ], + "id": "0c2" }, { "type": "entries", @@ -74028,7 +75446,8 @@ "page": 58, "entries": [ "Once the characters have attacked the monster a few times, reveal the AC of the creature so players can figure out if they hit or miss without having to consult you. You can even write it down and show it to them so they can reference it during the fight." - ] + ], + "id": "0c3" }, { "type": "entries", @@ -74047,9 +75466,11 @@ "Most of the time it's better to follow the written rules, but as the GM, it's your game. Feel free to ignore a ruling you think doesn't fit or isn't fun. Use what fits your table best.", "Sometimes as a GM you may choose to apply the rule of cool and let the players do something awesome that the rules would otherwise not allow. If that's the case, just let your players know, hey this is 'rule of cool' and how I'm ruling for this particular moment in time. It might not affect future events, but for now, this is what is happening.", "I like to specify that it doesn't affect future rulings, because later down the line you may realize that what you allowed is game-breaking, and you might want to readjust." - ] + ], + "id": "0c5" } - ] + ], + "id": "0c4" }, { "type": "entries", @@ -74058,7 +75479,8 @@ "entries": [ "Battle maps can be fun for big crunchy battles with lots of different monsters and interesting terrain. For quick skirmishes, you can run combat in the theater of the mind (a.k.a. your imagination) or use a quick abstract battle map. Setting up PCs on a battle map and deciding how to move them around can drag on. So for these occasions, theater of the mind can save valuable time. It works best when you don't have a map ready or when you're too lazy to prepare one such map.", "Most battles don't need to be big knock down, drag out slugfests. Keep theater of the mind combat in your toolbox and use it for battles where positioning isn't nearly as important." - ] + ], + "id": "0c6" }, { "type": "entries", @@ -74085,9 +75507,11 @@ }, "As you can see, not only do you have a technique to shorten combats, you also have an effective technique to build interesting encounters. Use of this method encourages skill checks and challenges, dialogue, role playing, and creativity in combat.", "Finally, if it becomes obvious that the party will absolutely crush the rest of the encounter, offer to end the encounter early. They'll take the damage from a round of combat randomly distributed, and the fight will end." - ] + ], + "id": "0c7" } - ] + ], + "id": "0bf" }, { "type": "section", @@ -74121,7 +75545,8 @@ "name": "Long Rest Modification", "page": 61 } - ] + ], + "id": "0c9" }, { "type": "entries", @@ -74135,7 +75560,8 @@ "name": "Short Rest Adjustments", "page": 61 } - ] + ], + "id": "0ca" }, { "type": "entries", @@ -74149,7 +75575,8 @@ "name": "Partial Long Rests", "page": 61 } - ] + ], + "id": "0cb" }, { "type": "entries", @@ -74164,9 +75591,11 @@ "displayName": "Optional Rule: Mental Strain", "page": 62 } - ] + ], + "id": "0cc" } - ] + ], + "id": "0c8" }, { "type": "image", @@ -74198,7 +75627,8 @@ "entries": [ "", "One of the quickest ways to instill fear is to make resources scarce. Whether it's ammunition, healing potions, or spell slots, scarcity can make every decision in combat feel weighty and terrifying. See the Rest Changes for Dark Fantasy section above for detailed advice to do just that." - ] + ], + "id": "0d0" }, { "type": "entries", @@ -74208,11 +75638,14 @@ "", "Consider mechanics that weaken the players. This could be environmental factors, like darkness or fog, or conditions imposed by enemies, like curses, poisons or madness.", "As a rule of thumb, avoid using effects and abilities that remove player agency. Effects that remove the player from the game, like being {@condition stunned}, {@condition paralyzed}, or banished, aren't fun. Instead, make them struggle with other effects, such as frequent disadvantage, harder checks, increase the damage dealt to them, or lower their damage output via resistances and other means." - ] + ], + "id": "0d1" } - ] + ], + "id": "0cf" } - ] + ], + "id": "0ce" }, { "type": "entries", @@ -74290,7 +75723,8 @@ } ] } - ] + ], + "id": "0d2" }, { "type": "entries", @@ -74313,7 +75747,8 @@ "page": 64, "entries": [ "The party finds themselves in the Waterfront District of Luyarnha, filled with gas lamps, cobblestone streets, and a sense of foreboding. Rumors have been circulating about bestial attacks during the full moon, and tonight, the moon is glaringly bright. The city streets are eerily empty, and the distant howls and sound of gunshots are the only thing breaking the silence." - ] + ], + "id": "0d4" }, { "type": "entries", @@ -74326,7 +75761,8 @@ "page": 66, "entries": [ "The party has just come out of another encounter. They have few spells and healing potions (or holy tonics) left." - ] + ], + "id": "0d6" }, { "type": "entries", @@ -74334,7 +75770,8 @@ "page": 66, "entries": [ "The gas lamps on the streets flicker, casting unsettling shadows. Alleys are pitch black, and the howls seem to be coming closer." - ] + ], + "id": "0d7" }, { "type": "entries", @@ -74342,7 +75779,8 @@ "page": 66, "entries": [ "Prepare the {@table Short-Term Madness|SGttEH} table of Steinhardt's Guide. The beast's howls and presence will trigger it." - ] + ], + "id": "0d8" }, { "type": "entries", @@ -74350,9 +75788,11 @@ "page": 66, "entries": [ "Three {@creature scourge lycan|SGttEH|scourge lycans} {@homebrew |(Steinhardt's Guide to the Eldritch Hunt, page 317)}." - ] + ], + "id": "0d9" } - ] + ], + "id": "0d5" }, { "type": "entries", @@ -74365,7 +75805,8 @@ "page": 66, "entries": [ "The party hears footsteps and growling from multiple directions. They must decide whether to stand their ground or seek refuge in a nearby abandoned house." - ] + ], + "id": "0db" }, { "type": "entries", @@ -74381,7 +75822,8 @@ "If they go into the house, they'll realize their mistake. Another lycan has already broken in and is feasting on the corpse of an unfortunate soul, while two humans holding each other are lurking in the corner, terrified, and probably the next items on the menu. The party now finds themselves in between the lycan in the building and the ones coming down from the roofs." ] } - ] + ], + "id": "0dc" }, { "type": "entries", @@ -74389,9 +75831,11 @@ "page": 66, "entries": [ "Introduce the group of innocent civilians trapped in a nearby building. The party must decide whether to help them or focus on their own survival. Defending them will prove tough, as the lycans have an ability that allows them to regain hit points when they devour flesh, and the civilians are far easier targets." - ] + ], + "id": "0dd" } - ] + ], + "id": "0da" }, { "type": "entries", @@ -74404,7 +75848,8 @@ "page": 66, "entries": [ "If the players stay in the street, seeing the child's maimed corpse falling from the roof is enough to scar their mind. Force a Wisdom saving throw against madness on the whole party." - ] + ], + "id": "0df" }, { "type": "entries", @@ -74412,7 +75857,8 @@ "page": 66, "entries": [ "Use the lycans' appetite to force Wisdom saving throws. If a character or NPC is devoured alive, you can force a Wisdom saving throw against {@condition fear|SGttEH} or madness. Fear could be more fun, as the character would be unable to move, only to watch the lycan move on to their next prey." - ] + ], + "id": "0e0" }, { "type": "entries", @@ -74420,7 +75866,8 @@ "page": 66, "entries": [ "Remind the players of their dwindling resources. Each spell cast or potion consumed should feel like a significant choice. You can do so simply by saying \"Are you sure?\" after they want to chug a potion. Watch them squirm and ponder their decision. Yes, I'm evil." - ] + ], + "id": "0e1" }, { "type": "entries", @@ -74428,7 +75875,8 @@ "page": 66, "entries": [ "Make it clear that failure has high stakes. If a lycan lands a bite, describe the rotten substance that drips from their jaw, force a madness save, and describe how the affected player sees a vision of them turning into a deformed monster, adding another layer of dread." - ] + ], + "id": "0e2" }, { "type": "entries", @@ -74436,14 +75884,18 @@ "page": 66, "entries": [ "Throughout the combat, use descriptive language to heighten the horror. Describe the lycans' snarls, the foul glint of their fangs in the torchlight, and the inhumane force of their attacks." - ] + ], + "id": "0e3" }, "This encounter isn't scary on a surface level\u2014it's only 3 {@creature scourge lycan|SGttEH|scourge lycans}\u2014but with some planning and adjustments you can create a memorable and horrifying experience that leverages both the combat mechanics of 5e and the thematic elements of horror." - ] + ], + "id": "0de" } - ] + ], + "id": "0d3" } - ] + ], + "id": "0cd" }, { "type": "image", @@ -74512,9 +75964,11 @@ ] }, "And you keep going until the number of skeletons drops to 0 (or the number of party members does)." - ] + ], + "id": "0e6" } - ] + ], + "id": "0e5" }, { "type": "entries", @@ -74531,7 +75985,8 @@ "name": "Note:", "entries": [ "An isolated character that is completely surrounded can be targeted by a maximum number of 8 creatures in melee." - ] + ], + "id": "0e8" }, "To save time in combat, if you are preparing to make your players take on a horde, use average damage to not spend hours rolling damage dice (see {@book page 57|SGttEH-GMC|4|Use Static Monster Damage}).", "To determine if an attack hits for each creature, roll a {@dice d4} instead of a {@dice d20}. Use the following attack success rate guidelines:", @@ -74571,9 +76026,11 @@ "If we take our skeletons as above, they have a {@hit 4} to hit. This means that any AC above 19 is considered very high AC for this fight, and anything below is considered normal AC.", "So our barbarian who charged into the fray is now surrounded by 8 skeletons. He only has 17 AC, which means we use the base rolls. We roll {@dice 8d4|8 d4s}. 3 of them show a 3 or 4, so that's 3 hits. Using the average damage, our barbarian takes 15 damage.", "8 attacks and their damage is wrapped up in less than a minute\u2014very nice!" - ] + ], + "id": "0e9" } - ] + ], + "id": "0e7" }, { "type": "entries", @@ -74601,7 +76058,8 @@ "Huge AoE (e.g., {@spell circle of death}): 32 creatures" ] } - ] + ], + "id": "0ec" }, { "type": "entries", @@ -74611,7 +76069,8 @@ "Horde monsters are usually weaker grunts. Typically, only 1 in 4 monsters succeed on saving throws. Adjust this based on context; if you use monsters with very high Dexterity scores, consider making 1 in 2 succeed against Dexterity saves instead.", "In exceptional or heroic moments, consider having all monsters fail their saves.", "If the AoE damage surpasses the hit points of an individual monster, remove those affected. Any residual damage after exact kills should be added to the horde's damage tally, which might result in further eliminations." - ] + ], + "id": "0ed" }, { "type": "entries", @@ -74619,9 +76078,11 @@ "page": 69, "entries": [ "If an AoE confers a status effect, assume 1 in 4 of the affected creatures succeed and are afflicted. These creatures may be narratively described or temporarily removed from combat to avoid meticulous tracking." - ] + ], + "id": "0ee" } - ] + ], + "id": "0eb" }, { "type": "entries", @@ -74675,9 +76136,11 @@ }, "So her spell killed 7 skeletons and damaged an 8th one.", "I broke down the math to be as clear as possible, but there's no need to write everything out in your own notes." - ] + ], + "id": "0ef" } - ] + ], + "id": "0ea" }, { "type": "entries", @@ -74693,7 +76156,8 @@ "page": 70, "entries": [ "Emphasize the story. Instead of detailing mechanics, paint a vivid picture of hordes charging, spells detonating, and heroes standing resilient. This is an epic moment; don't get bogged down by mechanics too much." - ] + ], + "id": "0f2" }, { "type": "entries", @@ -74701,7 +76165,8 @@ "page": 70, "entries": [ "Use one stat block for different monsters in the horde. Describe variations in appearance or behavior without altering mechanics. You can say that the horde is composed of zombies and skeletons, but only use one of these stat blocks for your entire horde." - ] + ], + "id": "0f3" }, { "type": "entries", @@ -74709,15 +76174,20 @@ "page": 70, "entries": [ "Using a horde alongside distinct creatures (e.g., a zombie horde with a {@creature scourge lycan|SGttEH} that gets its own actual stat block) creates a more layered combat scenario." - ] + ], + "id": "0f4" } - ] + ], + "id": "0f1" } - ] + ], + "id": "0f0" } - ] + ], + "id": "0e4" } - ] + ], + "id": "0be" }, { "type": "section", @@ -74736,7 +76206,8 @@ "page": 71, "entries": [ "Evan \"MonkeyDM\" Mascaro" - ] + ], + "id": "0f8" }, { "type": "entries", @@ -74744,7 +76215,8 @@ "page": 71, "entries": [ "Evan \"MonkeyDM\" Mascaro, Jessic Gombart" - ] + ], + "id": "0f9" }, { "type": "entries", @@ -74752,7 +76224,8 @@ "page": 71, "entries": [ "Evan \"MonkeyDM\" Mascaro, Martin Kirby-Jackson" - ] + ], + "id": "0fa" }, { "type": "entries", @@ -74760,7 +76233,8 @@ "page": 71, "entries": [ "Marcelo Orsi Blanco" - ] + ], + "id": "0fb" }, { "type": "entries", @@ -74768,7 +76242,8 @@ "page": 71, "entries": [ "Marcelo Orsi Blanco, Maximiliano Moretto, Alan Marson \"Dark Lord Studios\", Roman Kuzmin, Carl Hassler, Ryan Bittner, Martin Kirby- Jackson, Caio Santos." - ] + ], + "id": "0fc" }, { "type": "entries", @@ -74776,7 +76251,8 @@ "page": 71, "entries": [ "978-1-962963-05-3" - ] + ], + "id": "0fd" }, { "type": "entries", @@ -74784,17 +76260,21 @@ "page": 71, "entries": [ "17/11/2023" - ] + ], + "id": "0fe" }, "Steinhardt's Guide to the Eldritch Hunt GM Cheatbook", "©2023, MonkeyDM Publishing SRL.", "All rights reserved.", "Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material. MonkeyDM, the MonkeyDM logo, Steinhardt's Guide to the Eldritch Hunt and its respective logo are trademarks of MonkeyDM Publishing SRL." - ] + ], + "id": "0f7" } - ] + ], + "id": "0f6" } - ] + ], + "id": "0f5" } ] }, @@ -74838,7 +76318,8 @@ "page": 1, "entries": [ "Heretical" - ] + ], + "id": "003" }, { "type": "list", @@ -74855,12 +76336,15 @@ "page": 1, "entries": [ "{@color {@font ♰|radiantcross} For the eyes of apostles and higher ranks only|--rgb-name}" - ] + ], + "id": "004" }, "{@creature Butcher|SGttEH}" - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "entries", @@ -74885,7 +76369,8 @@ "page": 2, "entries": [ "Beast" - ] + ], + "id": "007" }, { "type": "list", @@ -74899,9 +76384,11 @@ ] }, "{@creature Cervus Tenebris|SGttEH}" - ] + ], + "id": "006" } - ] + ], + "id": "005" }, { "type": "entries", @@ -74926,7 +76413,8 @@ "page": 3, "entries": [ "Heretical Undead" - ] + ], + "id": "00a" }, { "type": "list", @@ -74940,9 +76428,11 @@ ] }, "{@creature Cloistered Maiden|SGttEH}" - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "entries", @@ -74967,7 +76457,8 @@ "page": 4, "entries": [ "Beast" - ] + ], + "id": "00d" }, { "type": "list", @@ -74983,9 +76474,11 @@ ] }, "{@creature Devouring Belua|SGttEH}" - ] + ], + "id": "00c" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -75010,7 +76503,8 @@ "page": 5, "entries": [ "Heretical" - ] + ], + "id": "010" }, { "type": "list", @@ -75030,12 +76524,15 @@ "page": 5, "entries": [ "{@color {@font ♰|radiantcross} Classified|--rgb-name}" - ] + ], + "id": "011" }, "{@creature Dullahan|SGttEH}" - ] + ], + "id": "00f" } - ] + ], + "id": "00e" }, { "type": "entries", @@ -75060,7 +76557,8 @@ "page": 6, "entries": [ "Beast" - ] + ], + "id": "014" }, { "type": "list", @@ -75075,9 +76573,11 @@ ] }, "{@creature Fallen Luyarnhian|SGttEH}" - ] + ], + "id": "013" } - ] + ], + "id": "012" }, { "type": "entries", @@ -75102,7 +76602,8 @@ "page": 7, "entries": [ "Beast" - ] + ], + "id": "017" }, { "type": "list", @@ -75121,12 +76622,15 @@ "page": 7, "entries": [ "{@color {@font ♰|radiantcross} Classified|--rgb-name}" - ] + ], + "id": "018" }, "{@creature Galvanised Prowler|SGttEH}" - ] + ], + "id": "016" } - ] + ], + "id": "015" }, { "type": "entries", @@ -75151,7 +76655,8 @@ "page": 8, "entries": [ "Undead" - ] + ], + "id": "01b" }, { "type": "list", @@ -75165,9 +76670,11 @@ ] }, "{@creature Geist|SGttEH}" - ] + ], + "id": "01a" } - ] + ], + "id": "019" }, { "type": "entries", @@ -75192,7 +76699,8 @@ "page": 9, "entries": [ "Heretical" - ] + ], + "id": "01e" }, { "type": "list", @@ -75210,12 +76718,15 @@ "page": 9, "entries": [ "{@color {@font ♰|radiantcross} Classified|--rgb-name}" - ] + ], + "id": "01f" }, "{@creature Dreamer's Minor Avatar|SGttEH}" - ] + ], + "id": "01d" } - ] + ], + "id": "01c" }, { "type": "entries", @@ -75240,7 +76751,8 @@ "page": 10, "entries": [ "{@color Classified|--rgb-name}" - ] + ], + "id": "022" }, { "type": "list", @@ -75258,12 +76770,15 @@ "page": 10, "entries": [ "{@color {@font ♰|radiantcross} For the eyes of apostles and higher ranks only|--rgb-name}" - ] + ], + "id": "023" }, "{@creature Jaeger|SGttEH}" - ] + ], + "id": "021" } - ] + ], + "id": "020" }, { "type": "entries", @@ -75288,7 +76803,8 @@ "page": 11, "entries": [ "Heretical" - ] + ], + "id": "026" }, { "type": "list", @@ -75308,12 +76824,15 @@ "page": 11, "entries": [ "{@color {@font ♰|radiantcross} Classified|--rgb-name}" - ] + ], + "id": "027" }, "{@creature Living Artillery|SGttEH}" - ] + ], + "id": "025" } - ] + ], + "id": "024" }, { "type": "entries", @@ -75338,7 +76857,8 @@ "page": 12, "entries": [ "Heretical" - ] + ], + "id": "02a" }, { "type": "list", @@ -75358,12 +76878,15 @@ "page": 12, "entries": [ "{@color {@font ♰|radiantcross} Classified|--rgb-name}" - ] + ], + "id": "02b" }, "{@creature Nightgaunt|SGttEH}" - ] + ], + "id": "029" } - ] + ], + "id": "028" }, { "type": "entries", @@ -75388,7 +76911,8 @@ "page": 13, "entries": [ "Monstrous" - ] + ], + "id": "02e" }, { "type": "list", @@ -75401,9 +76925,11 @@ ] }, "{@creature Owlbear|SGttEH}" - ] + ], + "id": "02d" } - ] + ], + "id": "02c" }, { "type": "entries", @@ -75428,7 +76954,8 @@ "page": 14, "entries": [ "Heretical Humanoid" - ] + ], + "id": "031" }, { "type": "list", @@ -75444,9 +76971,11 @@ ] }, "{@creature Penitent|SGttEH}" - ] + ], + "id": "030" } - ] + ], + "id": "02f" }, { "type": "entries", @@ -75471,7 +77000,8 @@ "page": 15, "entries": [ "Machine" - ] + ], + "id": "034" }, { "type": "list", @@ -75485,9 +77015,11 @@ ] }, "{@creature Razorblade Bitzer|SGttEH}" - ] + ], + "id": "033" } - ] + ], + "id": "032" }, { "type": "entries", @@ -75512,7 +77044,8 @@ "page": 16, "entries": [ "Beast (extinct)" - ] + ], + "id": "037" }, { "type": "list", @@ -75526,9 +77059,11 @@ ] }, "{@creature Roaring Mane|SGttEH}" - ] + ], + "id": "036" } - ] + ], + "id": "035" }, { "type": "entries", @@ -75553,7 +77088,8 @@ "page": 17, "entries": [ "Manlike? Warps reality with eldritch power." - ] + ], + "id": "03a" }, { "type": "list", @@ -75566,9 +77102,11 @@ ] }, "{@creature Scorched Adjudicator|SGttEH}" - ] + ], + "id": "039" } - ] + ], + "id": "038" }, { "type": "entries", @@ -75593,7 +77131,8 @@ "page": 18, "entries": [ "Beast" - ] + ], + "id": "03d" }, { "type": "list", @@ -75609,9 +77148,11 @@ ] }, "{@creature Scourge Lycan|SGttEH}" - ] + ], + "id": "03c" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -75636,7 +77177,8 @@ "page": 19, "entries": [ "Beast" - ] + ], + "id": "040" }, { "type": "list", @@ -75650,9 +77192,11 @@ ] }, "{@creature Screechwing|SGttEH}" - ] + ], + "id": "03f" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -75677,7 +77221,8 @@ "page": 20, "entries": [ "Heretical Beast" - ] + ], + "id": "043" }, { "type": "list", @@ -75690,11 +77235,14 @@ ] }, "{@creature Soul-Snatching Aranea|SGttEH}" - ] + ], + "id": "042" } - ] + ], + "id": "041" } - ] + ], + "id": "000" } ] }, @@ -75728,7 +77276,8 @@ "type": "none" }, "width": 4500, - "height": 3182 + "height": 3182, + "id": "002" }, { "type": "image", @@ -75743,11 +77292,13 @@ "type": "none" }, "width": 4961, - "height": 3508 + "height": 3508, + "id": "003" } ] } - ] + ], + "id": "001" }, { "type": "entries", @@ -75770,7 +77321,8 @@ "type": "none" }, "width": 2500, - "height": 2096 + "height": 2096, + "id": "005" }, { "type": "image", @@ -75785,7 +77337,8 @@ "type": "none" }, "width": 2500, - "height": 2096 + "height": 2096, + "id": "006" }, { "type": "image", @@ -75800,11 +77353,13 @@ "type": "none" }, "width": 2500, - "height": 2096 + "height": 2096, + "id": "007" } ] } - ] + ], + "id": "004" }, { "type": "entries", @@ -75827,13 +77382,16 @@ "type": "none" }, "width": 2500, - "height": 2096 + "height": 2096, + "id": "009" } ] } - ] + ], + "id": "008" } - ] + ], + "id": "000" } ] }, @@ -76023,7 +77581,8 @@ "style": "text-center", "entries": [ "{@note Table of Contents on left side of page.}" - ] + ], + "id": "001" }, { "type": "image", @@ -76035,7 +77594,8 @@ "width": 1224, "height": 646 } - ] + ], + "id": "000" }, { "type": "section", @@ -76048,9 +77608,11 @@ "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Races|SGttEH|13}\" in the main book.}", "{@note See all races on the {@5etools races page|races.html}.}" - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -76063,9 +77625,11 @@ "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Jaeger Class|SGttEH|14}\" in the main book.}", "{@note For full class details, including proficiencies, starting equipment and hit points see the {@class Jaeger|SGttEH} on the {@5etools classes page|classes.html}.}" - ] + ], + "id": "005" } - ] + ], + "id": "004" }, { "type": "section", @@ -76077,9 +77641,11 @@ "style": "text-center", "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Subclasses|SGttEH|15}\" in the main book.}" - ] + ], + "id": "007" } - ] + ], + "id": "006" }, { "type": "section", @@ -76092,9 +77658,11 @@ "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Feats|SGttEH|16}\" in the main book.}", "{@note See all feats on the {@5etools feats page|feats.html}.}" - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "section", @@ -76107,9 +77675,11 @@ "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Backgrounds|SGttEH|17}\" in the main book.}", "{@note See all backgrounds on the {@5etools backgrounds page|backgrounds.html}.}" - ] + ], + "id": "00b" } - ] + ], + "id": "00a" }, { "type": "section", @@ -76122,9 +77692,11 @@ "entries": [ "{@note This chapter is an identical copy of the similarly titled chapter \"{@book Spells|SGttEH|18}\" in the main book.}", "{@note See all spells on the {@5etools spells page|spells.html}.}" - ] + ], + "id": "00d" } - ] + ], + "id": "00c" }, { "type": "section", @@ -76141,7 +77713,8 @@ "{@note This chapter is a {@b truncated} copy of the \"{@book Items Chapter|SGttEH|19}\" in the main book.}", "{@note This abridged version excludes the {@b introduction, Trick Weapons, and Eldritch Carvings} sections.}", "{@note See all items on the {@5etools items page|items.html}.}" - ] + ], + "id": "00f" } ] }, @@ -76170,7 +77743,8 @@ "dex" ] } - ] + ], + "id": "013" }, { "type": "statblock", @@ -76228,9 +77802,11 @@ } ] } - ] + ], + "id": "012" } - ] + ], + "id": "011" }, { "type": "entries", @@ -76246,7 +77822,8 @@ "page": 124, "entries": [ "You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action." - ] + ], + "id": "016" }, { "type": "entries", @@ -76254,7 +77831,8 @@ "page": 124, "entries": [ "The ammunition of a firearm is destroyed upon use." - ] + ], + "id": "017" }, { "type": "entries", @@ -76282,7 +77860,8 @@ } ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -76290,7 +77869,8 @@ "page": 124, "entries": [ "Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on {@skill Stealth} checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on {@skill Perception} checks against you." - ] + ], + "id": "019" }, { "type": "entries", @@ -76298,7 +77878,8 @@ "page": 124, "entries": [ "The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail {@skill Stealth} checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on {@skill Perception} checks against you." - ] + ], + "id": "01a" }, { "type": "entries", @@ -76306,7 +77887,8 @@ "page": 124, "entries": [ "These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to piercing damage and has no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal." - ] + ], + "id": "01b" }, { "type": "entries", @@ -76315,7 +77897,8 @@ "entries": [ "You can quickly fire this weapon by slamming the hammer repeatedly. As an action, you fire a number of bullets in a row equal to your Dexterity modifier (minimum of 2, up to the entirety of the barrel). Each attack after the first suffers a cumulative \u22123 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the {@feat Sharp-shooter|SGttEH} feat, or a magic weapon's bonus to damage rolls). When you use this action, your speed becomes 0 until the end of your turn, and attacks you make using the long range of the weapon automatically miss.", "If you roll a 1 on any of the attack rolls, the weapon jams and can't be used again until it is repaired. You can use an action to make a {@dc 15} {@skill Sleight of Hand} check, repairing the weapon on a success. Alternatively, you can spend 1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is broken and must be mended in a specialist's store at a quarter of the cost of the firearm." - ] + ], + "id": "01c" }, { "type": "entries", @@ -76323,7 +77906,8 @@ "page": 125, "entries": [ "This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from {@damage d4} to {@damage d6} to {@damage d8} to {@damage d10} to {@damage d12})." - ] + ], + "id": "01d" }, { "type": "entries", @@ -76331,7 +77915,8 @@ "page": 125, "entries": [ "A weapon that has the spread fire property can't make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with 'range 20' will fire in a 20-foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage." - ] + ], + "id": "01e" }, { "type": "entries", @@ -76339,11 +77924,14 @@ "page": 125, "entries": [ "A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn't impose disadvantage on the attack roll. You can use this bonus action only if you haven't moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn." - ] + ], + "id": "01f" } - ] + ], + "id": "015" } - ] + ], + "id": "014" }, { "type": "entries", @@ -76398,9 +77986,11 @@ "width": 745, "height": 1573 } - ] + ], + "id": "020" } - ] + ], + "id": "010" }, { "type": "section", @@ -76432,9 +78022,11 @@ "page": 213, "collapsed": true } - ] + ], + "id": "021" } - ] + ], + "id": "00e" }, { "type": "section", @@ -76449,7 +78041,8 @@ "style": "text-center", "entries": [ "{@note This chapter is a {@b truncated} copy of the similarly titled chapter \"{@book Steinhardt's Madness System|SGttEH|20}\" in the main book.}" - ] + ], + "id": "023" } ] }, @@ -76471,7 +78064,8 @@ "A character afflicted with indefinite madness gains a new trait from the Indefinite Madness table that lasts until cured." ] } - ] + ], + "id": "024" }, { "type": "entries", @@ -76480,7 +78074,8 @@ "entries": [ "When a creature in Luyarnha enters the Ethereal Plane for the first time in a day, they must succeed on a {@dc 15} Wisdom saving throw or gain a short-term madness and immediately be returned to the plane they were last on. Creatures of the GM's choice are immune to this effect.", "For each minute spent on the Ethereal Plane, a creature must repeat the saving throw.For each minute spent on the Ethereal Plane, a creature must repeat the saving throw." - ] + ], + "id": "025" }, { "type": "image", @@ -76510,7 +78105,8 @@ "page": 129, "entries": [ "A character suffering from short-term madness can be cured with a {@spell lesser restoration} spell or by waiting for the madness to subside naturally." - ] + ], + "id": "029" }, { "type": "entries", @@ -76518,7 +78114,8 @@ "page": 129, "entries": [ "A character suffering from long-term madness can be cured with a {@spell greater restoration} spell or a {@spell modify memory} spell if the traumatic event happened in the time window necessary for the spell to work." - ] + ], + "id": "02a" }, { "type": "entries", @@ -76526,10 +78123,12 @@ "page": 129, "entries": [ "A character suffering from indefinite madness can be cured with a {@spell wish} spell. Alternatively, they can be killed and brought back completely sane with a {@spell true resurrection} spell." - ] + ], + "id": "02b" }, "If you want to make indefinite madness easier to remove, you can allow the use of {@spell greater restoration} to cure the character if both the caster and the target are located within an area sanctified by a {@spell hallow} spell." - ] + ], + "id": "028" }, { "type": "inset", @@ -76537,7 +78136,8 @@ "name": "GM Note:", "entries": [ "A drunk or intoxicated character could suffer one or all the following effects: Disadvantage on Intelligence, Wisdom, and Charisma checks; \u2212{@dice 1d4} penalty to its attack rolls; Advantage on saving throws against being {@condition frightened}." - ] + ], + "id": "02c" }, { "type": "entries", @@ -76559,7 +78159,8 @@ "Having a Momentum die (e.g., {@class Jaeger|SGttEH} in battle)." ] } - ] + ], + "id": "02e" }, { "type": "entries", @@ -76577,7 +78178,8 @@ "Being severely under the influence of alcohol or other drugs." ] } - ] + ], + "id": "02f" }, { "type": "entries", @@ -76592,15 +78194,20 @@ "Being located inside of a holy site dedicated to a god that wards off eldritch influences (such as the Radiant One or the Abyss Warden) or a {@spell hallow} spell and being under the effect of a {@spell mind blank} or {@spell holy aura} spell." ] } - ] + ], + "id": "030" } - ] + ], + "id": "02d" } - ] + ], + "id": "027" } - ] + ], + "id": "026" } - ] + ], + "id": "022" }, { "type": "section", @@ -76646,15 +78253,19 @@ "System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;", "Steinhardt's Guide to the Eldritch Hunt, Player Guide, Copyright 2023, MonkeyDM Publishing SRL; Author: Evan Mascaro", "END OF LICENSE" - ] + ], + "id": "034" } - ] + ], + "id": "033" } - ] + ], + "id": "032" } ] } - ] + ], + "id": "031" } ] }, @@ -76719,7 +78330,8 @@ "name": "Abyss Warden's Axeblade", "page": 3 } - ] + ], + "id": "001" }, { "type": "entries", @@ -76765,7 +78377,8 @@ "name": "Awakened Abyss Warden's Axeblade", "page": 6 } - ] + ], + "id": "002" }, { "type": "entries", @@ -76811,7 +78424,8 @@ "name": "Sanctified Partisan", "page": 9 } - ] + ], + "id": "003" }, { "type": "entries", @@ -76857,7 +78471,8 @@ "name": "Gravitational Partisan", "page": 12 } - ] + ], + "id": "004" }, { "type": "entries", @@ -76903,7 +78518,8 @@ "name": "Ravenous Gazer", "page": 15 } - ] + ], + "id": "005" }, { "type": "entries", @@ -76949,7 +78565,8 @@ "name": "Improved Ravenous Gazer", "page": 18 } - ] + ], + "id": "006" }, { "type": "entries", @@ -76995,7 +78612,8 @@ "name": "Rifling Cleaver", "page": 21 } - ] + ], + "id": "007" }, { "type": "entries", @@ -77041,7 +78659,8 @@ "name": "Improved Rifling Cleaver", "page": 24 } - ] + ], + "id": "008" }, { "type": "entries", @@ -77087,7 +78706,8 @@ "name": "Guillotine Shears", "page": 27 } - ] + ], + "id": "009" }, { "type": "entries", @@ -77133,7 +78753,8 @@ "name": "Improved Guillotine Shears", "page": 30 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -77179,7 +78800,8 @@ "name": "Phantom Limb", "page": 33 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -77225,7 +78847,8 @@ "name": "Improved Phantom Limb", "page": 36 } - ] + ], + "id": "00c" }, { "type": "entries", @@ -77271,7 +78894,8 @@ "name": "Orphan's Cradle", "page": 39 } - ] + ], + "id": "00d" }, { "type": "entries", @@ -77317,7 +78941,8 @@ "name": "Meat Hookshot", "page": 42 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -77363,7 +78988,8 @@ "name": "Improved Meat Hookshot", "page": 45 } - ] + ], + "id": "00f" }, { "type": "entries", @@ -77409,7 +79035,8 @@ "name": "Uncharged Claw", "page": 48 } - ] + ], + "id": "010" }, { "type": "entries", @@ -77455,7 +79082,8 @@ "name": "Galvanized Claw", "page": 51 } - ] + ], + "id": "011" }, { "type": "entries", @@ -77501,7 +79129,8 @@ "name": "Serpent Bladewhip", "page": 54 } - ] + ], + "id": "012" }, { "type": "entries", @@ -77547,7 +79176,8 @@ "name": "Python Bladewhip", "page": 57 } - ] + ], + "id": "013" }, { "type": "entries", @@ -77593,7 +79223,8 @@ "name": "Sword of the Radiant Watcher", "page": 60 } - ] + ], + "id": "014" }, { "type": "entries", @@ -77639,7 +79270,8 @@ "name": "Épée Solaire", "page": 63 } - ] + ], + "id": "015" }, { "type": "entries", @@ -77685,7 +79317,8 @@ "name": "Unbound Épée Solaire", "page": 66 } - ] + ], + "id": "016" }, { "type": "entries", @@ -77731,7 +79364,8 @@ "name": "Moongold Equalizer", "page": 69 } - ] + ], + "id": "017" }, { "type": "entries", @@ -77777,7 +79411,8 @@ "name": "Ethereal Moongold Equalizer", "page": 72 } - ] + ], + "id": "018" }, { "type": "entries", @@ -77823,7 +79458,8 @@ "name": "Épée Sanguine", "page": 75 } - ] + ], + "id": "019" }, { "type": "entries", @@ -77869,7 +79505,8 @@ "name": "Thirsting Épée Sanguine", "page": 78 } - ] + ], + "id": "01a" }, { "type": "entries", @@ -77915,7 +79552,8 @@ "name": "Scionic Armament: Melee", "page": 81 } - ] + ], + "id": "01b" }, { "type": "entries", @@ -77961,7 +79599,8 @@ "name": "Scionic Armament: Ranged", "page": 84 } - ] + ], + "id": "01c" }, { "type": "entries", @@ -78007,7 +79646,8 @@ "name": "Scionic Armament: Focus", "page": 87 } - ] + ], + "id": "01d" }, { "type": "entries", @@ -78053,7 +79693,8 @@ "name": "Roaring Scionic Armament: Melee", "page": 90 } - ] + ], + "id": "01e" }, { "type": "entries", @@ -78099,7 +79740,8 @@ "name": "Roaring Scionic Armament: Ranged", "page": 93 } - ] + ], + "id": "01f" }, { "type": "entries", @@ -78145,7 +79787,8 @@ "name": "Roaring Scionic Armament: Spellcasting", "page": 96 } - ] + ], + "id": "020" }, { "type": "entries", @@ -78191,7 +79834,8 @@ "name": "Stick", "page": 99 } - ] + ], + "id": "021" }, { "type": "entries", @@ -78237,7 +79881,8 @@ "name": "Shard of Moonlight", "page": 102 } - ] + ], + "id": "022" }, { "type": "entries", @@ -78283,7 +79928,8 @@ "name": "Dream Executioner", "page": 105 } - ] + ], + "id": "023" }, { "type": "entries", @@ -78329,7 +79975,8 @@ "name": "Phantasmal Executioner", "page": 108 } - ] + ], + "id": "024" }, { "type": "entries", @@ -78375,7 +80022,8 @@ "name": "Revelations", "page": 111 } - ] + ], + "id": "025" }, { "type": "entries", @@ -78421,7 +80069,8 @@ "name": "Prophecy", "page": 114 } - ] + ], + "id": "026" }, { "type": "entries", @@ -78467,7 +80116,8 @@ "name": "Moongilded Tarblood", "page": 117 } - ] + ], + "id": "027" }, { "type": "entries", @@ -78513,7 +80163,8 @@ "name": "Caldera", "page": 120 } - ] + ], + "id": "028" }, { "type": "entries", @@ -78559,7 +80210,8 @@ "name": "Electric Sawblade", "page": 123 } - ] + ], + "id": "029" }, { "type": "entries", @@ -78605,7 +80257,8 @@ "name": "Faux Lunaire", "page": 126 } - ] + ], + "id": "02a" }, { "type": "entries", @@ -78651,7 +80304,8 @@ "name": "Maiden's Osteosymbiosis", "page": 129 } - ] + ], + "id": "02b" }, { "type": "entries", @@ -78697,7 +80351,8 @@ "name": "Cordyceps Sinensis", "page": 132 } - ] + ], + "id": "02c" }, { "type": "entries", @@ -78743,7 +80398,8 @@ "name": "Unstable Crumbler", "page": 135 } - ] + ], + "id": "02d" }, { "type": "entries", @@ -78789,7 +80445,8 @@ "name": "Calamitous Crumbler", "page": 138 } - ] + ], + "id": "02e" }, { "type": "entries", @@ -78835,7 +80492,8 @@ "name": "Curse of Moon-Blood", "page": 141 } - ] + ], + "id": "02f" }, { "type": "entries", @@ -78881,7 +80539,8 @@ "name": "Leaded Blood", "page": 144 } - ] + ], + "id": "030" }, { "type": "entries", @@ -78927,7 +80586,8 @@ "name": "Sacrificial Brand", "page": 147 } - ] + ], + "id": "031" }, { "type": "entries", @@ -78973,7 +80633,8 @@ "name": "Lightning Scion", "page": 150 } - ] + ], + "id": "032" }, { "type": "entries", @@ -79019,7 +80680,8 @@ "name": "Naw're's Blessing", "page": 153 } - ] + ], + "id": "033" }, { "type": "entries", @@ -79065,7 +80727,8 @@ "name": "Mephitic Seal", "page": 156 } - ] + ], + "id": "034" }, { "type": "entries", @@ -79111,7 +80774,8 @@ "name": "Third Carving", "page": 159 } - ] + ], + "id": "035" }, { "type": "entries", @@ -79157,7 +80821,8 @@ "name": "Second Carving", "page": 162 } - ] + ], + "id": "036" }, { "type": "entries", @@ -79203,9 +80868,11 @@ "name": "First Carving", "page": 165 } - ] + ], + "id": "037" } - ] + ], + "id": "000" } ] } diff --git a/collection/SpaceJamming; The Homebrew of Etheria.json b/collection/SpaceJamming; The Homebrew of Etheria.json index 64531b8e6..83ddff80b 100644 --- a/collection/SpaceJamming; The Homebrew of Etheria.json +++ b/collection/SpaceJamming; The Homebrew of Etheria.json @@ -3714,7 +3714,8 @@ "page": 1, "entries": [ "Born of this world and forged in fire of The Crusades, {@race human|PHB|humans} have learned to adapt to any variety of situations. This adaptability and raw tenacity to survive was the power that allowed the defeat of Solaria." - ] + ], + "id": "002" }, { "type": "entries", @@ -3722,7 +3723,8 @@ "page": 1, "entries": [ "Named after the fairytale creatures their was inspired by. This inspired design brought forth great fear to many as the primary infantry during The Crusades that lasts even to this day during today's era of peace." - ] + ], + "id": "003" }, { "type": "entries", @@ -3730,7 +3732,8 @@ "page": 1, "entries": [ "{@race dwarf|PHB|Dwarves} were designed and brought to the world to prospect and gather precious materials. Trained and raised in a culture of mining, they learned to love their given role in life, as dark as its origin may have been." - ] + ], + "id": "004" }, { "type": "entries", @@ -3738,7 +3741,8 @@ "page": 1, "entries": [ "The first of the labour class Ingenium, alongside {@race dwarf|PHB|Dwarves} and {@race Goliath|MPMM|Goliaths}, {@race elf|PHB|Elves} were created with enhanced vision and a unique constitution to assist in the creation of Zeal-based technology and fine artisan objects. These enhancements lead them to a new role in life as many saw the great complexities of nature, leading many to live a peaceful rural life during The Crusades and beyond." - ] + ], + "id": "005" }, { "type": "entries", @@ -3746,7 +3750,8 @@ "page": 1, "entries": [ "Designed as hulking bouncers, {@race Orc|MPMM|Orcs} were created as the initial security force during the further creation of Ingenium. Fuelled by their savage spirit, their intuition guides them to any cause." - ] + ], + "id": "006" }, { "type": "entries", @@ -3754,7 +3759,8 @@ "page": 1, "entries": [ "Nobody knows when {@race Aasimar|MPMM} were brought into the world, what is known, is that their power is similar to that of Solaria, that alone is enough to bring great fear to those who still remember The Crusades. However, this does not imply that they share the same hatred for humanity as Solaria and may simply wish to live out their lives and some may even wish to use their powers to protect humanity." - ] + ], + "id": "007" }, { "type": "entries", @@ -3762,7 +3768,8 @@ "page": 1, "entries": [ "Similar to {@race Aasimar|MPMM}, the origins of {@race Tiefling|PHB|Tieflings} is equally unknown, they share characteristics of such Ingenium, however this is unlikely to be their origin due to their similar characteristics to some known Yokai and their apparent history dating back to before Magic was even discovered." - ] + ], + "id": "008" }, { "type": "entries", @@ -3770,9 +3777,11 @@ "page": 1, "entries": [ "Brought into production late into the Crusades, many {@race Warforged|ERLW} were designed to replicate and improve upon the battle tactics and maneuvers of some of the greatest warriors. They were given the potential to cast magic and their deployment onto the battlefield would be Humanities greatest weapon against the threat of Solaria. However, they complicated design and build would result in their deployment being too late to take part in The Crusades themselves and were thus abandoned." - ] + ], + "id": "009" } - ] + ], + "id": "001" }, { "type": "section", @@ -3787,7 +3796,8 @@ "Synthetics are creatures that blur the lines of sentience. Their existence originates from The Backyard, similar to demons, fey and other such Yokai.", "Unique to other Yokai, those of Synthetic origin bleed over dimensions, with their physical forms originating from the material realm, while their soul and other characteristics originating from the Backyard.", "By all standard definitions, Synthetics are closer to animatronics than living people, and it is heavily debated whether Synthetics are alive and not just emulating such traits." - ] + ], + "id": "00b" }, { "type": "entries", @@ -3796,7 +3806,8 @@ "entries": [ "Synthetics, unlike the robotic {@race Warforged|ERLW}, are, by eye, indistinguishable from other races. Due to the wide variety of reasons for a synthetic to be \"born\", a synthetic could potentially have an even wider variety of looks.", "The look of a Synthetic could be only skin deep or achieve an almost eldritch level of detail below the flesh." - ] + ], + "id": "00c" }, { "type": "entries", @@ -3811,7 +3822,8 @@ "name": "Soul Origins", "page": 2 } - ] + ], + "id": "00d" }, { "type": "statblock", @@ -3845,9 +3857,11 @@ } ] } - ] + ], + "id": "00a" } - ] + ], + "id": "000" }, { "type": "section", @@ -3958,7 +3972,8 @@ } ] } - ] + ], + "id": "00f" }, { "type": "entries", @@ -4022,9 +4037,11 @@ } ] } - ] + ], + "id": "010" } - ] + ], + "id": "00e" }, { "type": "section", @@ -4039,7 +4056,8 @@ "name": "Breacher", "page": 5 } - ] + ], + "id": "011" }, { "type": "section", @@ -4060,7 +4078,8 @@ "name": "Zil-Pod", "page": 6 } - ] + ], + "id": "013" }, { "type": "section", @@ -4079,9 +4098,11 @@ "This system is intended to replace existing Magic and standard weapons in existing sourcebooks and all of which can be remade and further improved using the system explained.", "Additionally, I have taken elements from the Arcane Artillery homebrew written by Zow (/u/ZowJr on Reddit) which can be found {@link here|https://www.reddit.com/r/UnearthedArcana/comments/73wjd5/arcane_artillery_the_complete_collection_guns_in/}.", "Modifications to this homebrew have been made to fit it better within the setting." - ] + ], + "id": "016" } - ] + ], + "id": "015" }, { "type": "entries", @@ -4162,7 +4183,8 @@ } ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -4170,7 +4192,8 @@ "page": 7, "entries": [ "Firearms are not typical weapons. The nature of their construction and the complexity of their use and care make a special kind of training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons. There are two types of proficiencies associated with firearms. Longarms, which include Two-Handed firearms, and Sidearms, which include every other kind of firearm. Sidearms can be wielded in one hand." - ] + ], + "id": "019" }, { "type": "statblock", @@ -4191,7 +4214,8 @@ "page": 8, "entries": [ "The damage of a Cestus is the same as your unarmed strike damage. When equipped your hands are considered free, donning and doffing Cestus takes a whole Action." - ] + ], + "id": "01b" }, { "type": "entries", @@ -4200,7 +4224,8 @@ "page": 148, "entries": [ "You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted." - ] + ], + "id": "01c" }, { "type": "entries", @@ -4209,11 +4234,14 @@ "page": 148, "entries": [ "A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a {@dc 10} Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." - ] + ], + "id": "01d" } - ] + ], + "id": "01a" } - ] + ], + "id": "017" }, { "type": "entries", @@ -4242,7 +4270,8 @@ "For example, Erik decides to pay a visit to a local blacksmith in order to have a customized pommel attached to his dagger (adding the {@i balanced} tag) for the tier 1 base cost of 100 gp.", "Later, he returns to have the blade honed (adding the {@i sharpened} tag) this time costing 200 gp, with the next 1st tier upgrade costing 400 gp, and so on.", "Upgrades are grouped by tier for the purposes of this cost scaling: continuing with the above example, if Erik then wishes to have the blade of his dagger partially serrated in order to improve its effectiveness when slicing and cutting (adding the {@i saw-toothed} tag) it would cost 1,000 gp (the 2nd tier base cost) provided that the dagger doesn't already possess any other 2nd tier traits." - ] + ], + "id": "01f" }, { "type": "statblock", @@ -4251,9 +4280,11 @@ "name": "Weapon Enhancements List", "page": 9 } - ] + ], + "id": "01e" } - ] + ], + "id": "014" }, { "type": "section", @@ -4279,7 +4310,8 @@ "page": 10, "entries": [ "A sturdy coat of layered linen or leather lined with small steel plates riveted to the fabric." - ] + ], + "id": "023" }, { "type": "entries", @@ -4287,7 +4319,8 @@ "page": 10, "entries": [ "A type of armor formed of a single or multiple pieces of metal that cover the torso. A cuirass generally refers to both a chest plate and back piece together." - ] + ], + "id": "024" }, { "type": "entries", @@ -4295,7 +4328,8 @@ "page": 10, "entries": [ "A gambeson is a padded defensive jacket, either worn separately or as an underlay for heavier types of armor. It can also double as a winter coat." - ] + ], + "id": "025" }, { "type": "entries", @@ -4303,7 +4337,8 @@ "page": 10, "entries": [ "A hauberk is a shirt of mail that reaches at least to mid-thigh and includes sleeves." - ] + ], + "id": "026" }, { "type": "entries", @@ -4311,9 +4346,11 @@ "page": 10, "entries": [ "This is a type of body armor made from small rectangular plates (scales or lamellar) of iron, leather, or bronze laced into horizontal rows." - ] + ], + "id": "027" } - ] + ], + "id": "022" }, { "type": "entries", @@ -4327,7 +4364,8 @@ "page": 10, "entries": [ "You have disadvantage on Dexterity ({@skill Stealth}) checks when wearing this armour." - ] + ], + "id": "029" }, { "type": "entries", @@ -4335,9 +4373,11 @@ "page": 10, "entries": [ "You can't make {@action Opportunity Attack|PHB|opportunity attacks} while holding this shield." - ] + ], + "id": "02a" } - ] + ], + "id": "028" }, { "type": "statblock", @@ -4346,7 +4386,8 @@ "name": "Revised Armor", "page": 10 } - ] + ], + "id": "021" }, { "type": "entries", @@ -4369,7 +4410,8 @@ "page": 10, "entries": [ "In addition to proofing, various other upgrades are available to armors meeting the prerequisites for each, as shown in the {@table Armour Enhancements|HoE|Armor Upgrades table}. Certain upgrades are incompatible, such as the breathable and insulated tags, while others have specific requirements. When in doubt, consult with your DM." - ] + ], + "id": "02c" }, { "type": "statblock", @@ -4378,9 +4420,11 @@ "name": "Armour Enhancements", "page": 11 } - ] + ], + "id": "02b" } - ] + ], + "id": "020" }, { "type": "section", @@ -4400,7 +4444,8 @@ "page": 12, "entries": [ "In the case of Empowered Magic Mods, they are similar to recharging magic items that have a limited number of uses before they must be recharged, however instead of recharging over time they instead cost Zeal in the form of {@item Zil-Pod|HoE|Zil-Pods}, the listed cost of a use or a set or charges would be listed on the Magic Mod." - ] + ], + "id": "02f" }, { "type": "entries", @@ -4449,7 +4494,8 @@ "Any weapon with this modification is considered a casting focus for your spells." ] } - ] + ], + "id": "030" }, { "type": "entries", @@ -4499,7 +4545,8 @@ "When applying additional mods to this weapon you may apply it to either form of this weapon but not both, the same applies to all previous mods applied to the weapon before applying the {@b Transforming} modification." ] } - ] + ], + "id": "031" }, { "type": "entries", @@ -4556,9 +4603,11 @@ "As part of the wielder's {@action Attack} action they may instead {@homebrew ...}" ] } - ] + ], + "id": "032" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -4566,11 +4615,14 @@ "page": 12, "entries": [ "In most cases, players cannot apply or remove mods and require the skills of a trained machinist to salvage the modification; in the cases where players or creatures attempt to remove the modification, they would, as a result, destroy the modification." - ] + ], + "id": "033" } - ] + ], + "id": "02d" } - ] + ], + "id": "012" }, { "type": "section", @@ -4613,7 +4665,8 @@ } ] } - ] + ], + "id": "034" }, { "type": "section", @@ -4621,7 +4674,8 @@ "page": 15, "entries": [ "{@note This section contains no content.}" - ] + ], + "id": "035" }, { "type": "section", @@ -4642,7 +4696,8 @@ "name": "Zeal Caster", "page": 16 } - ] + ], + "id": "036" }, { "type": "section", @@ -4661,13 +4716,17 @@ "page": 17, "entries": [ "Proofread changes, no content changes" - ] + ], + "id": "03a" } - ] + ], + "id": "039" } - ] + ], + "id": "038" } - ] + ], + "id": "037" }, { "type": "section", @@ -4684,12 +4743,14 @@ "entries": [ "Implement vehicle piloting ruleset", "{@link https://www.dandwiki.com/wiki/MSRD:Vehicle_Movement_and_Combat}" - ] + ], + "id": "03c" }, "Add more Magic mods" ] } - ] + ], + "id": "03b" } ] } diff --git a/creature/Elowen Frost; Monsters and Myths.json b/creature/Elowen Frost; Monsters and Myths.json index b7f8aff86..e803e560e 100644 --- a/creature/Elowen Frost; Monsters and Myths.json +++ b/creature/Elowen Frost; Monsters and Myths.json @@ -20025,7 +20025,8 @@ } ] } - ] + ], + "id": "001" }, "{@note This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at {@link 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 {@link https://creativecommons.org/licenses/by/4.0/legalcode}.}", "{@note All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the author, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law.}", @@ -20045,7 +20046,8 @@ "width": 1309, "height": 1309 } - ] + ], + "id": "000" }, { "type": "section", @@ -20063,9 +20065,11 @@ "Greetings, Adventurers,", "First and foremost, a heartfelt thank you. Your support has breathed life into this manual of mythical creatures, and I am thrilled to welcome you to the rich universe of \"Monsters & Myths\".", "I am Elowen, the architect of this compendium, a labor of love and fantasy that consumed countless hours over the last year. Each monster sketched, each item conceived, and each race crafted comes with a piece of imagination aimed at providing you with countless hours of adventure and joy." - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "entries", @@ -20073,7 +20077,8 @@ "page": 5, "entries": [ "This compendium serves as your trusted companion in weaving tales of myth, magic, and monsters. Each monster entry is designed to provide you with not just the statistics but also a vivid description, distinctive behaviors, natural habitats, and unique peculiarities to give life and depth to your campaigns. Feel the satisfaction as you observe your players navigate the complex worlds filled with the beings of legend and lore pulled straight from this tome. Here, we equip you with the tools to create truly immersive worlds, peppered with intricate details that foster rich storytelling." - ] + ], + "id": "005" }, { "type": "entries", @@ -20081,7 +20086,8 @@ "page": 5, "entries": [ "Every campaign is a universe of its own, and I encourage you to tailor the contents of this book to fit your narrative style and the dynamics of your gaming group. While these monsters, races and magic items have been crafted with balance and lore in mind, your enjoyment remains the supreme goal. Feel empowered to tweak, modify, and reimagine as you see fit." - ] + ], + "id": "006" }, { "type": "entries", @@ -20090,9 +20096,11 @@ "entries": [ "\"Monsters & Myths\" is more than just a supplement; it is a gateway to new worlds of adventure, brimming with potential stories just waiting to unfold. As you flip through these pages, let your imagination soar, and remember that in the world of DnD, the only limit is the sky.", "So, gather your party, ready your dice, and embark on the grandest adventure yet. Happy gaming!" - ] + ], + "id": "007" } - ] + ], + "id": "002" }, { "type": "section", @@ -20114,7 +20122,8 @@ "page": 6, "entries": [ "The Abyssal Courtier is a creature of great intelligence and pride. They often play a role as diplomats or emissaries in underwater societies, negotiating deals with creatures of the deep. With their persuasive nature, they can be charming but are always looking for an upper hand." - ] + ], + "id": "00b" }, { "type": "entries", @@ -20122,7 +20131,8 @@ "page": 6, "entries": [ "These creatures reside in the deep, forgotten cities of the ocean floor, in grand palaces where pressure and darkness rule. Their homes are as majestic as they are eerie." - ] + ], + "id": "00c" }, { "type": "entries", @@ -20130,9 +20140,11 @@ "page": 6, "entries": [ "Diet consists mainly of deep-sea fish, but they are known to dine on any unfortunate land dwellers that sink into their domain. They are connoisseurs of ancient underwater artifacts, collecting and cherishing them." - ] + ], + "id": "00d" } - ] + ], + "id": "00a" }, { "type": "statblock", @@ -20151,7 +20163,8 @@ "width": 707, "height": 1215 } - ] + ], + "id": "009" }, { "type": "entries", @@ -20168,7 +20181,8 @@ "page": 7, "entries": [ "Aequorins are peaceful by nature but can be surprisingly resourceful in defending themselves. With their ability to speak both {@language Common} and {@language Primordial|PHB|Aquan}, they're known to interact with other creatures, often sharing stories of their underwater adventures and the mysteries of the deep. Their voice is melodious, akin to the gentle flow of a babbling brook." - ] + ], + "id": "010" }, { "type": "entries", @@ -20176,7 +20190,8 @@ "page": 7, "entries": [ "Favoring damp and watery environments, these creatures often inhabit the banks of serene lakes, quiet ponds, or along gentle river bends. They can sometimes be found in damp caves or near springs." - ] + ], + "id": "011" }, { "type": "entries", @@ -20184,9 +20199,11 @@ "page": 7, "entries": [ "The Aequorin's watery hat and armor aren't just for show. Legends speak of these unique elements being tied to the Aequorin's life force. The gems adorning its hat and armor are said to store elemental magic, and many believe that possessing one could grant its owner control over certain water-based abilities. However, separating a Aequorin from its gem could have dire consequences." - ] + ], + "id": "012" } - ] + ], + "id": "00f" }, "Aequorins have a unique life cycle intimately tied to lunar phases. Every full moon, they gather at specific, ancient locations known as \"Moon Wells.\" These Wells are not water sources but rather mystical, shimmering pools of moonlight that appear only on such nights.", "During this ritual, Aequorins engage in a mesmerizing dance around these Wells, absorbing lunar energy. It is believed that this ritualistic dance replenishes their watery essence, keeping them vibrant and alive. The shimmering dance of the Aequorins is a spectacle many adventurers have sought to witness, but the locations of Moon Wells are closely guarded secrets.", @@ -20208,7 +20225,8 @@ "width": 594, "height": 959 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -20225,7 +20243,8 @@ "page": 8, "entries": [ "While still wise and contemplative, the Aetherdrake uses its intelligence for more sinister purposes. Manipulative and cunning, they prefer to use their vast knowledge to bend others to their will. Their melodic roars often serve as deceptive lures or eerie warnings in the still of the night." - ] + ], + "id": "015" }, { "type": "entries", @@ -20233,7 +20252,8 @@ "page": 8, "entries": [ "Dwelling in the hidden crevices of dark valleys or atop storm-ridden mountain peaks, these dragons surround themselves with an environment that matches their dark inclinations." - ] + ], + "id": "016" }, { "type": "entries", @@ -20241,9 +20261,11 @@ "page": 8, "entries": [ "Drawn to obsidian and other dark, reflective stones, Aetherdrakes often line their lairs with these ominous gems, which are said to amplify their malevolent energies. Whispers among villagers speak of a curse befalling those who dare gaze upon an Aetherdrake during a lunar eclipse." - ] + ], + "id": "017" } - ] + ], + "id": "014" }, { "type": "statblock", @@ -20262,7 +20284,8 @@ "width": 1038, "height": 726 } - ] + ], + "id": "013" }, { "type": "entries", @@ -20279,7 +20302,8 @@ "page": 9, "entries": [ "Aquashades are elusive and mysterious beings that inhabit secluded bodies of water, such as serene lakes, hidden waterfalls, or mystical springs. They are known for their tranquil and serene nature, often seen gliding through the water with an almost meditative grace. Aquashades possess an otherworldly aura, radiating a sense of calm and tranquility to those who encounter them. They are protectors of water and guardians of aquatic ecosystems, ensuring the balance and harmony of their domains." - ] + ], + "id": "01a" }, { "type": "entries", @@ -20287,7 +20311,8 @@ "page": 9, "entries": [ "Aquashades are most commonly found in serene and untouched aquatic environments. They are drawn to places where the natural flow of water is pure and untouched by pollution or disruption. These mystical creatures are rarely seen in populated areas, preferring the solitude and tranquility of secluded water bodies." - ] + ], + "id": "01b" }, { "type": "entries", @@ -20295,9 +20320,11 @@ "page": 9, "entries": [ "Aquashades possess the ability to manipulate water and shadows, seamlessly blending the two elements. They can create illusions and visions using water reflections, concealing their true form and confusing their adversaries." - ] + ], + "id": "01c" } - ] + ], + "id": "019" }, { "type": "statblock", @@ -20316,7 +20343,8 @@ "width": 624, "height": 1208 } - ] + ], + "id": "018" }, { "type": "entries", @@ -20334,7 +20362,8 @@ "page": 10, "entries": [ "Arcanists are highly attuned to the arcane arts and possess an insatiable thirst for knowledge and understanding. Though reserved by nature, they are not reclusive and are known to willingly share their wisdom with those who approach them with genuine curiosity and respect. Arcanists have a deep respect for the balance of magic and seek to preserve the delicate equilibrium between arcane forces and the natural world." - ] + ], + "id": "01f" }, { "type": "entries", @@ -20342,7 +20371,8 @@ "page": 10, "entries": [ "Arcanists are typically found in remote and secluded locations, away from bustling civilizations. They are drawn to places where the veil between the mortal realm and the mystical realm is thin. Ancient temples, mystical groves, or the highest peaks of mountains are some of the places where Arcanists are known to reside. Their habitats are often surrounded by an aura of ancient magic, which they tap into for their studies and rituals." - ] + ], + "id": "020" }, { "type": "entries", @@ -20350,9 +20380,11 @@ "page": 10, "entries": [ "Arcanists possess a profound understanding of arcane magic and have the ability to manipulate and harness various elemental forces. They can channel and shape the raw energy of fire, water, earth, and air, manifesting as powerful spells and elemental attacks. Additionally, Arcanists have an innate connection to celestial bodies and can draw upon the power of the stars and moon to enhance their magic, granting them heightened spellcasting abilities during celestial alignments. unoccupied space it can see that is also in dim light or darkness." - ] + ], + "id": "021" } - ] + ], + "id": "01e" }, "The arcanists are usually accompanied by the {@creature Starweaver|MaM|Starweavers}, they are their protectors and helpers.", { @@ -20372,7 +20404,8 @@ "width": 1744, "height": 1153 } - ] + ], + "id": "01d" }, { "type": "entries", @@ -20389,7 +20422,8 @@ "page": 11, "entries": [ "Starweavers are loyal and devoted followers of the {@creature Arcanist|MaM}, acting as guardians and assistants. They are gentle and kind-hearted beings, drawn to the Arcanist's celestial aura and mystical knowledge. Starweavers are often seen gathering and organizing star charts and celestial maps, aiding their master in understanding the cosmic forces." - ] + ], + "id": "024" }, { "type": "entries", @@ -20397,7 +20431,8 @@ "page": 11, "entries": [ "Starweavers reside within the sanctuaries and celestial observatories of the {@creature Arcanist|MaM}, where they maintain libraries of ancient tomes and star charts. They are rarely found in the mortal realm, preferring to dwell in places where the stars and celestial bodies are more prominent." - ] + ], + "id": "025" }, { "type": "entries", @@ -20405,9 +20440,11 @@ "page": 11, "entries": [ "Starweavers have the unique ability to draw energy from the stars and channel it into protective magic." - ] + ], + "id": "026" } - ] + ], + "id": "023" }, { "type": "statblock", @@ -20426,7 +20463,8 @@ "width": 334, "height": 644 } - ] + ], + "id": "022" }, { "type": "entries", @@ -20443,7 +20481,8 @@ "page": 12, "entries": [ "Azure Hornbeasts are naturally solitary creatures, primarily active during the dawn and dusk. They can be quite territorial and are known to aggressively defend their chosen domains against intruders. Despite their fearsome appearance, they only attack if they perceive a threat to their territory or themselves." - ] + ], + "id": "029" }, { "type": "entries", @@ -20451,7 +20490,8 @@ "page": 12, "entries": [ "Azure Hornbeasts can be found in a variety of environments, from dense forests to rocky hillsides. However, they are particularly fond of areas near water bodies, such as rivers or lakes, as their unique scales are designed to absorb moisture and keep them cool." - ] + ], + "id": "02a" }, { "type": "entries", @@ -20459,9 +20499,11 @@ "page": 12, "entries": [ "Azure Hornbeasts have a curious affinity for certain types of fruits, particularly a unique fruit called the Starberry. This purple, starshaped berry grows on climbing shrubs near water bodies and blooms during twilight hours, matching the Hornbeast's active period. The fruit's sweet scent can be detected from afar by the Hornbeast, which uses its horns to access the berries. Starberries, while being the beast's preferred food for their calming effects and high nutritional value, are not its sole diet; the Hornbeast can also eat other fruits and vegetation if necessary." - ] + ], + "id": "02b" } - ] + ], + "id": "028" }, { "type": "statblock", @@ -20480,7 +20522,8 @@ "width": 1010, "height": 693 } - ] + ], + "id": "027" }, { "type": "entries", @@ -20497,7 +20540,8 @@ "page": 13, "entries": [ "Beetlestone Bots are diligent and industrious creatures, programmed with a single-minded focus on construction and excavation tasks. They operate with unwavering determination, methodically surveying their surroundings and tirelessly working to reshape their environment. These creatures work in perfect synchronization, utilizing their sharp mandibles and strong legs to dig tunnels, clear debris, and perform precise stonework tasks." - ] + ], + "id": "02e" }, { "type": "entries", @@ -20505,7 +20549,8 @@ "page": 13, "entries": [ "Beetlestone Bots are commonly found in underground environments, such as caverns, mines, and ancient ruins. They thrive in places rich with valuable minerals and intricate stonework, often sought after by archeologists and engineers. These tireless constructs are attracted to areas with extensive stonework, where they can contribute to structural improvements and help maintain ancient edifices." - ] + ], + "id": "02f" }, { "type": "entries", @@ -20513,9 +20558,11 @@ "page": 13, "entries": [ "Beetlestone Bots possess remarkable digging capabilities, equipped with strong legs and sharp mandibles designed for excavating tunnels and manipulating stonework. Their knowledge of the stone making them adept at dismantling and disabling stone-based traps. Their sturdy exoskeleton provides them with natural armor, shielding them from external damage. Additionally, they have the ability to emit a concentrated beam of energy from their abdomen, allowing them to perform precise stonework or defend themselves when necessary." - ] + ], + "id": "030" } - ] + ], + "id": "02d" }, { "type": "statblock", @@ -20534,7 +20581,8 @@ "width": 1056, "height": 617 } - ] + ], + "id": "02c" }, { "type": "entries", @@ -20551,7 +20599,8 @@ "page": 14, "entries": [ "Blacroack are territorial creatures, known to guard their domain ferociously. They are ambush predators, lying in wait for prey to come near before striking with astonishing speed. Their alien nature gives them an uncanny ability to adapt and strategize, making them formidable foes in any encounter." - ] + ], + "id": "033" }, { "type": "entries", @@ -20559,7 +20608,8 @@ "page": 14, "entries": [ "These creatures dwell in deep, dark swamps and marshlands where the environment mirrors their eerie aesthetic. The water sources they inhabit often take on a slightly luminescent quality, perhaps a side effect of the Blacroack's unique biology." - ] + ], + "id": "034" }, { "type": "entries", @@ -20567,9 +20617,11 @@ "page": 14, "entries": [ "The liquid within the Blacroack's transparent dome is believed to be both a source of energy and a sensory organ, allowing the creature to detect vibrations and magical energies in its vicinity. Consuming the liquid can have unpredictable magical effects, which has made it a sought-after ingredient for daring alchemists and spellcasters." - ] + ], + "id": "035" } - ] + ], + "id": "032" }, { "type": "statblock", @@ -20588,7 +20640,8 @@ "width": 945, "height": 891 } - ] + ], + "id": "031" }, { "type": "entries", @@ -20605,7 +20658,8 @@ "page": 15, "entries": [ "The Blaze Sprite is an elusive and mischievous creature. It has a playful nature, often appearing as a flickering light in the darkness, only to vanish when approached. It enjoys toying with travelers and adventurers, leading them astray with its glowing tricks. However, if provoked, it can become a fierce and relentless foe, unleashing its fiery powers to defend itself." - ] + ], + "id": "038" }, { "type": "entries", @@ -20613,7 +20667,8 @@ "page": 15, "entries": [ "Blaze Sprites are typically found in locations with intense heat, such as active volcanoes, lava caves, and scorched plains. They are drawn to places where fire's elemental power is at its strongest." - ] + ], + "id": "039" }, { "type": "entries", @@ -20621,9 +20676,11 @@ "page": 15, "entries": [ "The Blaze Sprite has the unique ability to manipulate flames. It can create small bursts of fire, produce smoke to obscure vision, or intensify existing flames to dangerous levels. Furthermore, its body is composed of pure fire, allowing it to pass through narrow openings." - ] + ], + "id": "03a" } - ] + ], + "id": "037" }, { "type": "statblock", @@ -20642,7 +20699,8 @@ "width": 683, "height": 1028 } - ] + ], + "id": "036" }, { "type": "entries", @@ -20659,7 +20717,8 @@ "page": 16, "entries": [ "Bluquius are not amicable and are highly territorial. They use their Water Jet abilities primarily as a warning to intruders, preferring to avoid combat but willing to engage if necessary. The gems on their belts are crucial for their social structure; they believe that these gems are the source of their emotional and physical strength." - ] + ], + "id": "03d" }, { "type": "entries", @@ -20667,7 +20726,8 @@ "page": 16, "entries": [ "These creatures typically dwell in the darker, colder depths of underwater caverns. They establish dominions that are guarded fiercely against invaders." - ] + ], + "id": "03e" }, { "type": "entries", @@ -20675,7 +20735,8 @@ "page": 16, "entries": [ "Bluquius have a penchant for collecting objects from the ocean floor, ranging from sunken treasures to rare seashells and minerals. Because of this, they are often seen near the surface, engaging in trade or barter with other aquatic races and even surface dwellers. They sell or trade the items they've scavenged, seeing it not just as a hobby but also as a form of economic sustenance for their community." - ] + ], + "id": "03f" }, { "type": "entries", @@ -20683,9 +20744,11 @@ "page": 16, "entries": [ "Within the Bluquius society, there are specialized roles that some individuals fulfill. {@creature Bluquius Marauder|MaM|Bluquius Marauders} are larger and serve as community defenders, known for their strong claws and bites. {@creature Bluquius Shaman|MaM|Bluquius Shamans} act as spiritual leaders, specializing in water magic and rituals." - ] + ], + "id": "040" } - ] + ], + "id": "03c" }, { "type": "statblock", @@ -20718,7 +20781,8 @@ "width": 912, "height": 1217 } - ] + ], + "id": "041" }, { "type": "entries", @@ -20733,9 +20797,11 @@ "name": "Bluquius Shaman", "page": 17 } - ] + ], + "id": "042" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -20752,7 +20818,8 @@ "page": 18, "entries": [ "The Bone Lord seeks to expand its dominion over the undead, relishing in its sovereignty and expecting absolute obedience from its skeletal minions. It has an air of regal authority, never rushing and always commanding its hordes with cruel efficiency." - ] + ], + "id": "045" }, { "type": "entries", @@ -20760,7 +20827,8 @@ "page": 18, "entries": [ "Bone Lords are usually found in dark, subterranean places like necropolises, catacombs, or ancient, haunted ruins where dark energies are abundant." - ] + ], + "id": "046" }, { "type": "entries", @@ -20768,9 +20836,11 @@ "page": 18, "entries": [ "Legend has it that the Bone Lord was once a powerful necromancer who transcended mortality to become a lord of undeath. Its scythe is said to sever the very threads of life and can consume the souls of those it slays, making them loyal members of its ever-growing skeletal army." - ] + ], + "id": "047" } - ] + ], + "id": "044" }, { "type": "statblock", @@ -20789,7 +20859,8 @@ "width": 1005, "height": 1014 } - ] + ], + "id": "043" }, { "type": "entries", @@ -20806,7 +20877,8 @@ "page": 19, "entries": [ "Despite its small size, the Celestial Charmbringer possesses immense power and wisdom. It is known as a protector of harmony and balance in the cosmos. This creature has a serene and calm demeanor, exuding a peaceful energy that soothes those around it. It is highly empathetic and strives to bring comfort and joy to others, often acting as a guide and source of inspiration." - ] + ], + "id": "04a" }, { "type": "entries", @@ -20814,7 +20886,8 @@ "page": 19, "entries": [ "Celestial Charmbringers can be found in the highest reaches of the celestial realm. They are often drawn to places of cosmic significance, such as ancient observatories or sacred astronomical sites. These creatures have a profound connection to the celestial plane, harnessing the power of the stars to fuel their abilities." - ] + ], + "id": "04b" }, { "type": "entries", @@ -20822,9 +20895,11 @@ "page": 19, "entries": [ "The Celestial Charmbringer possesses the extraordinary ability to channel celestial magic. It can create radiant orbs of healing energy to restore vitality and cure ailments. Its gentle touch can dispel negative energy and bring tranquility to troubled souls. The Charmbringer's wings emit a soothing, melodic hum that can uplift spirits and inspire courage in those who hear it. It is believed that the presence of a Charmbringer can bring about celestial blessings and fortuitous events." - ] + ], + "id": "04c" } - ] + ], + "id": "049" }, { "type": "statblock", @@ -20843,7 +20918,8 @@ "width": 876, "height": 723 } - ] + ], + "id": "048" }, { "type": "entries", @@ -20860,7 +20936,8 @@ "page": 20, "entries": [ "Clockspider Sentinels are designed to patrol and protect specific areas designated by their creators. They are usually unresponsive to outside stimuli unless it's a direct threat to their patrol zone or a command from their creator. They can attack intruders without warning." - ] + ], + "id": "04f" }, { "type": "entries", @@ -20868,7 +20945,8 @@ "page": 20, "entries": [ "These constructs are typically found in magically-imbued laboratories, arcane sanctuaries, or guarding treasure rooms in ancient ruins. They can function in any environment but are often found indoors where their creators have set them to patrol." - ] + ], + "id": "050" }, { "type": "entries", @@ -20876,7 +20954,8 @@ "page": 20, "entries": [ "The Clockspider Sentinel does not have personal preferences or tastes, as it is merely a programmed construct. However, some are imbued with magical properties that allow them to sense magical items or beings, making them especially effective at guarding magical locations." - ] + ], + "id": "051" }, { "type": "entries", @@ -20884,7 +20963,8 @@ "page": 20, "entries": [ "Clockspider Sentinels are said to be the creation of an ancient and reclusive artificer known as \"Maelor the Watchmaker.\" Maelor was obsessed with time, precision, and the blending of magic with mechanical wonders. He created the first Clockspiders to guard his labyrinthine workshop, filled with arcane artifacts and forbidden tomes. Rumors say that somewhere within this guarded maze, Maelor hid the \"Chrono-Key,\" a magical item with the power to manipulate time itself. Though Maelor's fate is unknown, his Clockspiders continue to function, tirelessly walking the corridors and chambers of their longlost master's lair. Some adventurers claim they have seen these constructs halt momentarily, as if listening for the tick of a clock that no longer exists." - ] + ], + "id": "052" }, { "type": "statblock", @@ -20893,7 +20973,8 @@ "name": "Clockspider Sentinel", "page": 20 } - ] + ], + "id": "04e" }, { "type": "image", @@ -20905,7 +20986,8 @@ "width": 677, "height": 698 } - ] + ], + "id": "04d" }, { "type": "entries", @@ -20922,7 +21004,8 @@ "page": 21, "entries": [ "The Crimson Beak Enchanters are known for their vast knowledge and innate magical abilities, often seen as wise shamans or oracles in their communities. While not naturally aggressive, they can be fierce defenders of their homes and will use their magical abilities to ward off threats. They communicate in melodic tones, a mixture of spoken language and song." - ] + ], + "id": "055" }, { "type": "entries", @@ -20930,7 +21013,8 @@ "page": 21, "entries": [ "Preferring lush jungles and rainforests where they can blend in despite their vibrant colors, the Crimson Beak Enchanters build their homes high in the treetops, crafting intricate nests out of magical materials that solidify into sturdy dwellings." - ] + ], + "id": "056" }, { "type": "entries", @@ -20938,7 +21022,8 @@ "page": 21, "entries": [ "The Crimson Beak Enchanter shares a profound bond with the flora of its jungle habitat. This connection allows it to draw sustenance directly from the trees, absorbing ambient magical energy and nutrients. In return, it imparts a part of its own essence into the surroundings, causing the trees in its vicinity to grow fruit of radiant colors, which when consumed, have minor curative properties. Legends speak of travelers who, having lost their way in the jungle, were led back to safety by following a trail of these luminous fruits." - ] + ], + "id": "057" }, { "type": "statblock", @@ -20947,7 +21032,8 @@ "name": "Crimson Beak Enchanter", "page": 21 } - ] + ], + "id": "054" }, { "type": "image", @@ -20959,7 +21045,8 @@ "width": 450, "height": 1247 } - ] + ], + "id": "053" }, { "type": "entries", @@ -20976,7 +21063,8 @@ "page": 22, "entries": [ "Darkfern Pouncers are carnivorous and aggressive predators that lurk in dimly lit forests and shadowy caves. They are patient and stealthy, lying in wait for unsuspecting prey to wander close. When prey is within reach, they lash out with their thorny tendrils, entangling and ensnaring victims to immobilize them before closing in for the final strike." - ] + ], + "id": "05a" }, { "type": "entries", @@ -20984,7 +21072,8 @@ "page": 22, "entries": [ "Darkfern Pouncers prefer to dwell in places of perpetual twilight, where they can remain hidden and unnoticed by most creatures. You can find them in dense and dark forests, underground caverns, or other places where natural light is scarce." - ] + ], + "id": "05b" }, { "type": "entries", @@ -20992,7 +21081,8 @@ "page": 22, "entries": [ "The Darkfern Pouncer has the ability to drain the life force of its victims. When it successfully hits a creature with its thorny tendrils, it absorbs a portion of the creature's vitality, restoring its own hit points." - ] + ], + "id": "05c" }, { "type": "statblock", @@ -21001,7 +21091,8 @@ "name": "Darkfern Pouncer", "page": 22 } - ] + ], + "id": "059" }, { "type": "image", @@ -21013,7 +21104,8 @@ "width": 1562, "height": 1062 } - ] + ], + "id": "058" }, { "type": "entries", @@ -21030,7 +21122,8 @@ "page": 23, "entries": [ "Dewdrops are benevolent and ethereal beings, closely connected to the ebb and flow of water and the emotions of creatures within their domain. They are gentle and compassionate, often offering aid to those in need, especially when they sense distress or sorrow." - ] + ], + "id": "05f" }, { "type": "entries", @@ -21038,7 +21131,8 @@ "page": 23, "entries": [ "Dewdrops are commonly found in serene lakes, quiet ponds, and secluded underwater caves. They are drawn to areas of natural beauty and harmonious water elements." - ] + ], + "id": "060" }, { "type": "entries", @@ -21046,7 +21140,8 @@ "page": 23, "entries": [ "Dewdrops possess the unique ability to harness the power of water and emotions to create soothing melodies that heal and inspire those around them. They can also control the water's currents and shape it to their will." - ] + ], + "id": "061" }, { "type": "statblock", @@ -21055,7 +21150,8 @@ "name": "Dewdrop", "page": 23 } - ] + ], + "id": "05e" }, { "type": "image", @@ -21067,7 +21163,8 @@ "width": 657, "height": 1000 } - ] + ], + "id": "05d" }, { "type": "entries", @@ -21084,7 +21181,8 @@ "page": 24, "entries": [ "Dreamwhisker exudes an aura of tranquility and wonder. It is a gentle and curious creature, often found exploring magical realms or playing in fields of dreams. Despite its petite size, it possesses a sense of grace and wisdom beyond the norm." - ] + ], + "id": "064" }, { "type": "entries", @@ -21092,7 +21190,8 @@ "page": 24, "entries": [ "Dreamwhisker is often found in lush, vibrant meadows or enchanted forests. It prefers places abundant in colorful flora, where it can feed on the magical essence of flowers and plants." - ] + ], + "id": "065" }, { "type": "entries", @@ -21100,7 +21199,8 @@ "page": 24, "entries": [ "Dreamwhisker has the unique ability to release sleep-inducing spores. These spores can lull its opponents into a deep slumber, allowing Dreamwhisker's to escape from danger or provide an advantage in battle." - ] + ], + "id": "066" }, { "type": "statblock", @@ -21109,7 +21209,8 @@ "name": "Dreamwhisker", "page": 24 } - ] + ], + "id": "063" }, { "type": "image", @@ -21121,7 +21222,8 @@ "width": 1306, "height": 804 } - ] + ], + "id": "062" }, { "type": "entries", @@ -21138,7 +21240,8 @@ "page": 25, "entries": [ "Dreampouncers are hunters of dreams and nightmares. They do not consume physical food; instead, they feed on the emotions generated from dreams, both good and bad. When a creature is sleeping, a Dreampouncer can merge into its dreams, influencing and altering the dreamscape." - ] + ], + "id": "069" }, { "type": "entries", @@ -21146,7 +21249,8 @@ "page": 25, "entries": [ "Dreampouncers are found in ethereal spaces, often near the border of the Feywild. They are especially common in places where the veil between the material and dream realms is thin." - ] + ], + "id": "06a" }, { "type": "entries", @@ -21154,7 +21258,8 @@ "page": 25, "entries": [ "Dreampouncers are attracted to strong emotions and vivid imaginations. Artists, poets, and dreamers might find a Dreampouncer nearby when they sleep, curious about their dreams." - ] + ], + "id": "06b" }, { "type": "statblock", @@ -21163,7 +21268,8 @@ "name": "Dreampouncer", "page": 25 } - ] + ], + "id": "068" }, { "type": "image", @@ -21175,7 +21281,8 @@ "width": 812, "height": 1228 } - ] + ], + "id": "067" }, { "type": "entries", @@ -21192,7 +21299,8 @@ "page": 26, "entries": [ "Unlike many of its draconic cousins, the Driffalon is a benevolent creature, often seen as a protector of the weak. With a noble demeanor, these creatures are known to forge bonds with those who approach them with respect and kindness. Their roars, while powerful, often have a melodic undertone, singing the tales of their ancient lineage." - ] + ], + "id": "06e" }, { "type": "entries", @@ -21200,7 +21308,8 @@ "page": 26, "entries": [ "Favoring high altitudes, Driffalons nest atop cloud-kissed mountains or hidden valleys, where the air is crisp and the view stretches on for miles. Their nests, made of carefully arranged feathers and precious stones, are considered wonders in their own right." - ] + ], + "id": "06f" }, { "type": "entries", @@ -21208,7 +21317,8 @@ "page": 26, "entries": [ "Driffalons have an affinity for moonstones and will often hoard them. Legend has it that these creatures draw strength from the gentle glow of these stones, especially during the full moon. They are also known to have a taste for fruits, especially berries infused with morning dew." - ] + ], + "id": "070" }, { "type": "statblock", @@ -21217,7 +21327,8 @@ "name": "Driffalon", "page": 26 } - ] + ], + "id": "06d" }, { "type": "image", @@ -21229,7 +21340,8 @@ "width": 1145, "height": 851 } - ] + ], + "id": "06c" }, { "type": "entries", @@ -21246,7 +21358,8 @@ "page": 27, "entries": [ "Echo Arcanes are remnants of potent spells and magical rituals that have gained a semblance of life. They are curious and drawn to sources of magic, often following spellcasters or magical phenomena out of fascination. While not inherently malevolent, they are easily agitated by sudden movements or aggressive actions and will retaliate with their own magical abilities." - ] + ], + "id": "073" }, { "type": "entries", @@ -21254,7 +21367,8 @@ "page": 27, "entries": [ "Echo Arcanes can be found near places of concentrated magic, such as ancient ruins, magical ley lines, or locations where powerful spells have been cast. They are particularly drawn to areas affected by wild magic or arcane disturbances." - ] + ], + "id": "074" }, { "type": "entries", @@ -21262,7 +21376,8 @@ "page": 27, "entries": [ "Echo Arcanes possess the ability to mimic simple magical effects they have encountered. This mimicry includes producing minor illusions, casting cantrips they've witnessed, or creating brief bursts of elemental energy. However, due to their fragmented nature, they can only mimic a specific magical effect once per encounter." - ] + ], + "id": "075" }, { "type": "statblock", @@ -21271,7 +21386,8 @@ "name": "Echo Arcane", "page": 27 } - ] + ], + "id": "072" }, { "type": "gallery", @@ -21309,7 +21425,8 @@ } ] } - ] + ], + "id": "071" }, { "type": "entries", @@ -21326,7 +21443,8 @@ "page": 28, "entries": [ "Emberclaw Drakes are known for their aggressive and territorial nature. They are fiercely protective of their nests and hunting grounds, and will not hesitate to defend them. These creatures are highly intelligent and cunning, often employing tactics and strategies during battles. They are fierce predators, known for their fire-breathing ability and swift, agile movements." - ] + ], + "id": "078" }, { "type": "entries", @@ -21334,7 +21452,8 @@ "page": 28, "entries": [ "Emberclaw Drakes inhabit volcanic regions, where the heat and lava flow create a harsh environment. They build their nests in caverns carved into the rocky cliffs, overlooking the molten depths. These creatures have a strong affinity for heat and fire, and are drawn to the intense energy of volcanic activity." - ] + ], + "id": "079" }, { "type": "entries", @@ -21342,7 +21461,8 @@ "page": 28, "entries": [ "Emberclaw Drakes can breathe fire in powerful streams, scorching their foes. The intense heat they radiate makes their presence unmistakable, and their scales are naturally resistant to fire and heat. Their sharp claws and teeth are capable of rending through even the toughest of materials." - ] + ], + "id": "07a" }, { "type": "statblock", @@ -21351,7 +21471,8 @@ "name": "Emberclaw Drake", "page": 28 } - ] + ], + "id": "077" }, { "type": "image", @@ -21363,7 +21484,8 @@ "width": 1267, "height": 738 } - ] + ], + "id": "076" }, { "type": "entries", @@ -21380,7 +21502,8 @@ "page": 29, "entries": [ "Cunning and playful, these creatures enjoy testing the wits and patience of anyone they encounter. They are known for their trickery and love for riddles. Despite their mischievous nature, they are not inherently malevolent but can cause considerable trouble when irked. They are highly intelligent and may offer valuable information or magical artifacts\u2014usually for a price or a favor." - ] + ], + "id": "07d" }, { "type": "entries", @@ -21388,7 +21511,8 @@ "page": 29, "entries": [ "Faefluxian are often found in mystical groves, enchanted forests, or at the crossroads of different realms. These areas are usually teeming with arcane energy, which they absorb to fuel their magical abilities." - ] + ], + "id": "07e" }, { "type": "entries", @@ -21396,7 +21520,8 @@ "page": 29, "entries": [ "Faefluxian have a fondness for magical trinkets, precious gems, and otherworldly artifacts. They are often involved in bartering these items, which they believe bring them good fortune." - ] + ], + "id": "07f" }, { "type": "statblock", @@ -21405,7 +21530,8 @@ "name": "Faefluxian", "page": 29 } - ] + ], + "id": "07c" }, { "type": "image", @@ -21417,7 +21543,8 @@ "width": 576, "height": 1149 } - ] + ], + "id": "07b" }, { "type": "entries", @@ -21434,7 +21561,8 @@ "page": 30, "entries": [ "Faefly Pips are generally playful, though their mischievous nature sometimes gets the better of them. These tiny creatures have an innate curiosity and are known to occasionally cause trouble, drawn by shiny objects or interesting spells. They communicate with high-pitched chirps, and if one listens closely, the melodies vary slightly between the colors." - ] + ], + "id": "082" }, { "type": "entries", @@ -21451,7 +21579,8 @@ "{@b Blue Faefly Pips} have an affinity for water and can often be spotted hovering over streams, ponds, or lakes." ] } - ] + ], + "id": "083" }, { "type": "entries", @@ -21468,7 +21597,8 @@ "{@b Blue pips} have a penchant for dewdrops and often drink from morning leaves." ] } - ] + ], + "id": "084" }, { "type": "entries", @@ -21476,7 +21606,8 @@ "page": 30, "entries": [ "One of the most enchanting traits of the Faefly Pips is their ability to produce a soft, radiant glow at night. This luminescence is not merely a source of light but a direct reflection of their emotions. When a Faefly Pip is content and happy, it emits a steady and warm glow. If it's excited or agitated, the light pulsates rapidly. On rare occasions, when a Faefly Pip is in distress or danger, its glow might even turn into rapid flashes, serving as a distress signal to other Faefly Pips nearby. This unique form of communication has led many magical researchers to believe that the emotional spectrum of these creatures is far more intricate than previously thought." - ] + ], + "id": "085" }, { "type": "statblock", @@ -21499,7 +21630,8 @@ "name": "Blue Faefly Pip", "page": 31 } - ] + ], + "id": "081" }, { "type": "gallery", @@ -21536,7 +21668,8 @@ } ] } - ] + ], + "id": "080" }, { "type": "entries", @@ -21553,7 +21686,8 @@ "page": 32, "entries": [ "Fernimbus are generally reclusive and avoid conflict if possible. However, they can be quite territorial and will use their innate magical abilities to defend their habitat if threatened." - ] + ], + "id": "088" }, { "type": "entries", @@ -21561,7 +21695,8 @@ "page": 32, "entries": [ "These creatures often dwell deep within enchanted forests, where elemental energies are strong. They prefer areas rich in magical flora and are known to cultivate such environments, subtly influencing the growth of plants and the behavior of animals." - ] + ], + "id": "089" }, { "type": "entries", @@ -21571,7 +21706,8 @@ "They have a particular fondness for moonlight and will often float to the forest canopy to bathe in its glow. They're known to collect dewdrops infused with moonlight, which they use for unknown purposes.", "In addition to their love for elemental magic and moonlight, Fernimbus have a unique ability to harmonize with the natural elements around them, causing a subtle but noticeable change in the environment. When a Fernimbus resides in an area for an extended period, the vegetation becomes noticeably healthier, flowers bloom out of season, and even the weather seems to become more mild. Locals often see the presence of a Fernimbus as a blessing, attributing the good fortune and vitality of their crops to this elusive creature. Some folklore even suggests that capturing the dewdrops they collect could grant minor magical boons, although no one has been able to prove this claim.", "This extended affinity for nature makes them highly sought after by druids and nature worshipping communities, who view the Fernimbus not just as an anomaly but as a creature to be revered and protected." - ] + ], + "id": "08a" }, { "type": "statblock", @@ -21580,7 +21716,8 @@ "name": "Fernimbus", "page": 32 } - ] + ], + "id": "087" }, { "type": "image", @@ -21592,7 +21729,8 @@ "width": 826, "height": 800 } - ] + ], + "id": "086" }, { "type": "entries", @@ -21609,7 +21747,8 @@ "page": 33, "entries": [ "Fluffletuft is known for its playful and mischievous nature. It loves to frolic and bounce around, spreading joy wherever it goes. It has a curious personality and is easily captivated by new sights and sounds. Fluffletuft is highly sociable and enjoys the company of other creatures, often seeking out companionship and forming close bonds with trainers or adventurers." - ] + ], + "id": "08d" }, { "type": "entries", @@ -21617,7 +21756,8 @@ "page": 33, "entries": [ "Fluffletuft can be found in lush meadows, vibrant forests, and sunny clearings. It prefers habitats with abundant flowers and a gentle breeze. These creatures are drawn to places of natural beauty, where they can enjoy the colorful scenery and interact with other friendly creatures." - ] + ], + "id": "08e" }, { "type": "entries", @@ -21625,7 +21765,8 @@ "page": 33, "entries": [ "Fluffletuft has a special ability to generate small bursts of gentle, soothing breezes. It can create a refreshing gust of wind that brings comfort and tranquility to those around it. This ability is often used to calm others or to playfully blow away objects, creating whimsical moments. Fluffletuft's fur is also known to possess a natural static charge, causing it to emit small sparks of harmless electricity when touched." - ] + ], + "id": "08f" }, { "type": "statblock", @@ -21634,7 +21775,8 @@ "name": "Fluffletuft", "page": 33 } - ] + ], + "id": "08c" }, { "type": "image", @@ -21646,7 +21788,8 @@ "width": 1131, "height": 683 } - ] + ], + "id": "08b" }, { "type": "entries", @@ -21663,7 +21806,8 @@ "page": 34, "entries": [ "Frostclaw Yetis are reclusive and elusive creatures that inhabit frigid, snow-covered mountain ranges. They are known for their stoic and contemplative nature, rarely engaging in unnecessary conflicts. Yetis live in small family groups, valuing strong familial bonds. They are protective of their young and their territory, fiercely defending both against intruders." - ] + ], + "id": "092" }, { "type": "entries", @@ -21671,7 +21815,8 @@ "page": 34, "entries": [ "Frostclaw Yetis make their homes in the highest peaks and secluded caves of icy mountains. They are specially adapted to survive in harsh, wintry conditions, with their thick fur providing insulation against the cold. They are often found near icy caverns or frozen waterfalls, where the natural beauty of the frozen landscape harmonizes with their presence." - ] + ], + "id": "093" }, { "type": "entries", @@ -21679,7 +21824,8 @@ "page": 34, "entries": [ "Frostclaw Yetis possess a unique ability to harness and control ice and frost. They can create blizzards and summon freezing winds, engulfing their foes in icy storms. Their powerful roars can cause the ground to tremble and trigger avalanches. Yetis have a deep affinity for the natural world, and their presence can bring about a sense of calm and tranquility in their surroundings." - ] + ], + "id": "094" }, { "type": "statblock", @@ -21688,7 +21834,8 @@ "name": "Frostclaw Yeti", "page": 34 } - ] + ], + "id": "091" }, { "type": "image", @@ -21700,7 +21847,8 @@ "width": 855, "height": 1238 } - ] + ], + "id": "090" }, { "type": "entries", @@ -21717,7 +21865,8 @@ "page": 35, "entries": [ "Frostsnails are typically reclusive and non-aggressive, using their icy horns for defense. The Frostsnail Alpha is more territorial, actively protecting its domain and fellow Frostsnails." - ] + ], + "id": "097" }, { "type": "entries", @@ -21725,7 +21874,8 @@ "page": 35, "entries": [ "These creatures dwell in the snowy mountains, particularly in places where regular snowfall provides a chilly blanket over the terrain. They can often be found nestled amongst snow-covered rocks and in hidden crevices, protected from predators and the harshest of winter winds. The Frostsnail Alpha, due to its larger size, often takes refuge in massive ice caves or beneath overhanging cliffs." - ] + ], + "id": "098" }, { "type": "entries", @@ -21733,7 +21883,8 @@ "page": 35, "entries": [ "Frostsnails feed on alpine vegetation, which is believed to grant them cold resistance. Legends say their shells might have alchemical properties. The Frostsnail Alpha, due to its dominant status, is often said to guard hoards of icy treasures, gifts, or tributes from its smaller kin." - ] + ], + "id": "099" }, { "type": "statblock", @@ -21749,7 +21900,8 @@ "name": "Frostsnail Alpha", "page": 35 } - ] + ], + "id": "096" }, { "type": "image", @@ -21761,7 +21913,8 @@ "width": 905, "height": 537 } - ] + ], + "id": "095" }, { "type": "entries", @@ -21778,7 +21931,8 @@ "page": 36, "entries": [ "Galerion is a beacon of tranquility, radiating an aura of peace that seems to influence its surroundings. Its demeanor is as serene as the quiet mountain air, unhurried and exuding wisdom of ages. Galerion prefers the company of nature to battles and shows a marked aversion to unnecessary conflict. However, its calm exterior belies the powerful force that resides within it. If provoked, threatened, or if the balance of nature in its territory is disrupted, Galerion can transform from a tranquil giant into a fearsome opponent. It understands the delicate equilibrium of the wilderness, and fiercely defends its home against those who would upset this balance. From hunters seeking big game to warlords wanting to control its territory, Galerion sees them all as threats to the natural world and does not hesitate to utilize its formidable powers to maintain harmony." - ] + ], + "id": "09c" }, { "type": "entries", @@ -21786,7 +21940,8 @@ "page": 36, "entries": [ "Galerion's chosen dwellings are high-altitude, remote mountain ranges, far removed from the intrusion of civilization. It is often found around sources of freshwater; pristine lakes fed by glacial melt, thundering waterfalls, and tranquil rivers. These places not only provide Galerion with necessary hydration and food sources but also allow it to bask in the natural beauty of the landscapes. Even in these remote locations, Galerion remains vigilant, keeping a watchful eye over its territory and ensuring the tranquility of its domain remains undisturbed." - ] + ], + "id": "09d" }, { "type": "entries", @@ -21794,7 +21949,8 @@ "page": 36, "entries": [ "Galerion's song, though sonorous and filled with majesty, often corresponds to changes in weather. It is said that the creature's voice stirs up the wind, signaling the coming of storms or the end of rainy spells. Sailors, in particular, have learned to listen for its unique song as a form of early weather prediction. Its call is so distinctive and consistent in this regard that it's often referred to as the \"Sky Shepherd\" amongst the seafaring folk. While it's not confirmed whether Galerion consciously controls the weather or not, this trait makes it an essential part of local folklore." - ] + ], + "id": "09e" }, { "type": "image", @@ -21831,9 +21987,11 @@ "width": 427, "height": 264 } - ] + ], + "id": "09b" } - ] + ], + "id": "09a" }, { "type": "entries", @@ -21850,7 +22008,8 @@ "page": 38, "entries": [ "These elementals, while not innately aggressive, are highly territorial and will defend their molten domains fiercely. Often emerging from or influenced by the Elemental Plane of Fire, they serve as near-unstoppable guardians or engines of destruction in regions of intense volcanic activity." - ] + ], + "id": "0a1" }, { "type": "entries", @@ -21858,7 +22017,8 @@ "page": 38, "entries": [ "Galvafires are often found in volcanic regions, the Elemental Plane of Fire, or guarding places of significant elemental power. Their presence often means a nearby source of intense heat or elemental portal." - ] + ], + "id": "0a2" }, { "type": "entries", @@ -21866,7 +22026,8 @@ "page": 38, "entries": [ "Galvafires, while appearing as mere manifestations of rock and fire, have a unique resonance with the elemental planes. It's believed that the fire within them houses an elemental spirit, giving them a rudimentary consciousness and drive." - ] + ], + "id": "0a3" }, { "type": "statblock", @@ -21875,7 +22036,8 @@ "name": "Galvafire", "page": 38 } - ] + ], + "id": "0a0" }, { "type": "image", @@ -21887,7 +22049,8 @@ "width": 1149, "height": 856 } - ] + ], + "id": "09f" }, { "type": "entries", @@ -21904,7 +22067,8 @@ "page": 39, "entries": [ "Glimmering Imps are playful and cunning creatures, known for their love of pranks and tricks. They are drawn to shiny objects and have a tendency to pilfer small trinkets or coins. They are not particularly aggressive but will defend themselves fiercely if provoked or if their treasures are threatened." - ] + ], + "id": "0a6" }, { "type": "entries", @@ -21912,7 +22076,8 @@ "page": 39, "entries": [ "Glimmering Imps are commonly found in dense forests, caves, or abandoned ruins. They prefer secluded areas where they can hide and play their tricks without interruption. They are also known to inhabit underground lairs, adorned with their stolen treasures." - ] + ], + "id": "0a7" }, { "type": "entries", @@ -21920,7 +22085,8 @@ "page": 39, "entries": [ "Glimmering Imps have a peculiar fascination with puzzles and riddles. They often leave behind cryptic clues or riddles as part of their pranks, challenging adventurers to solve them before reclaiming their stolen items. They are known to have an affinity for shiny gems and are especially drawn to anything that emits a magical aura." - ] + ], + "id": "0a8" }, { "type": "statblock", @@ -21929,7 +22095,8 @@ "name": "Glimmering Imp", "page": 39 } - ] + ], + "id": "0a5" }, { "type": "image", @@ -21941,7 +22108,8 @@ "width": 715, "height": 1024 } - ] + ], + "id": "0a4" }, { "type": "entries", @@ -21958,7 +22126,8 @@ "page": 40, "entries": [ "Gloomstalkers are solitary and elusive beings, preferring to remain hidden in the shadows and strike from unexpected angles. They are skilled ambush predators, often stalking their prey for extended periods before launching a surprise attack. Cunning and patient, Gloomstalkers use their dark and mystical abilities to control the battlefield and exploit the weaknesses of their opponents." - ] + ], + "id": "0ab" }, { "type": "entries", @@ -21966,7 +22135,8 @@ "page": 40, "entries": [ "Gloomstalkers can be found in the darkest and most foreboding areas of the world, such as haunted forests, abandoned ruins, or ancient crypts. They are attracted to places of darkness and despair, where they can thrive and remain unseen by unsuspecting prey." - ] + ], + "id": "0ac" }, { "type": "entries", @@ -21974,7 +22144,8 @@ "page": 40, "entries": [ "Gloomstalkers possess the ability to manipulate shadows and darkness to their advantage. They can meld into the shadows, becoming nearly invisible and gaining the element of surprise in combat. Gloomstalkers are also adept at controlling fear, causing terror in the hearts of their foes and sapping their strength." - ] + ], + "id": "0ad" }, { "type": "statblock", @@ -21983,7 +22154,8 @@ "name": "Gloomstalker", "page": 40 } - ] + ], + "id": "0aa" }, { "type": "image", @@ -21995,7 +22167,8 @@ "width": 716, "height": 1046 } - ] + ], + "id": "0a9" }, { "type": "entries", @@ -22012,7 +22185,8 @@ "page": 41, "entries": [ "These creatures are inquisitive by nature, often venturing close to wanderers to investigate before drifting away. In groups, they can create mesmerizing light patterns to communicate or simply fill the night with enchantment. If threatened, they can pulse their glow in a rhythmic pattern, disorienting potential predators." - ] + ], + "id": "0b0" }, { "type": "entries", @@ -22020,7 +22194,8 @@ "page": 41, "entries": [ "Goldenfire Bugs thrive in areas rich with magic, such as ancient groves, fae-touched glens, or near mystical water sources. During the evening, they come out to perform their luminous ballet, creating a spectacle that many travelers seek out, but few are lucky enough to witness." - ] + ], + "id": "0b1" }, { "type": "entries", @@ -22028,7 +22203,8 @@ "page": 41, "entries": [ "They feed primarily on nectar from magical plants and, occasionally, on the ambient mana that permeates their habitats. They have a particular affinity for moonflowers, and when a Goldenfire Bug feeds on one, its glow intensifies, becoming even more mesmerizing." - ] + ], + "id": "0b2" }, { "type": "statblock", @@ -22037,7 +22213,8 @@ "name": "Goldenfire Bug", "page": 41 } - ] + ], + "id": "0af" }, { "type": "image", @@ -22049,7 +22226,8 @@ "width": 864, "height": 664 } - ] + ], + "id": "0ae" }, { "type": "entries", @@ -22066,7 +22244,8 @@ "page": 42, "entries": [ "Gravewings are relentless predators, driven by an insatiable thirst for life energy. Although many are enslaved by necromancers or other powerful undead beings to act as sentinels or hunters, a feral Gravewing is not to be underestimated. They are cunning, coordinating attacks in groups when possible, and are known for their stealth and agility." - ] + ], + "id": "0b5" }, { "type": "entries", @@ -22074,7 +22253,8 @@ "page": 42, "entries": [ "Typically, Gravewings are found in locations shrouded in darkness and seclusion. Abandoned manors, decrepit crypts, and isolated caves are their dwellings of choice. During daylight hours, they retreat into these dark recesses, clinging to ceilings or hiding in shadows, waiting for the cover of night to venture out in search of prey." - ] + ], + "id": "0b6" }, { "type": "entries", @@ -22082,7 +22262,8 @@ "page": 42, "entries": [ "The presence of Gravewings is often more than a mere coincidence; it usually signifies something dark and malevolent at work. They have a peculiar affinity for areas tainted by dark magic or cursed energies. Discovering a Gravewing\u2014or worse, a colony\u2014can be an ominous indicator that a necromancer's lair, haunted cemetery, or other site of eldritch horror is nearby. Their bones have been known to possess unique arcane properties, making them valuable to dark spellcasters." - ] + ], + "id": "0b7" }, { "type": "statblock", @@ -22091,7 +22272,8 @@ "name": "Gravewing", "page": 42 } - ] + ], + "id": "0b4" }, { "type": "image", @@ -22103,7 +22285,8 @@ "width": 888, "height": 519 } - ] + ], + "id": "0b3" }, { "type": "entries", @@ -22120,7 +22303,8 @@ "page": 43, "entries": [ "Graytails are territorial, fiercely protective, and are known for their unyielding aggression. They rarely show fear, and their bravery often surprises those many times their size. With their sharp cries and coordinated tactics, they can quickly become a formidable opponent for any intruder. They move in groups, and their synchronized movements, combined with their war cries, can unnerve even the most experienced of adventurers." - ] + ], + "id": "0ba" }, { "type": "entries", @@ -22128,7 +22312,8 @@ "page": 43, "entries": [ "Tucked away deep within the heart of thick jungles, beneath the ever-watchful shadows of the canopy, the Graytails have built their stronghold. They live in complex treetop fortresses, which are both homes and strategic vantage points. Entrances are cleverly concealed and often booby-trapped, ensuring the security of their domain." - ] + ], + "id": "0bb" }, { "type": "entries", @@ -22136,7 +22321,8 @@ "page": 43, "entries": [ "Contrary to their aggressive nature, Graytails have an inexplicable fascination for shiny objects, collecting and hoarding them like treasures. These shimmering prizes are proudly displayed within their habitats, each one a testament to their cunning and bravery. While they mainly feast on fruits and insects, they are not averse to tasting meat if the opportunity arises. Ritualistic in nature, they hold special ceremonies during certain lunar phases, believed to empower and protect their tribe." - ] + ], + "id": "0bc" }, { "type": "statblock", @@ -22145,7 +22331,8 @@ "name": "Greytail", "page": 43 } - ] + ], + "id": "0b9" }, { "type": "image", @@ -22157,7 +22344,8 @@ "width": 997, "height": 927 } - ] + ], + "id": "0b8" }, { "type": "entries", @@ -22174,7 +22362,8 @@ "page": 44, "entries": [ "These fiends are cunning and sly, often using their innate magical abilities to deceive and manipulate others, preferring the shadows of the cavernous depths. Though they are generally reclusive, they are known to strike deals with those who venture too close, offering knowledge or guidance in exchange for something of value or a service." - ] + ], + "id": "0bf" }, { "type": "entries", @@ -22182,7 +22371,8 @@ "page": 44, "entries": [ "As their name suggests, Grottohush Mystics dwell deep within underground caves and tunnels. The darkness of these environments allows them to move stealthily and operate from the shadows, enhancing their devilish nature." - ] + ], + "id": "0c0" }, { "type": "entries", @@ -22190,7 +22380,8 @@ "page": 44, "entries": [ "The bond between the Grottohush Mystic and its orb companion is deep and arcane. They share a sinister, empathic connection, sensing each other's emotions and intentions. While the mystics feed on the souls of the lost, the orb creature's diet remains a dark secret." - ] + ], + "id": "0c1" }, { "type": "statblock", @@ -22199,7 +22390,8 @@ "name": "Grottohush Mystic", "page": 44 } - ] + ], + "id": "0be" }, { "type": "image", @@ -22211,7 +22403,8 @@ "width": 718, "height": 1163 } - ] + ], + "id": "0bd" }, { "type": "entries", @@ -22228,7 +22421,8 @@ "page": 45, "entries": [ "When a Grottohush Sage is near, some adventurers report hearing faint, indecipherable whispers. These whispers, believed to be from the Sage's past encounters or learned secrets, can cause unease, making it harder for enemies to concentrate." - ] + ], + "id": "0c4" }, { "type": "entries", @@ -22236,7 +22430,8 @@ "page": 45, "entries": [ "The orb companion of the Sage, while generally appearing serene, will change its hue based on its mood or the state of its environment. It's said to turn a brighter shade of purple when sensing danger or when in the presence of strong magic." - ] + ], + "id": "0c5" }, { "type": "statblock", @@ -22252,9 +22447,11 @@ "name": "Mystic Orb", "page": 45 } - ] + ], + "id": "0c3" } - ] + ], + "id": "0c2" }, { "type": "entries", @@ -22271,7 +22468,8 @@ "page": 46, "entries": [ "The Hollow Knight is programmed with the purpose to protect, serving as an undying guardian. Despite its fearsome combat abilities, it is not aggressive unless its charge is threatened. Its actions are deliberate and calculated, a perfect representation of martial discipline." - ] + ], + "id": "0c8" }, { "type": "entries", @@ -22279,7 +22477,8 @@ "page": 46, "entries": [ "The Hollow Knight is often found in ancient tombs, abandoned castles, or guarding hidden shrines. It does not require sustenance or rest and is always vigilant." - ] + ], + "id": "0c9" }, { "type": "entries", @@ -22287,7 +22486,8 @@ "page": 46, "entries": [ "Bound to an ancient oath, this construct is said to contain the soul of a once-great knight. Legends say that freeing the soul trapped within the armor will either lift the curse that binds it or unleash a vengeful spirit upon the world." - ] + ], + "id": "0ca" }, { "type": "statblock", @@ -22296,7 +22496,8 @@ "name": "Hollow Knight of Valor", "page": 46 } - ] + ], + "id": "0c7" }, { "type": "image", @@ -22308,7 +22509,8 @@ "width": 650, "height": 1144 } - ] + ], + "id": "0c6" }, { "type": "entries", @@ -22325,7 +22527,8 @@ "page": 47, "entries": [ "Ignislings are playful and curious beings, drawn to sources of heat and flame. They are attracted to bonfires, lava pits, and any place with a warm glow. They are not malevolent but can be mischievous, often playing tricks on unsuspecting travelers or stealing small items to add to their hoards." - ] + ], + "id": "0cd" }, { "type": "entries", @@ -22333,7 +22536,8 @@ "page": 47, "entries": [ "Ignislings are found in regions of intense heat and fire, such as active volcanoes, magma-filled caverns, or even the hearts of roaring campfires. Despite their small size, they are well adapted to such environments, and their fiery nature grants them a level of protection against extreme temperatures." - ] + ], + "id": "0ce" }, { "type": "entries", @@ -22341,7 +22545,8 @@ "page": 47, "entries": [ "Ignislings possess the innate ability to control and manipulate fire to a limited extent. While they cannot cast powerful fire spells, they can create small flames, ignite flammable materials, or extinguish minor fires. They use this ability for both practical purposes and playful tricks." - ] + ], + "id": "0cf" }, { "type": "statblock", @@ -22350,7 +22555,8 @@ "name": "Ignisling", "page": 47 } - ] + ], + "id": "0cc" }, { "type": "image", @@ -22362,7 +22568,8 @@ "width": 1056, "height": 749 } - ] + ], + "id": "0cb" }, { "type": "entries", @@ -22379,7 +22586,8 @@ "page": 48, "entries": [ "The Kamiyo Spirit is a guardian of nature and culture. It is known to appear during significant cultural festivals, ensuring traditions are upheld and respected. While largely benevolent, they can become vengeful when sacred sites are desecrated or traditions are threatened." - ] + ], + "id": "0d2" }, { "type": "entries", @@ -22387,7 +22595,8 @@ "page": 48, "entries": [ "Often found near sacred shrines, ancient temples, and places of natural beauty in Japan, such as cherry blossom groves or serene lakes. They have also been sighted during festivals, hidden amongst the crowds, ensuring the continuity of traditions." - ] + ], + "id": "0d3" }, { "type": "entries", @@ -22395,7 +22604,8 @@ "page": 48, "entries": [ "The Kamiyo Spirit is drawn to acts of honor, courage, and respect for tradition. They are known to bestow blessings upon those who show deep reverence for the ancient ways and protect the cultural heritage. Conversely, they may place subtle curses or challenges before those they see as disrespectful, ensuring they learn the value of tradition" - ] + ], + "id": "0d4" }, { "type": "statblock", @@ -22404,7 +22614,8 @@ "name": "Kamiyo Spirit", "page": 48 } - ] + ], + "id": "0d1" }, { "type": "image", @@ -22416,7 +22627,8 @@ "width": 429, "height": 1149 } - ] + ], + "id": "0d0" }, { "type": "entries", @@ -22433,7 +22645,8 @@ "page": 49, "entries": [ "Kenshiroku are disciplined, calm, and insightful. They place great emphasis on understanding oneself, their environment, and the delicate balance between the two. While they are protective of their temple and clan, they often seek nonviolent resolutions, believing in the power of understanding and diplomacy." - ] + ], + "id": "0d7" }, { "type": "entries", @@ -22441,7 +22654,8 @@ "page": 49, "entries": [ "Perched within the hidden recesses of towering mountain peaks is a temple sanctuary, home to the Kenshiroku clan. This sacred place, shrouded in mists and protected by treacherous terrains, serves as both a training ground and a place of reflection." - ] + ], + "id": "0d8" }, { "type": "entries", @@ -22449,7 +22663,8 @@ "page": 49, "entries": [ "The Kenshiroku have a profound connection to the elements, particularly the winds that sweep the mountain ranges they inhabit. They often engage in rituals that invoke the spirits of the air, seeking their guidance and wisdom. A particular rite involves sipping mountain spring water infused with rare herbs under the light of a full moon, believed to strengthen their connection to the celestial realms." - ] + ], + "id": "0d9" }, { "type": "entries", @@ -22457,7 +22672,8 @@ "page": 49, "entries": [ "The Kenshiroku clan is an ancient lineage of mountain guardians. They are scholars, warriors, and mystics, dedicating their lives to the protection of sacred lands and the pursuit of enlightenment. Their temple is filled with ancient scrolls and tomes, documenting centuries of history, mystic rites, and martial techniques. Initiates undergo rigorous training, both mental and physical, and are taught the importance of balance\u2014between mind and body, strength and wisdom, action and inaction." - ] + ], + "id": "0da" }, { "type": "statblock", @@ -22466,7 +22682,8 @@ "name": "Kenshiroku", "page": 49 } - ] + ], + "id": "0d6" }, { "type": "image", @@ -22478,7 +22695,8 @@ "width": 828, "height": 1137 } - ] + ], + "id": "0d5" }, { "type": "entries", @@ -22495,7 +22713,8 @@ "page": 50, "entries": [ "Leonar is a strategic and cunning warlord, a master of tactics and a leader of armies. He inspires unwavering loyalty in his followers, as he values honor, courage, and valor above all else. Though a formidable and merciless foe in battle, Leonar is known to show mercy to those who demonstrate true bravery and submit to his rule." - ] + ], + "id": "0dd" }, { "type": "entries", @@ -22503,7 +22722,8 @@ "page": 50, "entries": [ "Leonar's domain is a towering citadel perched atop a jagged mountain peak, from where he can survey the lands he seeks to conquer. He is constantly on the move, leading his forces to expand his empire and defend his territory from rival warlords." - ] + ], + "id": "0de" }, { "type": "entries", @@ -22511,7 +22731,8 @@ "page": 50, "entries": [ "Leonar possesses the heart of a lion, granting him supernatural abilities. He can roar with a deafening sound, striking fear into the hearts of his enemies, or inspire courage and ferocity in his allies. His sword strikes with divine force, capable of shattering even the most formidable defenses." - ] + ], + "id": "0df" }, { "type": "statblock", @@ -22530,9 +22751,11 @@ "But the truth remains veiled in shadow. Adventurers, warriors, and scholars alike set forth to uncover the mysteries of the Emberforged Legacy. Some seek to pledge their allegiance to the fiery warlord, while others stand against the flames, fearing the return of ancient battles.", "The Lion's Roar, the ancient volcano where Leonar's legend was born, now emits an eerie glow, beckoning the brave to its treacherous depths. Fire elementals stand guard at its entrance, defenders of a legacy waiting to be claimed.", "Whether it be an ancient prophecy or a mere illusion, the Emberforged Legacy grips the land in anticipation. Heroes and adventurers are drawn to the heart of the volcano, driven by the allure of power, glory, and the chance to be part of a tale that will echo through the ages. The fiery resurgence may bring forth a new era or ignite a conflagration that will reshape the realm forever." - ] + ], + "id": "0e0" } - ] + ], + "id": "0dc" }, { "type": "image", @@ -22544,7 +22767,8 @@ "width": 1891, "height": 1286 } - ] + ], + "id": "0db" }, { "type": "entries", @@ -22561,7 +22785,8 @@ "page": 52, "entries": [ "The Lumeflare Necroshaman is a master of both necromancy and shamanistic magic, often seeking locations saturated with death to harness its power. It uses its magic to control and manipulate, always with a goal of expanding its dark influence and gaining more knowledge." - ] + ], + "id": "0e3" }, { "type": "entries", @@ -22569,7 +22794,8 @@ "page": 52, "entries": [ "The Lumeflare Necroshaman is often found in ancient graveyards, forgotten catacombs, and other places where the veil between life and death is thin." - ] + ], + "id": "0e4" }, { "type": "entries", @@ -22577,7 +22803,8 @@ "page": 52, "entries": [ "While often seen as purely malevolent, the Lumeflare Necroshaman has been known to trade knowledge or perform rituals for those brave enough to seek it out. However, it always demands a high price, usually something intangible like a memory, a sensation, or even a portion of the seeker's lifespan." - ] + ], + "id": "0e5" }, { "type": "statblock", @@ -22586,7 +22813,8 @@ "name": "Lumeflare Necroshaman", "page": 52 } - ] + ], + "id": "0e2" }, { "type": "image", @@ -22598,7 +22826,8 @@ "width": 804, "height": 1202 } - ] + ], + "id": "0e1" }, { "type": "entries", @@ -22615,7 +22844,8 @@ "page": 53, "entries": [ "Strategic and cunning, Lupercorn Battlemages lead packs of other demonic beings and are pragmatically aggressive. They're comfortable in both spellcasting and melee combat, and are known for holding long-term grudges." - ] + ], + "id": "0e8" }, { "type": "entries", @@ -22623,7 +22853,8 @@ "page": 53, "entries": [ "These creatures often dwell in secluded subterranean lairs, ancient ruins, or mountainous areas. Their homes are magically fortified and they frequently rule over tribes of lesser demons or enthralled humanoids." - ] + ], + "id": "0e9" }, { "type": "entries", @@ -22631,7 +22862,8 @@ "page": 53, "entries": [ "Lupercorn Battlemages have a strong affinity for magical artifacts and weapons. They collect rare tomes and scrolls both for their arcane knowledge and the joy of possessing forbidden wisdom." - ] + ], + "id": "0ea" }, { "type": "statblock", @@ -22640,7 +22872,8 @@ "name": "Lupercorn Battlemage", "page": 53 } - ] + ], + "id": "0e7" }, { "type": "image", @@ -22652,7 +22885,8 @@ "width": 760, "height": 1131 } - ] + ], + "id": "0e6" }, { "type": "entries", @@ -22669,7 +22903,8 @@ "page": 54, "entries": [ "As a rogue-like creature, Lurkspur is extremely stealthy and can approach its target without making a sound. It's cunning, always assessing situations and looking for an advantage. It has a natural inclination towards thievery, often sneaking into settlements to pilfer valuables." - ] + ], + "id": "0ed" }, { "type": "entries", @@ -22677,7 +22912,8 @@ "page": 54, "entries": [ "Lurkspur are urban creatures, often found lurking in the alleyways of bustling cities, though they also reside in caves and abandoned ruins on the outskirts. They prefer shadows, using the darkness as a cloak to carry out their clandestine activities." - ] + ], + "id": "0ee" }, { "type": "entries", @@ -22685,7 +22921,8 @@ "page": 54, "entries": [ "Lurkspur have a penchant for shiny objects, much like magpies. They are known to amass collections of jewels, coins, and other gleaming treasures. Additionally, they have an odd affection towards music, and the melodious notes of a lute or flute can often captivate them." - ] + ], + "id": "0ef" }, { "type": "statblock", @@ -22694,7 +22931,8 @@ "name": "Lurkspur", "page": 54 } - ] + ], + "id": "0ec" }, { "type": "image", @@ -22706,7 +22944,8 @@ "width": 819, "height": 1296 } - ] + ], + "id": "0eb" }, { "type": "entries", @@ -22723,7 +22962,8 @@ "page": 55, "entries": [ "Magravis are reclusive and highly territorial. They communicate using a complex series of chirps and whistles and are known to become aggressive when their domain is intruded upon. However, they also hold a sense of curiosity towards other intelligent beings and may choose to observe before attacking." - ] + ], + "id": "0f2" }, { "type": "entries", @@ -22731,7 +22971,8 @@ "page": 55, "entries": [ "Magravis prefer high-altitude, isolated areas like mountain peaks and ancient ruins, where the air is thin and the world spreads out below like a grand tapestry." - ] + ], + "id": "0f3" }, { "type": "entries", @@ -22739,7 +22980,8 @@ "page": 55, "entries": [ "The creature's feathers have been sought after for their apparent magical qualities, often used in the creation of garments that protect against psychic attacks. Those who have faced a Magravis and lived to tell the tale often speak of a strange sense of wonder and trepidation, as if the creature is both a guardian and a mystery to be unraveled. A unique peculiarity of the Magravis is its ability to influence local weather, with conditions often mirroring the creature's own mood, leading some to believe it serves as a guardian of the hidden realms it inhabits." - ] + ], + "id": "0f4" }, { "type": "statblock", @@ -22748,7 +22990,8 @@ "name": "Magravis", "page": 55 } - ] + ], + "id": "0f1" }, { "type": "image", @@ -22760,7 +23003,8 @@ "width": 698, "height": 1253 } - ] + ], + "id": "0f0" }, { "type": "entries", @@ -22777,7 +23021,8 @@ "page": 56, "entries": [ "Malgorth is a malevolent being driven by its insatiable hunger for destruction and suffering. It revels in chaos and feeds off the fear and despair of its victims. The mere presence of Malgorth causes terror, and its chilling laughter echoes through the night. It is a cunning and strategic hunter, stalking its prey from the shadows before striking with deadly precision." - ] + ], + "id": "0f7" }, { "type": "entries", @@ -22785,7 +23030,8 @@ "page": 56, "entries": [ "Malgorth's lair can be found deep within the darkest and most foreboding regions of the world. It dwells in desolate ruins, haunted forests, or deep underground in caverns filled with malevolent energies. The very land surrounding its lair becomes tainted and corrupted." - ] + ], + "id": "0f8" }, { "type": "entries", @@ -22793,7 +23039,8 @@ "page": 56, "entries": [ "Malgorth is infused with dark magic and possesses several demonic abilities. It can summon shadowy minions to do its bidding, manipulate shadows to conceal itself from sight, and unleash bolts of dark energy to disintegrate its foes. Its very presence instills terror in those who dare to confront it, sapping their strength and resolve." - ] + ], + "id": "0f9" }, { "type": "statblock", @@ -22810,7 +23057,8 @@ "displayName": "Shadow Wraith (Summoned by Malgorth)", "page": 57 } - ] + ], + "id": "0f6" }, { "type": "image", @@ -22822,7 +23070,8 @@ "width": 2831, "height": 1508 } - ] + ], + "id": "0f5" }, { "type": "entries", @@ -22839,7 +23088,8 @@ "page": 58, "entries": [ "The Marinth are known for their friendly and benevolent nature, acting as protectors of their aquatic territories. They possess a deep affinity for the ocean and its creatures, making them excellent guardians of the underwater realms. Their ability to cast powerful magic enhances their prowess, making them formidable protectors and wise counselors." - ] + ], + "id": "0fc" }, { "type": "entries", @@ -22847,7 +23097,8 @@ "page": 58, "entries": [ "Marinth can be found in coastal areas and underwater sanctuaries. They build their homes in underwater caves and ancient ruins, which they have adapted to suit their unique needs." - ] + ], + "id": "0fd" }, { "type": "entries", @@ -22855,7 +23106,8 @@ "page": 58, "entries": [ "The Marinth are skilled spellcasters, drawing upon the magic of the seas to wield a variety of potent spells. They can manipulate water and create powerful currents, summoning waves to defend their territory or aid their allies. Their affinity with aquatic creatures allows them to communicate with marine life and command them when necessary." - ] + ], + "id": "0fe" }, { "type": "statblock", @@ -22864,7 +23116,8 @@ "name": "Marinth", "page": 58 } - ] + ], + "id": "0fb" }, { "type": "image", @@ -22876,7 +23129,8 @@ "width": 704, "height": 1109 } - ] + ], + "id": "0fa" }, { "type": "entries", @@ -22893,7 +23147,8 @@ "page": 59, "entries": [ "Miremold Shamblers are reclusive and territorial creatures that inhabit marshlands and swampy regions. They are the result of a bizarre fusion of the natural world and ooze, created by unknown magical or alchemical means. Shamblers are not intelligent and behave instinctively, driven by an urge to protect their territory from intruders." - ] + ], + "id": "101" }, { "type": "entries", @@ -22901,7 +23156,8 @@ "page": 59, "entries": [ "Miremold Shamblers make their homes in the heart of dense and eerie swamps. They are often found dwelling in the darkest and most inhospitable areas of marshlands, lurking amidst the overgrowth and murky waters. Shamblers are attuned to their environment, blending into the natural surroundings to surprise and ambush trespassers." - ] + ], + "id": "102" }, { "type": "entries", @@ -22909,7 +23165,8 @@ "page": 59, "entries": [ "The Miremold Shambler possesses a unique ability called \"Corrosive Grasp.\" When it makes a successful melee attack, it can attempt to envelope its target with acidic ooze. If the target fails to break free, they suffer ongoing acid damage while {@condition restrained} in the Shambler's grasp." - ] + ], + "id": "103" }, { "type": "statblock", @@ -22918,7 +23175,8 @@ "name": "Miremold Shambler", "page": 59 } - ] + ], + "id": "100" }, { "type": "image", @@ -22930,7 +23188,8 @@ "width": 1279, "height": 876 } - ] + ], + "id": "0ff" }, { "type": "entries", @@ -22947,7 +23206,8 @@ "page": 60, "entries": [ "Mudmaw are reclusive creatures, only coming out during heavy rain or in particularly damp conditions. They are slow-moving but relentless when tracking prey. Though they have a preference for raw fish and amphibians, they are not averse to attacking larger creatures if provoked." - ] + ], + "id": "106" }, { "type": "entries", @@ -22955,7 +23215,8 @@ "page": 60, "entries": [ "Mudmaw are typically found in marshlands, swamps, and occasionally damp caves. They love to burrow and often rest in submerged mud pits, leaving only their eyes and nostrils exposed." - ] + ], + "id": "107" }, { "type": "entries", @@ -22963,7 +23224,8 @@ "page": 60, "entries": [ "Mudmaw communicate through a series of guttural sounds and can mimic the splashes and noises of marshland creatures, luring prey to their hiding spots. Their primary diet consists of fish, but if food is scarce, they are known to lie in wait for unsuspecting creatures, pulling them into the mud to suffocate them before consuming. Mudmaw can be a surprise encounter for adventurers crossing a swamp or investigating damp caves. They're not particularly intelligent but can pose a serious threat if underestimated due to their tenacious hunting style." - ] + ], + "id": "108" }, { "type": "statblock", @@ -22972,7 +23234,8 @@ "name": "Mudmaw", "page": 60 } - ] + ], + "id": "105" }, { "type": "image", @@ -22984,7 +23247,8 @@ "width": 947, "height": 1286 } - ] + ], + "id": "104" }, { "type": "entries", @@ -23001,7 +23265,8 @@ "page": 61, "entries": [ "Mushcaps are whimsical and curious creatures, often seen darting between the undergrowth in magical forests or places imbued with arcane energies. They are shy but can be quite mischievous if they feel safe or unnoticed. Mushcaps communicate with one another through a series of soft chirps and the release of spores in intricate patterns." - ] + ], + "id": "10b" }, { "type": "entries", @@ -23009,7 +23274,8 @@ "page": 61, "entries": [ "Deep forests, especially those areas close to magical groves, ancient druidic circles, or where the influence of the Feywild is prominent." - ] + ], + "id": "10c" }, { "type": "entries", @@ -23017,7 +23283,8 @@ "page": 61, "entries": [ "Mushcaps nourish themselves from decaying organic material, absorbing nutrients through their feet, which function similarly to roots when they rest. They show a distinct fondness for magical essences and are often attracted to enchanted items or places of arcane significance. However, they have a deep-seated aversion to salt, which they find repulsive and can even harm them. This innate fear is so strong that merely the scent of salt can send a Mushcap scurrying away. Some believe this aversion is tied to the fact that salt can prevent fungal growth, and thus it's ingrained in the Mushcap's instincts to avoid it." - ] + ], + "id": "10d" }, { "type": "statblock", @@ -23026,7 +23293,8 @@ "name": "Mushcap", "page": 61 } - ] + ], + "id": "10a" }, { "type": "image", @@ -23038,7 +23306,8 @@ "width": 495, "height": 648 } - ] + ], + "id": "109" }, { "type": "entries", @@ -23055,7 +23324,8 @@ "page": 62, "entries": [ "While these entities seem alien and distant, they are curious about the physical realm and often observe other creatures silently. They rarely engage in combat unless provoked, and they show a deep understanding of the cosmos and the forces that bind the universe." - ] + ], + "id": "110" }, { "type": "entries", @@ -23063,7 +23333,8 @@ "page": 62, "entries": [ "Originally from the distant reaches of the cosmos, these celestial beings can sometimes be found in the Material Plane, often near locations with strong cosmic energies or places where the barrier between planes is thin." - ] + ], + "id": "111" }, { "type": "entries", @@ -23071,7 +23342,8 @@ "page": 62, "entries": [ "The Nebula Drifter feeds on ambient cosmic energies. They have been known to be attracted to powerful spellcasters or locations with abundant arcane energy. Those who have interacted with them and survived speak of an overwhelming sense of peace, an ephemeral connection to the vastness of the universe." - ] + ], + "id": "112" }, { "type": "statblock", @@ -23080,7 +23352,8 @@ "name": "Nebula Drifter", "page": 62 } - ] + ], + "id": "10f" }, { "type": "image", @@ -23092,7 +23365,8 @@ "width": 938, "height": 1357 } - ] + ], + "id": "10e" }, { "type": "entries", @@ -23109,7 +23383,8 @@ "page": 63, "entries": [ "Necroshades are malevolent beings driven by an insatiable hunger for life essence. They are drawn to places steeped in death and despair, often haunting ancient burial grounds, forgotten catacombs, and desolate ruins. These creatures are relentless in their pursuit of life energy, preying upon the living to sustain their own twisted existence. They move silently and swiftly, striking fear into the hearts of those who encounter them." - ] + ], + "id": "115" }, { "type": "entries", @@ -23117,7 +23392,8 @@ "page": 63, "entries": [ "Necroshades are most commonly found in areas with a strong connection to death and the spirit world. They are known to haunt graveyards, dark forests, and abandoned temples. These creatures are drawn to places where the boundaries between the living and the dead are blurred, seeking to feed on the life force of both the deceased and the living." - ] + ], + "id": "116" }, { "type": "entries", @@ -23125,7 +23401,8 @@ "page": 63, "entries": [ "Necroshades possess the uncanny ability to drain the life force from their victims, weakening them and bolstering their own strength in the process. Their touch is chillingly cold, often causing paralysis from sheer terror. They also have the power to summon spectral hands that reach up from the ground to grasp and restrain their prey, adding a horrifying and deadly aspect to their attacks." - ] + ], + "id": "117" }, { "type": "statblock", @@ -23134,7 +23411,8 @@ "name": "Necroshade", "page": 63 } - ] + ], + "id": "114" }, { "type": "image", @@ -23146,7 +23424,8 @@ "width": 732, "height": 1082 } - ] + ], + "id": "113" }, { "type": "entries", @@ -23163,7 +23442,8 @@ "page": 64, "entries": [ "Nemuralis are enigmatic and reclusive, primarily keeping to the deep and mysterious parts of the oceans. They are highly territorial and, while not innately aggressive, will retaliate with swift precision when threatened. Their tentacles are not just for show\u2014they are equipped with a paralyzing toxin." - ] + ], + "id": "11a" }, { "type": "entries", @@ -23171,7 +23451,8 @@ "page": 64, "entries": [ "The Nemuralis dwell in the deeper realms of the oceans, favoring locations like undersea caverns, sunken cities, and deep oceanic trenches. The ethereal glow they emit acts as a lure, drawing curious marine life closer, some of which become prey. On rare occasions, they venture closer to shore, especially during certain lunar phases or events of astral significance." - ] + ], + "id": "11b" }, { "type": "entries", @@ -23179,7 +23460,8 @@ "page": 64, "entries": [ "The Nemuralis has a deep-rooted fascination for ancient oceanic relics and often adorns its dwelling with treasures from sunken ships and cities. They have an uncanny ability to discern items with significant historical or arcane value. These relics don't just serve as decorations; the Nemuralis believes they resonate with the echoes of past events and emotions, allowing it to connect with the vast tapestry of oceanic lore. Additionally, the Nemuralis has a preference for feasting on bioluminescent creatures, believing that consuming these creatures enhances its own radiant glow. This diet gives the Nemuralis a soft, lumi] nescent shimmer, making it a spectacle to behold in the ocean's shadowy depths. However, due to this preference, creatures that glow in the dark should be extra cautious around its territories." - ] + ], + "id": "11c" }, { "type": "statblock", @@ -23188,7 +23470,8 @@ "name": "Nemuralis", "page": 64 } - ] + ], + "id": "119" }, { "type": "image", @@ -23200,7 +23483,8 @@ "width": 719, "height": 1027 } - ] + ], + "id": "118" }, { "type": "entries", @@ -23217,7 +23501,8 @@ "page": 65, "entries": [ "Nexaleyen are unpredictable, their intentions and desires inscrutable. They can switch from passive observance to aggressive defense in the blink of an eye. Their alien mindset makes them a mystery to most other creatures." - ] + ], + "id": "11f" }, { "type": "entries", @@ -23225,7 +23510,8 @@ "page": 65, "entries": [ "Often found in the dark recesses of the world like deep caverns, forbidden temples, or interdimensional rifts. Their presence is often a sign of a place touched by extraplanar energies." - ] + ], + "id": "120" }, { "type": "entries", @@ -23233,7 +23519,8 @@ "page": 65, "entries": [ "Drawn to sources of arcane power, Nexaleyen are often found near magical disturbances or ancient relics. Some believe they absorb magic, while others think they are simply curious." - ] + ], + "id": "121" }, { "type": "statblock", @@ -23242,7 +23529,8 @@ "name": "Nexaleye", "page": 65 } - ] + ], + "id": "11e" }, { "type": "image", @@ -23254,7 +23542,8 @@ "width": 1054, "height": 746 } - ] + ], + "id": "11d" }, { "type": "entries", @@ -23271,7 +23560,8 @@ "page": 66, "entries": [ "The Nightflame Steed is a mysterious and solitary creature, often seen wandering scorched lands and volcanic terrains. While not inherently evil, it is fiercely territorial and will defend its chosen domain with blazing fury. Legends tell of brave souls taming a Nightflame Steed, but such tales are rare and often end in tragedy for the overconfident." - ] + ], + "id": "124" }, { "type": "entries", @@ -23279,7 +23569,8 @@ "page": 66, "entries": [ "The Nightflame Steed is most commonly found in volcanic regions, ancient battlefields scorched by magical fire, and other locations deeply affected by fiery events. The heat and flames of such places nourish the steed, allowing it to rejuvenate and thrive." - ] + ], + "id": "125" }, { "type": "entries", @@ -23287,7 +23578,8 @@ "page": 66, "entries": [ "The Nightflame Steed, despite its fiery nature, is drawn to places of great sorrow or loss. It is said that the flames which form its mane and tail are kindled by the emotions of grief and despair, and it seeks out these feelings to sustain its existence. Some tales even suggest that the Nightflame Steed can be calmed or even tamed by a song or tale of profound sadness." - ] + ], + "id": "126" }, { "type": "statblock", @@ -23296,7 +23588,8 @@ "name": "Nightflame Steed", "page": 66 } - ] + ], + "id": "123" }, { "type": "image", @@ -23308,7 +23601,8 @@ "width": 1261, "height": 789 } - ] + ], + "id": "122" }, { "type": "entries", @@ -23325,7 +23619,8 @@ "page": 67, "entries": [ "Orisars are lawful entities that act as arbiters between various planes and realities. Known for their wisdom and sense of justice, they intervene in conflicts that have the potential to upset the cosmic balance. However, they are not to be trifled with; they will defend themselves fiercely if threatened." - ] + ], + "id": "129" }, { "type": "entries", @@ -23333,7 +23628,8 @@ "page": 67, "entries": [ "Orisars inhabit celestial palaces in a secluded layer between the Elemental and Astral planes. They only descend to other realms when summoned or when they deem intervention necessary." - ] + ], + "id": "12a" }, { "type": "entries", @@ -23341,7 +23637,8 @@ "page": 67, "entries": [ "Orisars have a fascination with arcane knowledge and ancient artifacts. They consider the accumulation and preservation of wisdom as their sacred duty. In their majestic dwellings, libraries filled with arcane tomes from different realities can often be found." - ] + ], + "id": "12b" }, { "type": "statblock", @@ -23350,7 +23647,8 @@ "name": "Orisar", "page": 67 } - ] + ], + "id": "128" }, { "type": "image", @@ -23362,7 +23660,8 @@ "width": 622, "height": 1235 } - ] + ], + "id": "127" }, { "type": "entries", @@ -23379,7 +23678,8 @@ "page": 68, "entries": [ "Phantasmal Aegislash is a territorial entity that will attack any who dare to intrude its space. It switches between offensive and defensive modes, becoming a dangerous adversary that demands thoughtful strategies to overcome." - ] + ], + "id": "12e" }, { "type": "entries", @@ -23387,7 +23687,8 @@ "page": 68, "entries": [ "The Phantasmal Aegislash is most often found lurking within the eerie silence of ancient battlefields, where the echoes of war still resonate. These spectral entities gravitate towards lands soaked with the blood and courage of countless fallen warriors. Occasionally, a Phantasmal Aegislash may also inhabit haunted crypts, where it guards the tombs of legendary soldiers with fierce determination. Some tales even speak of cursed armories that house these ghostly blades and shields, appearing to unsuspecting adventurers as nothing more than regular, albeit ancient, weaponry before revealing their true ethereal forms." - ] + ], + "id": "12f" }, { "type": "entries", @@ -23395,7 +23696,8 @@ "page": 68, "entries": [ "The Phantasmal Aegislash seems to be attracted to areas steeped in history, particularly those with a history of conflict. This affinity for historical violence suggests a form of sustenance or strength drawn from the residual energy of battles long past. Intriguingly, Phantasmal Aegislash also exhibits an apparent fascination for collecting the souls of fallen warriors. Whether this is merely an eerie pastime or a crucial element to its survival remains a topic of much speculation amongst scholars and adventurers. Despite their ominous appearance and formidable combat prowess, Phantasmal Aegislash have been observed to display a strange form of respect or reverence towards truly courageous and honorable fighters, suggesting a level of understanding and awareness that transcends their undead nature." - ] + ], + "id": "130" }, { "type": "statblock", @@ -23404,7 +23706,8 @@ "name": "Phantasmal Aegislash", "page": 68 } - ] + ], + "id": "12d" }, { "type": "gallery", @@ -23431,7 +23734,8 @@ } ] } - ] + ], + "id": "12c" }, { "type": "entries", @@ -23448,7 +23752,8 @@ "page": 69, "entries": [ "The Pyroaqua Demon is highly unpredictable, much like the elements it embodies. It can be as raging as a wild inferno or as calm and engulfing as the deep sea. Its dual nature gives it a unique tactical advantage in confrontations, as it can harness both fire for offense and water for defense or manipulation. Although it primarily acts on its insidious demonic instincts, the Pyroaqua Demon is not without intelligence. It often uses its watery half to trap or constrict its victims, only to scorch them with its fiery breath moments later." - ] + ], + "id": "133" }, { "type": "entries", @@ -23456,7 +23761,8 @@ "page": 69, "entries": [ "These demons are believed to originate from a unique layer of the Abyss where fire and water coexist in a tumultuous equilibrium. However, on the Material Plane, they are drawn to places where intense heat meets cold waters, such as volcanic islands or geothermal underwater vents. The contrasting environments of such places resonate with their dual nature." - ] + ], + "id": "134" }, { "type": "entries", @@ -23464,7 +23770,8 @@ "page": 69, "entries": [ "The Pyroaqua Demon's elemental duality is not just for show. The constant fiery blaze of its upper half never seems to evaporate the watery lower half. This suggests a unique magical property that binds these contrasting elements together. Additionally, legends speak of these demons being able to control the very elements they embody. For instance, they can supposedly summon torrents of water or bursts of flame at will. The swirling vortex at their lower half is also rumored to be a portal to the Abyss, although no one has lived to confirm such a theory." - ] + ], + "id": "135" }, { "type": "statblock", @@ -23473,7 +23780,8 @@ "name": "Pyroaqua Demon", "page": 69 } - ] + ], + "id": "132" }, { "type": "image", @@ -23485,7 +23793,8 @@ "width": 570, "height": 1158 } - ] + ], + "id": "131" }, { "type": "entries", @@ -23502,7 +23811,8 @@ "page": 70, "entries": [ "Carrying an air of quiet authority, the Rose-Tipped Sentinel observes her surroundings with a calm, measured gaze. While it may not be quick to engage, her presence is always felt, often acting as a silent guardian watching over the woods." - ] + ], + "id": "138" }, { "type": "entries", @@ -23510,7 +23820,8 @@ "page": 70, "entries": [ "Preferring the solitude of temperate woodlands, this owl often perches on high branches, observing the land below. Its nest, nestled in tree hollows, is marked by a soft, pinkish hue at dusk, a testament to its inherent magical aura." - ] + ], + "id": "139" }, { "type": "entries", @@ -23518,7 +23829,8 @@ "page": 70, "entries": [ "The Rose-Tipped Sentinel possesses more than just a royal demeanor; its feathers, when rustled, emit a soft, luminescent glow. This enchanting light is said to have protective qualities. There are tales of wanderers being shielded from harm simply by being in the proximity of these owls, enveloped by their gentle radiance." - ] + ], + "id": "13a" }, { "type": "statblock", @@ -23527,7 +23839,8 @@ "name": "Rose-Tipped Sentinel", "page": 70 } - ] + ], + "id": "137" }, { "type": "image", @@ -23539,7 +23852,8 @@ "width": 548, "height": 833 } - ] + ], + "id": "136" }, { "type": "entries", @@ -23556,7 +23870,8 @@ "page": 71, "entries": [ "Rubble Rats are scavengers, often found in abandoned buildings, sewers, and old ruins within cities. They are skittish, fleeing from larger creatures or threats, but can become aggressive if cornered." - ] + ], + "id": "13d" }, { "type": "entries", @@ -23564,7 +23879,8 @@ "page": 71, "entries": [ "Urban areas are the prime domain for the Rubble Rat, particularly ruins, sewers, and garbage heaps. These creatures have become adept at navigating the labyrinthine underbelly of bustling cities. In sewers, they establish colonies along the hidden alcoves, far from the rushing waters, taking advantage of the relative safety and abundance of food washed down from the streets above. They have also been known to inhabit abandoned marketplaces, attracted by the residual scents of old produce and the possibility of scavenging remnants. The adaptability of the Rubble Rat has made it a prevalent sight in any urban environment, from the grandest capitals to the smallest townships." - ] + ], + "id": "13e" }, { "type": "entries", @@ -23572,7 +23888,8 @@ "page": 71, "entries": [ "Rubble Rats have an odd attraction to shiny objects, often hoarding small trinkets like discarded coins, broken glass, or bits of jewelry in their nests. Alchemists believe that Rubble Rats can digest materials that most other creatures can't, breaking down substances in ways not yet understood. Some even hunt for these rats, believing their stomachs contain rare ingredients or substances." - ] + ], + "id": "13f" }, { "type": "statblock", @@ -23581,7 +23898,8 @@ "name": "Rubble Rat", "page": 71 } - ] + ], + "id": "13c" }, { "type": "image", @@ -23593,7 +23911,8 @@ "width": 1212, "height": 641 } - ] + ], + "id": "13b" }, { "type": "entries", @@ -23610,7 +23929,8 @@ "page": 72, "entries": [ "Scaleclaw Wyrms are primarily solitary creatures, fiercely territorial and wary of intruders. They can be aggressive when their territory is violated but generally prefer to avoid unnecessary conflict. They are opportunistic hunters, preying on anything that strays into their dominion." - ] + ], + "id": "142" }, { "type": "entries", @@ -23618,7 +23938,8 @@ "page": 72, "entries": [ "These creatures are commonly found in dense forests, caverns, or remote mountainous regions. They prefer locations with ample hiding spots and high vantage points." - ] + ], + "id": "143" }, { "type": "entries", @@ -23627,7 +23948,8 @@ "entries": [ "Scaleclaw Wyrms have a strong preference for collecting bones of their fallen prey, arranging them in complex patterns around their lairs. These bone arrangements are not just for show; they serve as a primitive form of territorial marking, warning other creatures to steer clear of their domain.", "Scaleclaw Wyrms are known to produce a rare, aromatic resin from their claws, which hardens upon exposure to air. This resin has unique magical properties and is highly sought after by alchemists and wizards. The wyrms use it to line their nests, which serves both as a means of reinforcing the structure and as a repellent to deter potential predators. When disturbed, the scent of the resin fills the air, disorienting and possibly even pacifying those who inhale it." - ] + ], + "id": "144" }, { "type": "statblock", @@ -23636,7 +23958,8 @@ "name": "Scaleclaw Wyrm", "page": 72 } - ] + ], + "id": "141" }, { "type": "image", @@ -23648,7 +23971,8 @@ "width": 821, "height": 1112 } - ] + ], + "id": "140" }, { "type": "entries", @@ -23665,7 +23989,8 @@ "page": 73, "entries": [ "Reserved and mystical, Selkysnow are known to guide their tribes through their magical abilities and communion with mountain spirits. They are wary of outsiders but can be diplomatic if approached respectfully." - ] + ], + "id": "147" }, { "type": "entries", @@ -23673,7 +23998,8 @@ "page": 73, "entries": [ "The Selkysnow make their homes in the craggy, snow-covered peaks of high mountain ranges, where the air is thin and the environment is harsh. These sacred places are filled with mystical energies that the selkysnow tap into for their magical abilities. These tribes live in hidden caves and underground burrows insulated with ice and animal hides, providing some shelter from the biting cold. For a Selkysnow, the mountain is not just home\u2014it's a sacred temple where they commune with the elemental forces that govern their world." - ] + ], + "id": "148" }, { "type": "entries", @@ -23681,7 +24007,8 @@ "page": 73, "entries": [ "Selkysnow have a deep-rooted relationship with the spiritual world, often carrying totems and other mystical artifacts. They prefer foods that are rich in fats and proteins to sustain them in the cold environment, and they have a fondness for certain mountain herbs that they believe enhance their magical powers. Uniquely, a Selkysnow can channel the spirits of the icy mountains, causing its white forehead mark to glow brightly when invoking ancient spells or communicating with the elemental forces. This glow is said to be an omen of impending snowstorms or other significant natural events in their frosty habitat." - ] + ], + "id": "149" }, { "type": "statblock", @@ -23690,7 +24017,8 @@ "name": "Selkysnow", "page": 73 } - ] + ], + "id": "146" }, { "type": "image", @@ -23702,7 +24030,8 @@ "width": 636, "height": 884 } - ] + ], + "id": "145" }, { "type": "entries", @@ -23719,7 +24048,8 @@ "page": 74, "entries": [ "Serenewater Serpents embody tranquility and wisdom. They are often found dwelling near serene lakes, gently flowing rivers, or hidden waterfalls. These creatures possess a deep connection with the natural world, and their presence brings a sense of peace and harmony to their surroundings. They are known to be gentle protectors of sacred waters and are revered as symbols of balance." - ] + ], + "id": "14c" }, { "type": "entries", @@ -23727,7 +24057,8 @@ "page": 74, "entries": [ "Serenewater Serpents prefer to make their homes in tranquil aquatic environments, where the water is pure and undisturbed. They are often found in secluded grottos, underwater caves, or deep within sacred pools. Their presence helps maintain the delicate equilibrium of these sacred sites." - ] + ], + "id": "14d" }, { "type": "entries", @@ -23735,7 +24066,8 @@ "page": 74, "entries": [ "Serenewater Serpents possess a unique ability to purify and restore polluted or corrupted water sources. They can cleanse toxins and restore life to once-sterile areas, promoting the growth of vibrant aquatic flora and fauna. Their scales, when shed, hold a subtle healing essence that can be used in the creation of medicinal potions." - ] + ], + "id": "14e" }, { "type": "statblock", @@ -23744,7 +24076,8 @@ "name": "Serenewater Serpent", "page": 74 } - ] + ], + "id": "14b" }, { "type": "image", @@ -23756,7 +24089,8 @@ "width": 1445, "height": 885 } - ] + ], + "id": "14a" }, { "type": "entries", @@ -23773,7 +24107,8 @@ "page": 75, "entries": [ "Shadowlings are elusive and mysterious creatures associated with the realm of dark magic. They dwell in the shadows, drawn to places of hidden knowledge and ancient arcane power. These mischievous creatures are known to be skilled manipulators of dark magic, often employing their powers to confuse and deceive others. While they possess a playful nature, they can also be unpredictable and prone to bouts of mischief." - ] + ], + "id": "151" }, { "type": "entries", @@ -23781,7 +24116,8 @@ "page": 75, "entries": [ "Shadowlings can be found lurking in places shrouded in darkness and magic, such as haunted forests, ancient ruins, and forbidden libraries. They are often drawn to areas where dark rituals were once performed or where powerful artifacts of dark magic are rumored to be hidden." - ] + ], + "id": "152" }, { "type": "entries", @@ -23789,7 +24125,8 @@ "page": 75, "entries": [ "Shadowlings possess an innate affinity for dark magic and the ability to manipulate shadows to their advantage. They can meld with shadows, becoming nearly invisible and able to move swiftly between them. Their touch carries a chilling coldness, draining the energy and vitality of those they come into contact with. Additionally, they have the power to unleash bursts of shadowy energy, inflicting both physical and psychic damage on their foes." - ] + ], + "id": "153" }, { "type": "statblock", @@ -23798,7 +24135,8 @@ "name": "Shadowling", "page": 75 } - ] + ], + "id": "150" }, { "type": "image", @@ -23810,7 +24148,8 @@ "width": 549, "height": 1083 } - ] + ], + "id": "14f" }, { "type": "entries", @@ -23827,7 +24166,8 @@ "page": 76, "entries": [ "Sparkling Kokori are playful and mischievous creatures, often seen darting through sunlit forests and flowery meadows. They possess a strong affinity for nature and are known to assist lost travelers by guiding them with their flickering lights. Despite their playful nature, they can become easily frightened and will retreat to the safety of their hidden forest sanctuaries when confronted." - ] + ], + "id": "156" }, { "type": "entries", @@ -23835,7 +24175,8 @@ "page": 76, "entries": [ "Sparkling Kokori dwell in enchanted forests and mystical groves, where the magical energy is abundant. They build their homes in ancient trees, creating small, intricate dwellings decorated with petals, leaves, and tiny trinkets. These sanctuaries are protected by an invisible barrier that only the Kokori can pass through." - ] + ], + "id": "157" }, { "type": "entries", @@ -23843,7 +24184,8 @@ "page": 76, "entries": [ "Sparkling Kokori have a natural ability to harness and channel the magical energy of their surroundings. They can create dazzling light displays and even manipulate small objects with their telekinetic powers. They are highly attracted to shiny objects and are often found collecting and hoarding small treasures, including gemstones and precious metals." - ] + ], + "id": "158" }, { "type": "statblock", @@ -23852,7 +24194,8 @@ "name": "Sparkling Kokori", "page": 76 } - ] + ], + "id": "155" }, { "type": "image", @@ -23864,7 +24207,8 @@ "width": 628, "height": 1054 } - ] + ], + "id": "154" }, { "type": "entries", @@ -23881,7 +24225,8 @@ "page": 77, "entries": [ "Stoneshield Guardians are protectors of ancient ruins and sacred sites, charged with safeguarding the hidden knowledge and mystical artifacts within. They have an innate connection to the earth and ancient magic, which they channel to defend their domains. While they tend to be solemn and unyielding in their duty, they can be benevolent to those who show respect for the ancient places they guard." - ] + ], + "id": "15b" }, { "type": "entries", @@ -23889,7 +24234,8 @@ "page": 77, "entries": [ "Stoneshield Guardians often dwell in secluded locations, such as ancient ruins, forgotten temples, or remote sacred groves. They have a preference for places where the natural world and mystical energies converge, allowing them to harness the power of the land to fulfill their guardianship." - ] + ], + "id": "15c" }, { "type": "entries", @@ -23897,7 +24243,8 @@ "page": 77, "entries": [ "The Stoneshield Guardian possesses a remarkable resistance to magical effects, which allows it to shrug off certain spell effects. It can also invoke a protective aura that enhances its defenses and provides temporary protection to nearby allies." - ] + ], + "id": "15d" }, { "type": "statblock", @@ -23906,7 +24253,8 @@ "name": "Stoneshield Guardian", "page": 77 } - ] + ], + "id": "15a" }, { "type": "image", @@ -23918,7 +24266,8 @@ "width": 709, "height": 1308 } - ] + ], + "id": "159" }, { "type": "entries", @@ -23935,7 +24284,8 @@ "page": 78, "entries": [ "The Sylvanstag is the living embodiment of the forest's life force, embodying the harmony and balance between nature and the creatures that inhabit it. It exudes an aura of tranquility and protection, attracting animals of all kinds to gather in its presence. The Sylvanstag is gentle and benevolent, often guiding lost or injured creatures back to safety and providing a sense of calm in the midst of turmoil." - ] + ], + "id": "160" }, { "type": "entries", @@ -23943,7 +24293,8 @@ "page": 78, "entries": [ "The Sylvanstag can be found deep within the heart of ancient and sacred forests, where the natural world thrives untouched by the hand of civilization. It resides in hidden glades and secluded groves, where the canopy of trees weaves a protective veil around the creature. It is said that the Sylvanstag's mere presence can promote the growth of flora and foster an abundance of wildlife in its surroundings." - ] + ], + "id": "161" }, { "type": "entries", @@ -23951,7 +24302,8 @@ "page": 78, "entries": [ "As the living embodiment of the forest, the Sylvanstag has the ability to manipulate and control the elements of nature. It can call upon the power of the earth to create vines that entangle foes, summon a gentle rain to heal wounds and nourish the land, and even command the spirits of the forest to aid in its defense. Its antlers act as a conduit for its connection to the natural world, allowing it to communicate with animals and plants in a mystical, empathic language." - ] + ], + "id": "162" }, { "type": "statblock", @@ -23960,7 +24312,8 @@ "name": "Sylvanstag", "page": 79 } - ] + ], + "id": "15f" }, { "type": "image", @@ -23972,7 +24325,8 @@ "width": 1740, "height": 1215 } - ] + ], + "id": "15e" }, { "type": "entries", @@ -23989,7 +24343,8 @@ "page": 80, "entries": [ "Far from the patient sentinel of the tundras, this Frost Titan is an aggressive behemoth, driven by a relentless desire to expand its icy domain. This elemental giant is not just content to watch the world freeze; it actively seeks to usher in its own, colder era." - ] + ], + "id": "165" }, { "type": "entries", @@ -23997,7 +24352,8 @@ "page": 80, "entries": [ "Where the world is coldest and most inhospitable, the Frost Titan claims dominion. Its lairs are often found amidst storm-wracked icy peaks or within the deepest, most treacherous ice caverns." - ] + ], + "id": "166" }, { "type": "entries", @@ -24005,7 +24361,8 @@ "page": 80, "entries": [ "The Frost Titan, though furious, is known to occasionally forge weapons from pure ice, leaving them as challenges or trophies in its wake. Legends tell of warriors wielding these weapons and gaining dominion over ice magic. When severely wounded or tired, it's rumored the titan can fuse with the very ice around it, becoming indistinguishable from a massive glacier, only to erupt in violent rage when disturbed." - ] + ], + "id": "167" }, { "type": "statblock", @@ -24014,7 +24371,8 @@ "name": "Frost Titan", "page": 80 } - ] + ], + "id": "164" }, { "type": "image", @@ -24026,7 +24384,8 @@ "width": 803, "height": 1116 } - ] + ], + "id": "163" }, { "type": "entries", @@ -24043,7 +24402,8 @@ "page": 81, "entries": [ "The Magma Titan is territorial and fiercely protective of volcanic habitats. It's known to be aggressive to those who trespass in its domain, often perceiving them as threats. Despite its elemental nature, it's cunning and not to be underestimated in tactics during combat." - ] + ], + "id": "16a" }, { "type": "entries", @@ -24051,7 +24411,8 @@ "page": 81, "entries": [ "Naturally, these titans are found near volcanoes, lava flows, and the heart of deep underground magma chambers. Their presence is often a sign of an impending volcanic eruption." - ] + ], + "id": "16b" }, { "type": "entries", @@ -24059,7 +24420,8 @@ "page": 81, "entries": [ "The Magma Titan, beyond its destructive nature, during moments of calm, crafts intricate molten statues as eerie markers of its passage. When the Magma Titan is still, those close enough to its fiery form might hear faint whispers, murmurs, or even cries echoing from its burning crevices. Some believe these are the remnants of souls that were once consumed by the Magma Titan, while others think they're mere auditory illusions caused by the intense heat. After intense battles, it retreats deep underground for prolonged dormant phases, potentially turning the surface above into an active volcanic region." - ] + ], + "id": "16c" }, { "type": "statblock", @@ -24068,7 +24430,8 @@ "name": "Magma Titan", "page": 81 } - ] + ], + "id": "169" }, { "type": "image", @@ -24080,7 +24443,8 @@ "width": 569, "height": 1353 } - ] + ], + "id": "168" }, { "type": "entries", @@ -24097,7 +24461,8 @@ "page": 82, "entries": [ "The Thornback Terrapod is perpetually angry and fiercely territorial. It resents any intrusion into its forest home and will lash out at any creature that comes too close. Despite its aggressive demeanor, it plays a crucial role in maintaining the balance of the ecosystem by protecting the natural flora and fauna within its domain." - ] + ], + "id": "16f" }, { "type": "entries", @@ -24105,7 +24470,8 @@ "page": 82, "entries": [ "Thornback Terrapods are commonly found in dense and lush forest environments, where they can blend seamlessly with the undergrowth due to their leafy carapace. They prefer to inhabit quiet and secluded areas far away from civilization." - ] + ], + "id": "170" }, { "type": "entries", @@ -24113,7 +24479,8 @@ "page": 82, "entries": [ "The Thornback Terrapod has an unusual fondness for rare and exotic mushrooms, which it seeks out during its territorial patrols. The consumption of these mushrooms enhances its natural defenses and fuels its ever-present rage." - ] + ], + "id": "171" }, { "type": "statblock", @@ -24122,7 +24489,8 @@ "name": "Thornback Terrapod", "page": 82 } - ] + ], + "id": "16e" }, { "type": "image", @@ -24134,7 +24502,8 @@ "width": 998, "height": 636 } - ] + ], + "id": "16d" }, { "type": "entries", @@ -24151,7 +24520,8 @@ "page": 83, "entries": [ "Despite its fearsome appearance, the Thundorax is generally a territorial creature, attacking only when it feels threatened or cornered. However, once provoked, it becomes a rampaging force of nature that few would want to stand against." - ] + ], + "id": "174" }, { "type": "entries", @@ -24159,7 +24529,8 @@ "page": 83, "entries": [ "The Thundorax prefers open plains or sparse forests, where it can roam freely. It is a solitary creature and highly territorial." - ] + ], + "id": "175" }, { "type": "entries", @@ -24167,7 +24538,8 @@ "page": 83, "entries": [ "Occasionally, a species of bird known as \"{@creature Thorncrest|MaM|Thorncrests}\" are seen perched on Thundorax. These birds pick off parasites from the beast's tough hide, and in return, the Thundorax tolerates their presence, offering them protection from predators." - ] + ], + "id": "176" }, { "type": "statblock", @@ -24176,7 +24548,8 @@ "name": "Thundorax", "page": 83 } - ] + ], + "id": "173" }, { "type": "image", @@ -24188,7 +24561,8 @@ "width": 880, "height": 799 } - ] + ], + "id": "172" }, { "type": "entries", @@ -24203,7 +24577,8 @@ "name": "Thorncrest", "page": 83 } - ] + ], + "id": "177" }, { "type": "entries", @@ -24220,7 +24595,8 @@ "page": 84, "entries": [ "The Timeless Goliath is an entity of incomparable wisdom, embodying the steady march of eons. It is generally passive, a silent sentinel overseeing the rise and fall of ages from the shadows of eternity. Its interactions with the mortal realm are few and far between, reserved for moments when the equilibrium of time is at stake. When roused to action, the Timeless Goliath intervenes with a force that bends the very fabric of time, restoring balance with swift, decisive action." - ] + ], + "id": "17a" }, { "type": "entries", @@ -24228,7 +24604,8 @@ "page": 84, "entries": [ "The Timeless Goliath makes its home within the folds of reality, in domains where time stands still or flows in strange, unpredictable currents. These timeless realms are hidden from mortal eyes, accessible only at places where the veil between dimensions is thin. Ancient monoliths, mystical time portals, or the summits of the world's highest mountains, where earth and sky meet, are known to serve as gateways to its domain." - ] + ], + "id": "17b" }, { "type": "entries", @@ -24236,7 +24613,8 @@ "page": 84, "entries": [ "The Timeless Goliath is fascinated by moments of great historical significance, events that cause ripples in the fabric of time. It has been known to intervene in battles that can change the course of history or appear at the crowning of kings whose reign will define an era. It also shows a strong affinity for powerful, ancient artifacts imbued with the essence of time. However, its interests are not limited to grand occurrences; it finds equal joy in witnessing the flutter of a butterfly's wings that can cause a storm, appreciating the beauty of chaos theory and the interconnectedness of all things in time." - ] + ], + "id": "17c" }, { "type": "statblock", @@ -24245,7 +24623,8 @@ "name": "Timeless Goliath", "page": 85 } - ] + ], + "id": "179" }, { "type": "image", @@ -24275,7 +24654,8 @@ "width": 320, "height": 318 } - ] + ], + "id": "178" }, { "type": "entries", @@ -24292,7 +24672,8 @@ "page": 86, "entries": [ "The Toadstalk Trio is a symbiotic entity, relying on each other for survival. Together, they form a deceptive and cunning team. They lure in unsuspecting creatures with their alluring appearance, tricking them into believing they are harmless flora. Once prey approaches, they release clouds of toxic spores from their blossoms, incapacitating their victims. The Toadstalk Trio is territorial and fiercely defends their branch, using their poisonous nature to deter threats." - ] + ], + "id": "17f" }, { "type": "entries", @@ -24300,7 +24681,8 @@ "page": 86, "entries": [ "Toadstalk Trios are typically found in dark, damp environments such as deep forests, shaded groves, or misty swamps. They thrive in areas abundant with moisture and decaying vegetation, as these provide ideal conditions for their growth. Their branches are often intertwined with other plants, allowing them to blend in and further deceive unsuspecting creatures." - ] + ], + "id": "180" }, { "type": "entries", @@ -24308,7 +24690,8 @@ "page": 86, "entries": [ "Each member of the Toadstalk Trio possesses a unique toxic ability." - ] + ], + "id": "181" }, { "type": "statblock", @@ -24317,7 +24700,8 @@ "name": "Toadstalk Trio", "page": 86 } - ] + ], + "id": "17e" }, { "type": "image", @@ -24329,7 +24713,8 @@ "width": 700, "height": 1215 } - ] + ], + "id": "17d" }, { "type": "entries", @@ -24346,7 +24731,8 @@ "page": 87, "entries": [ "The Twilight Dread is a malevolent being, drawn to places steeped in despair and sorrow. It feeds on negative emotions, particularly fear and sadness, leaving an aura of gloom wherever it appears. It is elusive and mysterious, rarely seen by mortals, preferring to remain hidden in the shadows and strike fear into the hearts of its victims." - ] + ], + "id": "184" }, { "type": "entries", @@ -24354,7 +24740,8 @@ "page": 87, "entries": [ "The Twilight Dread is drawn to desolate places, such as abandoned ruins, haunted forests, and dark catacombs. It thrives in areas where the veil between the mortal world and the ethereal plane is thin, allowing it to move between both realms effortlessly." - ] + ], + "id": "185" }, { "type": "entries", @@ -24362,7 +24749,8 @@ "page": 87, "entries": [ "The Twilight Dread possesses the unique ability to manipulate shadows and darkness. It can conjure illusions, causing horrifying visions in the minds of its foes. It feeds on the despair of its victims, growing stronger as their fear deepens." - ] + ], + "id": "186" }, { "type": "statblock", @@ -24371,7 +24759,8 @@ "name": "Twilight Dread", "page": 87 } - ] + ], + "id": "183" }, { "type": "image", @@ -24383,7 +24772,8 @@ "width": 707, "height": 1071 } - ] + ], + "id": "182" }, { "type": "entries", @@ -24400,7 +24790,8 @@ "page": 88, "entries": [ "Umbral Serpenthorns are patient and stealthy hunters, known for their ability to blend into the shadows and strike with deadly precision. They possess an innate understanding of darkness and often hunt during the night, utilizing the cover of darkness to ambush their unsuspecting prey. Despite their solitary nature, they are territorial and fiercely defend their chosen lairs." - ] + ], + "id": "189" }, { "type": "entries", @@ -24408,7 +24799,8 @@ "page": 88, "entries": [ "Umbral Serpenthorns prefer to inhabit ancient, mysterious ruins, forgotten temples, or overgrown jungles where their dark coloration allows them to remain hidden amidst the shadows." - ] + ], + "id": "18a" }, { "type": "entries", @@ -24416,7 +24808,8 @@ "page": 88, "entries": [ "Umbral Serpenthorns have an unusual fondness for consuming luminescent fungi and plants, which they seek out during their nocturnal prowls. These rare plants grant them enhanced night vision and the ability to blend into darkness even more effectively." - ] + ], + "id": "18b" }, { "type": "statblock", @@ -24425,7 +24818,8 @@ "name": "Umbral Serpenthorn", "page": 88 } - ] + ], + "id": "188" }, { "type": "image", @@ -24437,7 +24831,8 @@ "width": 1254, "height": 818 } - ] + ], + "id": "187" }, { "type": "entries", @@ -24454,7 +24849,8 @@ "page": 89, "entries": [ "Valorspine Drakes are highly territorial and display a level of aggression that borders on savagery when provoked. While not particularly intelligent, they possess a cunning that manifests especially during hunting. These creatures are known to use their natural environment to stalk their prey, lying in ambush amongst rocky outcrops or thick vegetation. They exhibit a rudimentary level of social structure, with dominant individuals leading small packs." - ] + ], + "id": "18e" }, { "type": "entries", @@ -24462,7 +24858,8 @@ "page": 89, "entries": [ "Preferring the harsh landscapes of rocky outcrops, arid desert plains, and overgrown scrublands, the Valorspine Drake has evolved to thrive in environments where survival is a daily challenge. Their natural camouflage allows them to blend seamlessly into their surroundings, making them apex predators in their chosen habitats." - ] + ], + "id": "18f" }, { "type": "entries", @@ -24470,7 +24867,8 @@ "page": 89, "entries": [ "Despite their terrifying appearance and aggressive nature, the Valorspine Drakes hold a particular fascination for alchemists and potion-makers. Their spikes, once shed or collected, are known to possess a unique blend of properties. When ground into a fine powder, these spikes are said to be a crucial component in elixirs that can heal wounds rapidly or neutralize poisons, making the hunt for these dangerous beasts a high-risk, high-reward endeavor." - ] + ], + "id": "190" }, { "type": "statblock", @@ -24479,7 +24877,8 @@ "name": "Valorspine Drake", "page": 89 } - ] + ], + "id": "18d" }, { "type": "image", @@ -24491,7 +24890,8 @@ "width": 1301, "height": 885 } - ] + ], + "id": "18c" }, { "type": "entries", @@ -24508,7 +24908,8 @@ "page": 90, "entries": [ "Varglooms are nocturnal and have a stealthy, cunning nature typical of foxes. They're elusive, often using their starry fur to blend into the night, making them nearly invisible against the backdrop of a star-filled sky." - ] + ], + "id": "193" }, { "type": "entries", @@ -24516,7 +24917,8 @@ "page": 90, "entries": [ "These creatures favor ancient woodlands, especially those with clearings that offer an unobstructed view of the night sky. It's not uncommon to find them resting in such spots, their fur blending seamlessly with the heavens above." - ] + ], + "id": "194" }, { "type": "entries", @@ -24524,7 +24926,8 @@ "page": 90, "entries": [ "Varglooms are often seen on nights when meteor showers grace the sky, leading to legends that they're born from fallen stars. They have a special fondness for moonberries, a rare luminescent berry that grows deep within their native forests. When consumed, the berries cause the silver streaks in their fur to glow even brighter." - ] + ], + "id": "195" }, { "type": "statblock", @@ -24533,7 +24936,8 @@ "name": "Vargloom", "page": 90 } - ] + ], + "id": "192" }, { "type": "image", @@ -24545,7 +24949,8 @@ "width": 1374, "height": 899 } - ] + ], + "id": "191" }, { "type": "entries", @@ -24562,7 +24967,8 @@ "page": 91, "entries": [ "These drakes are extremely territorial and aggressive. They are known to claim large swaths of land, making sure no intruders come near. If their territory is trespassed, they react with swift and brutal force." - ] + ], + "id": "198" }, { "type": "entries", @@ -24570,7 +24976,8 @@ "page": 91, "entries": [ "Venombreaker Drakes usually reside in caverns or remote mountains, often surrounded by thick mists or toxic fumes that deter most creatures. The surrounding areas often become barren due to the drake's toxic presence." - ] + ], + "id": "199" }, { "type": "entries", @@ -24578,7 +24985,8 @@ "page": 91, "entries": [ "These drakes have an affinity for gemstones, especially those that have toxic properties. They hoard these gems and often use them to decorate their lairs. Legends speak of a few brave souls who have attempted to steal from a drake's hoard, but very few have lived to tell the tale." - ] + ], + "id": "19a" }, { "type": "statblock", @@ -24587,7 +24995,8 @@ "name": "Venombreaker Drake", "page": 91 } - ] + ], + "id": "197" }, { "type": "image", @@ -24599,7 +25008,8 @@ "width": 1248, "height": 944 } - ] + ], + "id": "196" }, { "type": "entries", @@ -24616,7 +25026,8 @@ "page": 92, "entries": [ "Ethereal and mysterious, Verdant Sylphs are spirits bound to ancient forests and places of deep magic. They feel the heartbeat of the woods they inhabit and respond with elegance to both its whims and its threats. While not outright aggressive, they are fiercely protective of their territories and will confront those who seek to harm their sacred grounds." - ] + ], + "id": "19d" }, { "type": "entries", @@ -24624,7 +25035,8 @@ "page": 92, "entries": [ "They are often found in ancient groves, places imbued with old magics, or where the barriers between the Material Plane and the Feywild are most fragile." - ] + ], + "id": "19e" }, { "type": "entries", @@ -24632,7 +25044,8 @@ "page": 92, "entries": [ "Drawing sustenance from moonlight and the pure essence of the forest, Verdant Sylphs are known to bask in clearings during the night, absorbing the moon's glow. Their presence is said to bless the land, making plants grow more vibrant and waters run clearer." - ] + ], + "id": "19f" }, { "type": "statblock", @@ -24641,7 +25054,8 @@ "name": "Verdant Sylph", "page": 92 } - ] + ], + "id": "19c" }, { "type": "image", @@ -24653,7 +25067,8 @@ "width": 656, "height": 1239 } - ] + ], + "id": "19b" }, { "type": "entries", @@ -24670,7 +25085,8 @@ "page": 93, "entries": [ "Veremyriths are chaotic, aggressive, and immensely territorial. They have a penchant for destruction and often serve as nightmarish steeds for demonic generals or chaotic warlords. They delight in the fear and pain they cause and are particularly known for their sadistic glee in combat." - ] + ], + "id": "1a2" }, { "type": "entries", @@ -24678,7 +25094,8 @@ "page": 93, "entries": [ "While they originate from abyssal realms, these malevolent creatures sometimes cross over to the Material Plane, often lured by dark rituals or the promise of destruction. They prefer isolated, mountainous areas, where they can dominate the local fauna and establish their fearsome lairs." - ] + ], + "id": "1a3" }, { "type": "entries", @@ -24686,7 +25103,8 @@ "page": 93, "entries": [ "Veremyriths have an unnatural attraction to magical artifacts, particularly those with abyssal or demonic origins. Their lairs are often filled with magical trinkets and artifacts stolen from defeated foes. Adventurers seeking to retrieve such items would do well to be prepared for not just the Veremyrith's wrath, but also the intricate traps that protect its magical hoard." - ] + ], + "id": "1a4" }, { "type": "statblock", @@ -24695,7 +25113,8 @@ "name": "Veremyrith", "page": 93 } - ] + ], + "id": "1a1" }, { "type": "image", @@ -24707,7 +25126,8 @@ "width": 1142, "height": 972 } - ] + ], + "id": "1a0" }, { "type": "entries", @@ -24724,7 +25144,8 @@ "page": 94, "entries": [ "Veridion, the Colossal Guardian, is a stoic and noble protector of the land it roams. Its presence of him radiates a sense of ancient wisdom and resolute strength, drawing awe and reverence from those who encounter it. It moves with deliberate grace, and its roar can shake the very foundations of the earth." - ] + ], + "id": "1a7" }, { "type": "entries", @@ -24732,7 +25153,8 @@ "page": 94, "entries": [ "Veridion traverses a vast and varied landscape, seeking to safeguard the realms it calls home. From dense forests to soaring mountains, Veridion's domain knows no boundaries, and its movements are guided by the call of duty." - ] + ], + "id": "1a8" }, { "type": "entries", @@ -24740,7 +25162,8 @@ "page": 94, "entries": [ "Veridion's thick, rock-like skin grants it extraordinary durability, while its glowing turquoise cracks signify the immense magic coursing within. As a guardian of an ancient city, Veridion holds the knowledge of long-forgotten secrets and the power to harness primal forces. However, there is an enigmatic aspect to Veridion's nature. It possesses the ability to enter a deep slumber that can last for centuries. During this dormant phase, Veridion burrows underground, leaving only the majestic city on its back visible to the world. This resting state imbues the city with an aura of ancient magic, protecting it from those who may seek to disturb its tranquility." - ] + ], + "id": "1a9" }, { "type": "statblock", @@ -24749,7 +25172,8 @@ "name": "Veridion, the Colossal Guardian", "page": 95 } - ] + ], + "id": "1a6" }, { "type": "image", @@ -24773,9 +25197,11 @@ "However, the city's peace couldn't last indefinitely. An ancient prophecy foretold Veridion's eternal slumber, leaving the city vulnerable to malevolent forces. To safeguard their home, Veridion's scholars created the \"Heart of Veridion,\" a powerful artifact concealing the city while Veridion rested, fending off those who sought to harm it.", "The time of Veridion's slumber eventually arrived, and the city descended into the depths of the earth, vanishing from the sight of the world. Only the Heart of Veridion remained, hidden deep within the catacombs beneath the city. Generations passed, and the memory of the City of Veridion faded into myth and legend.", "In the present day, adventurers and scholars alike seek the mythical city, believing that its knowledge and power could reshape the world. However, finding Veridion is no easy task. Only those who prove themselves worthy can gain access to the hidden Heart of Veridion and awaken the guardian from its ageless slumber." - ] + ], + "id": "1aa" } - ] + ], + "id": "1a5" }, { "type": "entries", @@ -24792,7 +25218,8 @@ "page": 96, "entries": [ "The Crystalweaver's behavior is deliberate and patient, being a master at laying intricate traps. Not only does it spin traditional webs, but it also cunningly employs its environment, crafting refractive snares that manipulate light and crystal to confuse and capture prey. Although generally solitary, they can be particularly aggressive during mating seasons or when their territory is threatened by crystal seekers." - ] + ], + "id": "1ad" }, { "type": "entries", @@ -24800,7 +25227,8 @@ "page": 96, "entries": [ "These spiders predominantly dwell within the pitch-black crevices and caverns of the Vermilian mountain range, especially close to deposits of rare minerals and crystals. On rare occasions, explorers have reported vast underground galleries, where the glowing bodies of numerous Crystalweavers paint a magnificent, starry panorama." - ] + ], + "id": "1ae" }, { "type": "entries", @@ -24808,7 +25236,8 @@ "page": 96, "entries": [ "Primarily, these spiders feed on unfortunate creatures that become ensnared in their complex traps. Yet, they're also believed to absorb mystic energies from the nearby crystals. Sightings near ley lines or potent magical nexuses suggest a profound arcane affinity. The crystal that forms the body of a Crystalweaver is highly sought after. Seekers and treasure hunters attempt to extract these, believing them to hold immense magical properties. There are tales of these crystals being used to forge potent rods, amulets, or other magical instruments. However, extracting the crystal is extremely dangerous due to the potent venom the spider releases when threatened." - ] + ], + "id": "1af" }, { "type": "statblock", @@ -24817,7 +25246,8 @@ "name": "Vermilian Crystalweaver", "page": 96 } - ] + ], + "id": "1ac" }, { "type": "image", @@ -24829,7 +25259,8 @@ "width": 1021, "height": 639 } - ] + ], + "id": "1ab" }, { "type": "entries", @@ -24846,7 +25277,8 @@ "page": 97, "entries": [ "Vileshroom Lurker are primarily nocturnal, using the cover of darkness and their bioluminescent backs to navigate and hunt in their environments. They are ambush predators, lying in wait in their rock form to surprise and overwhelm their prey with a sudden burst of speed and a powerful bite." - ] + ], + "id": "1b2" }, { "type": "entries", @@ -24854,7 +25286,8 @@ "page": 97, "entries": [ "They predominantly inhabit dark, damp caverns, and underground environments where luminescent fungi are common. Their habitats are a dazzling display of bioluminescent plants and creatures, where they can perfectly blend in, thanks to their glowing backs." - ] + ], + "id": "1b3" }, { "type": "entries", @@ -24862,7 +25295,8 @@ "page": 97, "entries": [ "A remarkable feature of these creatures is their bioluminescent camouflage which they use not just to hide but also to communicate with others of their kind through a complex series of light pulses. Their luminescent properties have made them a target for poachers, who seek to use their glowing fungoid growths in various alchemical concoctions and as a source of natural lighting in some advanced communities. However, capturing or hunting these creatures is a task fraught with danger, not just because of the Vileshroom Lurker's natural defenses, but also because disturbing their habitats can have adverse effects on the delicate ecosystem they reside in." - ] + ], + "id": "1b4" }, { "type": "statblock", @@ -24871,7 +25305,8 @@ "name": "Vileshroom Lurker", "page": 97 } - ] + ], + "id": "1b1" }, { "type": "image", @@ -24883,7 +25318,8 @@ "width": 1043, "height": 740 } - ] + ], + "id": "1b0" }, { "type": "entries", @@ -24900,7 +25336,8 @@ "page": 98, "entries": [ "Violetspike Wayfarers are naturally inquisitive. They love to wander and explore, often getting themselves into tricky situations due to their inherent curiosity. But with their charm and wits, they often find their way out of most problems." - ] + ], + "id": "1b7" }, { "type": "entries", @@ -24908,7 +25345,8 @@ "page": 98, "entries": [ "They typically reside in caves and burrows in forested regions, though they are not uncommonly seen near human settlements, driven by their thirst for knowledge and exploration." - ] + ], + "id": "1b8" }, { "type": "entries", @@ -24916,7 +25354,8 @@ "page": 98, "entries": [ "Known to collect trinkets and shiny objects, Violetspike Wayfarers are keen traders, with a particular penchant for sweet berries which they often barter for with local fauna or travelers. Their innate ability to find hidden paths and shortcuts, a magical trait tied to their curious nature, makes them excellent guides through forests and other natural terrains. However, one should be careful, as their paths often lead to unexpected adventures and not always to the intended destination, giving rise to tales and legends about the \"paths of the Wayfarers\" that harbor both great opportunities and unpredictable risks." - ] + ], + "id": "1b9" }, { "type": "statblock", @@ -24925,7 +25364,8 @@ "name": "Violetspike Wayfarer", "page": 98 } - ] + ], + "id": "1b6" }, { "type": "image", @@ -24937,7 +25377,8 @@ "width": 823, "height": 1131 } - ] + ], + "id": "1b5" }, { "type": "entries", @@ -24954,7 +25395,8 @@ "page": 99, "entries": [ "While still curious, the elders are more restrained and wise in their actions. They serve as leaders and decision-makers among their kind, and their vast knowledge and understanding make them respected not only among their tribe but also among other races and creatures." - ] + ], + "id": "1bc" }, { "type": "entries", @@ -24962,7 +25404,8 @@ "page": 99, "entries": [ "Residing in the heart of their communities, usually in elaborately adorned burrows or caves deep in the forests. It's said that the abode of a Violetspike Elder is a treasure trove of knowledge and trinkets." - ] + ], + "id": "1bd" }, { "type": "entries", @@ -24970,7 +25413,8 @@ "page": 99, "entries": [ "The elders have a penchant for collecting ancient artifacts and magical objects. They are also known to brew potent potions and elixirs using rare ingredients. They value knowledge above all and often trade items or favors in exchange for tales, lore, or rare books." - ] + ], + "id": "1be" }, { "type": "statblock", @@ -24979,7 +25423,8 @@ "name": "Violetspike Wayfarer Elder", "page": 99 } - ] + ], + "id": "1bb" }, { "type": "image", @@ -24991,7 +25436,8 @@ "width": 891, "height": 1382 } - ] + ], + "id": "1ba" }, { "type": "entries", @@ -25008,7 +25454,8 @@ "page": 100, "entries": [ "Volticores are known for their aggressive and territorial nature. They roam the wild, untamed lands, defending their territories with powerful electric attacks. They are fierce hunters, using their electrical powers to incapacitate prey before delivering a devastating blow. These creatures are solitary by nature, rarely seen in groups except during mating season." - ] + ], + "id": "1c1" }, { "type": "entries", @@ -25016,7 +25463,8 @@ "page": 100, "entries": [ "Volticores are most commonly found in regions with abundant electrical energy, such as stormy mountains, thunderous plateaus, or electrically charged forests. They are drawn to areas with high concentrations of lightning and static energy, harnessing this power to fuel their own electric abilities." - ] + ], + "id": "1c2" }, { "type": "entries", @@ -25024,7 +25472,8 @@ "page": 100, "entries": [ "Volticores possess the unique ability to absorb and store electricity from their surroundings. They can charge themselves with static energy, allowing them to unleash devastating electric attacks. They are immune to electrical shocks and can even regenerate health when exposed to lightning or electric currents." - ] + ], + "id": "1c3" }, { "type": "statblock", @@ -25033,7 +25482,8 @@ "name": "Volticore", "page": 100 } - ] + ], + "id": "1c0" }, { "type": "image", @@ -25045,7 +25495,8 @@ "width": 1577, "height": 999 } - ] + ], + "id": "1bf" }, { "type": "entries", @@ -25062,7 +25513,8 @@ "page": 101, "entries": [ "Vorax is a ravenous and insatiable creature driven by a bottomless hunger for souls. It seeks to devour the essence of living beings, consuming their life force to grow in power. Vorax is relentless in its pursuit of prey, showing no mercy and leaving nothing but death and despair in its wake." - ] + ], + "id": "1c6" }, { "type": "entries", @@ -25070,7 +25522,8 @@ "page": 101, "entries": [ "Vorax is drawn to places of death and suffering, feeding off the anguish and terror of its victims. It dwells in haunted graveyards, forsaken ruins, and other accursed locations." - ] + ], + "id": "1c7" }, { "type": "entries", @@ -25078,7 +25531,8 @@ "page": 101, "entries": [ "Vorax possesses an insidious ability to drain the souls of those it devours, leaving its victims as lifeless husks. With each soul consumed, it gains strength and regenerates its wounds, making it a formidable and nigh-invulnerable adversary." - ] + ], + "id": "1c8" }, { "type": "statblock", @@ -25087,7 +25541,8 @@ "name": "Vorax, the Eater of Souls", "page": 101 } - ] + ], + "id": "1c5" }, { "type": "image", @@ -25099,7 +25554,8 @@ "width": 1246, "height": 839 } - ] + ], + "id": "1c4" }, { "type": "entries", @@ -25116,7 +25572,8 @@ "page": 102, "entries": [ "Vortexblades are guardians of the elemental forces of air and wind. They are noble and valiant beings, committed to maintaining the natural balance and harmony of the skies and the atmosphere. Despite their imposing appearance, they possess a calm and composed demeanor, only resorting to aggression when protecting the elemental sanctity they hold dear. Vortexblades are attuned to the ebb and flow of the winds, predicting weather patterns and ensuring the safety of airborne creatures." - ] + ], + "id": "1cb" }, { "type": "entries", @@ -25124,7 +25581,8 @@ "page": 102, "entries": [ "Vortexblades are often found dwelling atop tall mountains, ancient sky citadels, or hidden within ethereal pocket dimensions where the winds converge. These secluded locations serve as their sanctuaries and places of meditation, where they can commune with the elemental spirits of the air and draw power from the very fabric of wind." - ] + ], + "id": "1cc" }, { "type": "entries", @@ -25132,7 +25590,8 @@ "page": 102, "entries": [ "Vortexblades are attuned to the elemental power of wind and air, granting them unique abilities to manipulate the winds around them." - ] + ], + "id": "1cd" }, { "type": "statblock", @@ -25141,7 +25600,8 @@ "name": "Vortexblade", "page": 102 } - ] + ], + "id": "1ca" }, { "type": "image", @@ -25153,7 +25613,8 @@ "width": 1414, "height": 1631 } - ] + ], + "id": "1c9" }, { "type": "entries", @@ -25170,7 +25631,8 @@ "page": 103, "entries": [ "Vurlinxes are curious creatures, often seen observing the surroundings from the tree branches with their big, wide eyes. They are generally friendly, albeit a bit shy, and have a childlike fascination with the world, exploring it with a joyful, unyielding curiosity. They communicate through a series of adorable chirps and clicks, creating a symphony in the forest habitats they reside in." - ] + ], + "id": "1d0" }, { "type": "entries", @@ -25178,7 +25640,8 @@ "page": 103, "entries": [ "Preferring the peaceful canopies of ancient forests, they find home amongst the trees, blending seamlessly thanks to their leaf-like hair that grants them a natural camouflage. Their small nests are often hidden in the tree branches, where they hoard shiny objects and delicious forest berries that they are quite fond of." - ] + ], + "id": "1d1" }, { "type": "entries", @@ -25188,7 +25651,8 @@ "Vurlinxes embody a deep connection to their forest habitats, with several distinguishing traits. Their leaf-like hair can perform photosynthesis, deriving nourishment from sunlight, which also nurtures the surrounding flora.", "Their sizable branch-like horns play a crucial role in their social dynamics, being a medium of expression, capable of portraying various emotions and intentions through changes in shape and movement patterns, forming a unique language of their own.", "Beyond their fascinating physical features, Vurlinxes are known as guardians of the forest, guiding lost individuals safely back to familiar paths with a harmonious series of chirps and clicks. Their presence in an area often symbolizes a healthy, vibrant ecosystem, marking them as beings of good fortune and protectors of the natural balance." - ] + ], + "id": "1d2" }, { "type": "statblock", @@ -25197,7 +25661,8 @@ "name": "Vurlinx", "page": 103 } - ] + ], + "id": "1cf" }, { "type": "image", @@ -25209,7 +25674,8 @@ "width": 1251, "height": 822 } - ] + ], + "id": "1ce" }, { "type": "entries", @@ -25226,7 +25692,8 @@ "page": 104, "entries": [ "Whispertooth Prowlers are nocturnal hunters, swift and silent as they move through the night. They possess an uncanny ability to stalk their prey with precision, using their dark fur to remain unseen until the last moment. These creatures are territorial, fiercely guarding their hunting grounds from intruders." - ] + ], + "id": "1d5" }, { "type": "entries", @@ -25234,7 +25701,8 @@ "page": 104, "entries": [ "Whispertooth Prowlers favor places with abundant shadows and cover, such as dense forests, moonlit glades, or abandoned ruins. They thrive in environments where they can move undetected and take advantage of their surprise attacks." - ] + ], + "id": "1d6" }, { "type": "entries", @@ -25242,7 +25710,8 @@ "page": 104, "entries": [ "The Whispertooth Prowler has a unique ability called \"Shadow Step.\" It can momentarily blend into the shadows, becoming incorporeal and gaining advantage on Dexterity ({@skill Stealth}) checks." - ] + ], + "id": "1d7" }, { "type": "statblock", @@ -25251,7 +25720,8 @@ "name": "Whispertooth Prowler", "page": 104 } - ] + ], + "id": "1d4" }, { "type": "image", @@ -25263,7 +25733,8 @@ "width": 1283, "height": 743 } - ] + ], + "id": "1d3" }, { "type": "entries", @@ -25280,7 +25751,8 @@ "page": 105, "entries": [ "Primarily nocturnal, the Xenoclaw Colossus is a patient predator. Using its long limbs, it can rapidly snatch prey from a distance, crushing it with its powerful claws. When threatened, it raises its tail, ready to strike or whip any would-be attackers. Despite its ferocious nature, it communicates with a series of clicks and chitters, possibly indicating a higher level of intelligence." - ] + ], + "id": "1da" }, { "type": "entries", @@ -25288,7 +25760,8 @@ "page": 105, "entries": [ "Preferring humid and swampy terrains, the Xenoclaw Colossus is found lurking in the muddiest of waters, waiting for unsuspecting prey. Their nests, often burrowed deep within wetlands, are difficult to locate due to the creature's ability to camouflage seamlessly with its environment." - ] + ], + "id": "1db" }, { "type": "entries", @@ -25296,7 +25769,8 @@ "page": 105, "entries": [ "Xenoclaw Colossuses are primarily carnivorous, favoring large mammals or similarly sized creatures. Their small red eyes, although appearing limited, grant them superior night vision, making them even more formidable in the dark. An interesting peculiarity about these creatures is their mating ritual, which involves a series of intricate dances and the sharing of hunted prey." - ] + ], + "id": "1dc" }, { "type": "statblock", @@ -25305,7 +25779,8 @@ "name": "Xenoclaw Colossus", "page": 105 } - ] + ], + "id": "1d9" }, { "type": "image", @@ -25317,7 +25792,8 @@ "width": 1035, "height": 814 } - ] + ], + "id": "1d8" }, { "type": "entries", @@ -25334,7 +25810,8 @@ "page": 106, "entries": [ "Driven by a relentless hunger for the living, the {@creature Zombspider Hand|MaM} uses its multitude of fingers to capture its prey. While not particularly intelligent, it's cunning enough to lie in ambush, using its radiant eye to lure curious victims closer." - ] + ], + "id": "1df" }, { "type": "entries", @@ -25342,7 +25819,8 @@ "page": 106, "entries": [ "The {@creature Zombspider Hand|MaM} is most commonly found lurking in graveyards, catacombs, and ancient burial sites. However, some have been known to stray into nearby settlements, especially during the darkest hours of the night." - ] + ], + "id": "1e0" }, { "type": "entries", @@ -25350,7 +25828,8 @@ "page": 106, "entries": [ "While it doesn't consume in the traditional sense, the {@creature Zombspider Hand|MaM} seems to be drawn to life essence, particularly that of spellcasters or creatures with innate magical abilities. Some necromancers believe that capturing and controlling one can enhance their own dark arts." - ] + ], + "id": "1e1" }, { "type": "statblock", @@ -25359,7 +25838,8 @@ "name": "Zombspider Hand", "page": 106 } - ] + ], + "id": "1de" }, { "type": "image", @@ -25371,7 +25851,8 @@ "width": 1107, "height": 796 } - ] + ], + "id": "1dd" }, { "type": "entries", @@ -25392,9 +25873,11 @@ "page": 107, "entries": [ "While journeying through a dense forest, the party stumbles upon a clearing littered with freshly spun, thick, white webs. Suspended in these webs are several {@creature Zombspider Hand|MaM|Zombspider Hands}, waiting in ambush. The center of the clearing has an ancient-looking, gnarled tree with a hollowed trunk. Inside the hollow is a glowing green orb\u2014 the eye of a {@creature Zombspider Hand Monstrosity|MaM}. As the party approaches, the Monstrosity bursts forth from the ground, ready to defend its territory. If the party can defeat the creatures and retrieve the eye, it may serve as a powerful {@item arcane focus|PHB} or fetch a high price from interested parties." - ] + ], + "id": "1e4" } - ] + ], + "id": "1e3" }, { "type": "statblock", @@ -25403,7 +25886,8 @@ "name": "Zombspider Hand Monstrosity", "page": 107 } - ] + ], + "id": "1e2" }, { "type": "entries", @@ -25420,7 +25904,8 @@ "page": 108, "entries": [ "Zynthriel are often viewed as capricious and unpredictable, acting on whims and following their own intricate social norms. They are not inherently malicious but value their freedom and independence above all else." - ] + ], + "id": "1e7" }, { "type": "entries", @@ -25428,7 +25913,8 @@ "page": 108, "entries": [ "These beings typically dwell in secluded, often otherworldly places, where they can practice their unique blend of psychic magic and martial arts without interruption." - ] + ], + "id": "1e8" }, { "type": "entries", @@ -25437,7 +25923,8 @@ "entries": [ "Zynthriel have a penchant for collecting memories. They possess the unique ability to extract and store specific memories from other creatures. These memories are often traded among their kind like valuable commodities. Sometimes, they offer to remove painful memories from other creatures in exchange for services or items.", "The Intricate tattoos of varying patterns and symbols adorn their bodies. These tattoos are not mere decorations; they serve a purpose. For a Zynthriel, these markings are conduits for channeling psychic energy and often signify various milestones in their lives, achievements, and personal quests. The ink used in these tattoos is derived from rare minerals, imbuing them with subtle magical properties." - ] + ], + "id": "1e9" }, { "type": "statblock", @@ -25446,7 +25933,8 @@ "name": "Zynthriel", "page": 108 } - ] + ], + "id": "1e6" }, { "type": "image", @@ -25458,7 +25946,8 @@ "width": 618, "height": 1209 } - ] + ], + "id": "1e5" }, { "type": "entries", @@ -25475,7 +25964,8 @@ "page": 109, "entries": [ "Zytorts are solitary creatures, mainly active during the night where they hunt small prey with silent precision. Their behavior leans towards the cautious side; when they perceive any threat, they prefer to retreat into their robust shells, a defensive trait borrowed from their turtle lineage. Their calls are deep and resonate with a rumbling echo, a unique sound in the amphibian world." - ] + ], + "id": "1ec" }, { "type": "entries", @@ -25483,7 +25973,8 @@ "page": 109, "entries": [ "They prefer damp environments, such as swamps and marshlands, where water sources are abundant. Their unique physique allows them to navigate both land and water proficiently, making them adept hunters in these environments." - ] + ], + "id": "1ed" }, { "type": "entries", @@ -25492,7 +25983,8 @@ "entries": [ "Despite their somewhat fearsome appearance, Zytorts are known to be gentle with the environments they inhabit. They often aid in the pollination of aquatic plants, carrying pollen on their robust bodies.", "The skin of the Zytort secretes a special kind of mucus that has curative properties. Tribes living near their habitats regard them as sacred creatures, and they utilize the mucus in healing potions and ointments, which can heal minor wounds and alleviate pain. They harvest this secretion carefully, ensuring no harm comes to these revered creatures." - ] + ], + "id": "1ee" }, { "type": "statblock", @@ -25501,7 +25993,8 @@ "name": "Zytort", "page": 109 } - ] + ], + "id": "1eb" }, { "type": "image", @@ -25513,9 +26006,11 @@ "width": 1176, "height": 656 } - ] + ], + "id": "1ea" } - ] + ], + "id": "008" }, { "type": "section", @@ -25545,7 +26040,8 @@ "width": 707, "height": 1215 } - ] + ], + "id": "1f0" }, { "type": "entries", @@ -25570,7 +26066,8 @@ "width": 450, "height": 1247 } - ] + ], + "id": "1f1" }, { "type": "entries", @@ -25595,7 +26092,8 @@ "width": 828, "height": 1137 } - ] + ], + "id": "1f2" }, { "type": "entries", @@ -25620,7 +26118,8 @@ "width": 760, "height": 1131 } - ] + ], + "id": "1f3" }, { "type": "entries", @@ -25645,7 +26144,8 @@ "width": 698, "height": 1253 } - ] + ], + "id": "1f4" }, { "type": "entries", @@ -25670,7 +26170,8 @@ "width": 704, "height": 1109 } - ] + ], + "id": "1f5" }, { "type": "entries", @@ -25695,7 +26196,8 @@ "width": 709, "height": 1308 } - ] + ], + "id": "1f6" }, { "type": "entries", @@ -25720,9 +26222,11 @@ "width": 618, "height": 1209 } - ] + ], + "id": "1f7" } - ] + ], + "id": "1ef" }, { "type": "section", @@ -25963,9 +26467,11 @@ "To the Kickstarter backers\u2014this couldn't have happened without you.", "Here's to adventures untold.", "Thank you." - ] + ], + "id": "1f9" } - ] + ], + "id": "1f8" } ] } diff --git a/creature/Kobold Press; Warlock 29 Planar Bestiary.json b/creature/Kobold Press; Warlock 29 Planar Bestiary.json index 7494cbc55..4bf658179 100644 --- a/creature/Kobold Press; Warlock 29 Planar Bestiary.json +++ b/creature/Kobold Press; Warlock 29 Planar Bestiary.json @@ -2710,7 +2710,8 @@ "{@note No other portion of this work may be reproduced in any form without permission.}", "{@note © 2021 Open Design LLC}", "{@link www.koboldpress.com}" - ] + ], + "id": "001" }, { "type": "gallery", @@ -2748,7 +2749,8 @@ "width": 748, "height": 1128 } - ] + ], + "id": "000" }, { "type": "section", @@ -2761,7 +2763,8 @@ "style": "text-center", "entries": [ "{@i by Tim Hitchcock}" - ] + ], + "id": "003" }, "In the time before Midgard, there was only the Void\u2014and within that twilight dwelled the ahu-nixta. While mortals use the name to define an ancient race of aberrant, Void-spawned tyrants, it may just as easily represent an ideal or the wellspring of the ahu-nixta's very existence. It is a primordial name, given to these same aberrations by the dragons who coined it from a repeated syllabic phrase pulled from their incessant maddening chatter.", "At one time, the ahu-nixta held dominion over many races. Cruel masters, they fed upon the younger entities and stole from them those elements they needed to transcend the Void. They broke the creatures they enslaved\u2014salvaging flesh and bone, dominating thoughts, harvesting fears\u2014and they warped them into vessels for their own designs. But just like those creatures, the encasements built from them proved weak and inefficient, prone to physical aging and damage. No matter how the ahu-nixta manipulated the raw materials, the result was always insufficient. To overcome these flaws, they sought out other raw materials, metals and crystals and other elements, the same the mortal races forged into tools and machinery. Using these new resources, they copied and cobbled, implanted and spliced, creating new forms, each stronger and more lasting.", @@ -2779,7 +2782,8 @@ "entries": [ "Ahu-nixta reproduce from clusters of organic matter encased in a resinous, amorphous mass\u2014a hive node. Occasionally these clumps take the form of long, weblike strands and sometimes as blankets of unnaturally sticky or caustic slime. Some believe a hive node's appearance depends on the manner of its creation, but no substantial evidence supports this theory. Nodes range in size from a foot in diameter to the size of an {@creature elephant}, and when ready to burst, they can disgorge from one to over a dozen various ahu-nixta: a large node may be filled with a swarm of {@creature Ahu-Nixta Drudge|ToB2|drudges (see Tome of Beasts 2)} while a smaller node may hold a single large, heavily armored ahu-nixta. It's unknown how long a node can exist in stasis before bursting, but they have been found in ancient and long-abandoned vessels, adrift in the Void, buried in the ruins of sunken cities, and attached to debris, hurling through the planes.", "The largest of these nodes is known as Node Prime, a titanic mass of pulsing biomechanical clockwork the size of a small planet. Node Prime serves as something of a homeworld to the ahu-nixta. From Node Prime, the Concordant Chronosphere communicates with the rest of the hive nodes scattered through the Void and beyond. Some consider the Concordant Chronosphere to consist of just Node Prime while others argue that it exists within all hive nodes simultaneously and that it manifests on Node Prime merely due to its magnitude\u2014and some see it as all of the ahu-nixta combined." - ] + ], + "id": "006" }, { "type": "entries", @@ -2787,9 +2791,11 @@ "page": 3, "entries": [ "Of the myriad forms that the ahu-nixta and their armor takes, three types are most frequently encountered by mortals. The first appears as a spheroid clockwork horror, which is what most creatures imagine when they think of the {@creature Ahu-Nixta|CCodex|ahu-nixta (see Creature Codex)}, and the others are called {@creature Ahu-Nixta Drudge|ToB2|drudges} and {@creature Ahu-Nixta Cataphract|ToB2|cataphracts (see Tome of Beasts 2)} with drudges assuming the role of servitor and cataphracts acting as violent and domineering juggernauts. Still, owing to their constantly evolving forms and the violent creativity brought to bear in their clockwork encasements, there exist countless lesser.known manifestations of the ahu-nixta, roaming the Void and occasionally slipping beyond." - ] + ], + "id": "007" } - ] + ], + "id": "005" }, { "type": "entries", @@ -2814,7 +2820,8 @@ "name": "A Range of Cephaloids", "entries": [ "The cephaloid listed is the base size and power for a mature ahu-nixta cephaloid. Because of their rapidly evolving forms though, the details may vary from one specimen to another. See each ahu-nixta's Clockwork Encasement trait for details on how to use each cephaloid when free of its encasement." - ] + ], + "id": "009" }, { "type": "statblock", @@ -2823,7 +2830,8 @@ "name": "Ahu-Nixta Cephaloid", "page": 4 } - ] + ], + "id": "008" }, { "type": "entries", @@ -2849,7 +2857,8 @@ "name": "Ahu-Nixta Tapper", "page": 5 } - ] + ], + "id": "00a" }, { "type": "entries", @@ -2875,7 +2884,8 @@ "name": "Alpha Node", "page": 6 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -2900,11 +2910,14 @@ "name": "Ahu-Nixta Harpooner", "page": 9 } - ] + ], + "id": "00c" } - ] + ], + "id": "004" } - ] + ], + "id": "002" }, { "type": "section", @@ -2917,7 +2930,8 @@ "style": "text-center", "entries": [ "{@i by Kelly Pawlik}" - ] + ], + "id": "00e" }, "Izravenes are the personification of avarice and gluttony, and they represent the largest contingent of non-undead beings on Evermaw, the Plane of Undeath. They hold the amassing of personal power as the highest of achievements\u2014even when compared to other fiends. They are self-centered with virtually no capacity to imagine taking an action that wouldn't advance them in some way toward their goal of metamorphosis.", { @@ -2932,7 +2946,8 @@ "page": 11, "entries": [ "Izravenes erupt, writhing and maggot-like, from a titanic figure that hangs crucified upon a series of dusty, mountainous spires deep within Evermaw. The titan's name is lost to time, but some of the ancient and undying residents of the plane dimly remember it was once a celestial power that represented goodness and glorious fecundity. Izravenes are as debased as their progenitor was virtuous, and they gain their purest pleasure in reducing innocent people into undead horrors. Each type of izravene represents a specific type of spiritual or physical corruption that can manifest itself in a form of undead." - ] + ], + "id": "011" }, { "type": "entries", @@ -2940,7 +2955,8 @@ "page": 11, "entries": [ "With every mortal life an izravene takes, it absorbs a portion of the mortal's soul. The consumed soulstuff compounds until the izravene undergoes metamorphosis into a more advanced form. The method of their evolution spurs izravenes to kill as many mortals as they can in the most efficient manner possible. The fiends are drawn to places where the dying can be dispatched with little effort, such as battlefields, plague villages, and surgeries. Izravenes are also apt to prey upon other izravenes of their type as the killer will gain the soulstuff their victim has already consumed. Due to their backstabbing natures, izravenes rarely work together, doing so only when threatened and berated by a much more powerful izravene." - ] + ], + "id": "012" }, { "type": "entries", @@ -2949,7 +2965,8 @@ "entries": [ "Izravenes are rapacious, but they do not act hastily or carelessly. Even the least of them knows that a sword wielded by a single valorous fool can spell the end of their ambitions. Though they find it frustrating, they carefully plot out their activities. They spend time investigating the areas they would like to hunt and make sure they won't have to contend with an overabundance of heroic mortals. After each kill, they cautiously gauge any response before striking out again.", "An izravene may accept a position as the lesser partner to another more powerful creature, but it will immediately start plotting to take control of the venture. Devils in particular sometimes see the value in conspiring in a limited fashion with an izravene." - ] + ], + "id": "013" }, { "type": "entries", @@ -2957,9 +2974,11 @@ "page": 12, "entries": [ "The older an izravene and the more it has metamorphosed, the more likely it is to act with caution and patience. More highly evolved izravenes spend centuries spying upon humanoid communities in order to perfect their ability to hide among them. Sometimes they take on a persona and simply live a seemingly normal life for as many years as they can without drawing undue suspicion from their neighbors. In this manner, some settlements have harbored a greedy fiend for decades, none the wiser for its presence. The patience of older izravenes is matched only by their cowardice. The more they have experienced, the more greedily they hold onto their immortality. Truly ancient and powerful izravenes, such as masavenes and azraevenes are rarely seen or discovered, hidden as they are behind armies of guardians, servitors, and possibly other izravenes." - ] + ], + "id": "014" } - ] + ], + "id": "010" }, "Three of the most commonly encountered types of izravenes are detailed below.", { @@ -2986,7 +3005,8 @@ "name": "Alamravene", "page": 13 } - ] + ], + "id": "015" }, { "type": "entries", @@ -3012,7 +3032,8 @@ "name": "Gurravene", "page": 14 } - ] + ], + "id": "016" }, { "type": "entries", @@ -3038,9 +3059,11 @@ "name": "Sharavene", "page": 15 } - ] + ], + "id": "017" } - ] + ], + "id": "00f" }, { "type": "entries", @@ -3059,7 +3082,8 @@ "Izravenes do not become arbiters by being careless or by making ostentatious displays of power. They calculate each maneuver, only taking action once the benefits are guaranteed and any foreseeable consequences are mitigated to the extent possible. Each plan an arbiter makes includes several different routes to achieve success as well as several exit points should the scheme turn sour.", "Arbiters insulate themselves against their enemies in a number of ways. Each of them adopts several false personas, using them to draw out and snuff opposition before they become aware of the truth. They also groom minions whose job is to act as the arbiter in public and social situations. Almost every encounter with an izravene arbiter is actually with an underling posing as its master.", "Arbiters place spies with every potential threat or rival they can gain access to as well as placing loyal agents within their own organizations in order to root out traitors and betrayers." - ] + ], + "id": "01a" }, { "type": "entries", @@ -3067,9 +3091,11 @@ "page": 17, "entries": [ "Like every other izravene, arbiters crave power and dominance over their kind and their rivals. Despite the precautions they take against betrayal, the reaches of Evermaw are dotted with the husks of fallen izravene arbiters. While some of the dead are the victims of celestial crusades, demonic incursions, or elemental stampedes, most destroyed izravene arbiters fell to the machinations of another arbiter. As lesser izravenes prey upon each other for soulstuff, so too do the apex izravenes. The difference between the two is simply in scale as an arbiter has no qualms about devastating a continent or an entire world in its quest for absolute power." - ] + ], + "id": "01b" } - ] + ], + "id": "019" }, { "type": "entries", @@ -3078,7 +3104,8 @@ "entries": [ "In their true form, Marizzet appears to be a beautiful, androgynous celestial with alabaster skin and gray-feathered wings dotted with hundreds of blinking yellow eyes. This form is rarely seen however as the fiend most often appears to be an immense, decrepit-looking owl whose face is a decaying, maggot-filled hollow. The form has sickly yellow and red scales that create eye-like patterns across their torso and wings.", "Marizzet, the first izravene, was the first creature to erupt from the nameless titan and is among the most powerful creatures on Evermaw that have not attained true divinity. They are incalculably ancient and plot to assume control of reality by simultaneously slaying all life on the Material Plane and immediately animating it all as undead. A few millennia past, Marizzet almost achieved their goal but were derailed by the betrayal of their former stand-in, ally, and lover Lizzil. The sting of treachery burns in Marizzet's breast still, and they have made several frustrated attempts to destroy the deceiver." - ] + ], + "id": "01c" }, { "type": "entries", @@ -3087,7 +3114,8 @@ "entries": [ "Ullivire usually appears in the form of a tiny, decaying winged snake whose eyes have been pecked out. In truth, their appearance is of a desiccated, eight-eyed raven from which bone dust constantly puffs. The number of wings and legs Ullivire sports ranges from two to eight.", "Ullivire ascended to the ranks of the arbiters merely a few millennia ago. Since their apotheosis, there have been no actual sightings of the creature as they have hidden themself as the familiar of Uch-Tal Hirbaruss, a lich of middling power and import. Under the lich's protection, Ullivire has used their so-called master's resources to build a vast information network to keep abreast of happenings on the Plane of Undeath." - ] + ], + "id": "01d" }, { "type": "entries", @@ -3096,11 +3124,14 @@ "entries": [ "Lizzil spent thousands of years as a stand-in for Marizzet, and their true form is the same as their former lover's false one, but the pattern of the scales is the reverse of Marizzet's. Lizzil never adopts a different form.", "While alternately treated as a plaything and a servant by Marizzet, Lizzil hoarded their secrets like a miser stockpiles copper coins. Before gaining freedom from the first izravene, Lizzil disassembled key components of Marizzet's entropy engine and stole the schematics, casting them into Ginnungagap, the Yawning Void, beyond their former companion's reach. Since then, Lizzil seems to be lurking just out of Marizzet's sights, waiting for just the right moment to spring." - ] + ], + "id": "01e" } - ] + ], + "id": "018" } - ] + ], + "id": "00d" }, { "type": "section", @@ -3113,7 +3144,8 @@ "style": "text-center", "entries": [ "{@i by Amber Stewart}" - ] + ], + "id": "020" }, "Vintners of Suffering. Lie Weavers. Feasters of Misery. The Unwelcome Strangers Bearing Gifts. They have many names, and answer to them all, though the name they call {@i themselves} is simple and with no translation: yugoloth.", "And so too, they have myriad self-spread origins. That they emerged from the Void itself as concepts taken flesh is the principal story spoken by sages and by the 'loths themselves. A secondary legend though tells that they derive from a fallen celestial race who turned on the gods upon discovering some dark secret hidden from the rest of creation. Time and again, they delight in seeding the minds of mortal scribes with ever more spurious tales of their own genesis, and in this vacuum of truth, they have yet another name: the Lost.", @@ -3139,7 +3171,8 @@ "This however is nothing but a lie.", "This yugoloth god the Ibshalek serve as bleak apostles is a lie that they whisper to themselves, propagated from highest to lowest caste to unify their kind and leash their own self-serving desires to a greater power. Only the Ibshalek know this, and it is only they who have any understanding as to what actual truth underlies their own mythology, both self-created and exogenous. It is possible they have wholly forgotten their true origins, only to travel the World Tree and spread misery to sate the hollow void of meaning within themselves, abandoned by their creators. Lost in every meaning of the word.", "Despite the semblance of unity the Ibshalek present to others, there is perpetual rivalry and jockeying for power and influence, and a gulf of distrust hangs wide between these so-called equals. Consumed by their own lies, they doubt their knowledge, fearing that each closely held secret truth, stolen from a long-obliterated forbearer, is nothing but a lie, the same as those they whisper to their servitors." - ] + ], + "id": "023" }, { "type": "entries", @@ -3149,7 +3182,8 @@ "Yugoloths have long migrated from the Void to other planes, and they found a second home in the Eleven Hells. Perhaps it's the lessened impact of the Void or the nature of the hells or something else entirely, but whatever the cause, new types of yugoloths have distinctly increased. And while the highest caste of the yugoloths of the Void traditionally culminates in the Ibshalek, recent aeons have seen the rise of at least one new caste\u2014witnessed in Xecha Zecha Amblamar, the Lady of Pure Distillate, lord of Emwabbik Em, the Alien Hell of the Acid Abyss\u2014that could rival the old hierarchy. Only time will tell what happens with this potential rift.", "The connections between the Ibshalek of the Void and the lord of Emwabbik Em are simply not clear\u2014even to yugoloths. To some, the Lady of Pure Distillate is nothing more than a brilliant, heretical opportunist who departed the Void and struck out without the constraints of bending a knee to others of her kind. For a paragon of self-centered malice, it would make sense. But is it true? Or is she the first hyphae rising from virgin soil, seeding a new line to drink deep and corrupt, a rot concealed beneath an earth soon to be populated with fruiting bodies. She has certainly found ample sustenance in the Alien Hell of the Acid Abyss.", "The abyssal layer also has a number of little-known connections of importance to yugoloths and others, including to the ahu-nixta, devoted servants of Xecha Zecha Amblamar. Flickering in and out of being, like dark mirages on the shimmering horizon of some alien desert, transient portals to the Void can be found, hinting at the ruler's connection to her original home. It is possible that these portals might be stabilized by the presence of yugoloths or other Void natives, allowing them easy entrance and egress from the plane. This seems likely given that yugoloths are found here more commonly than any other layer of the hells. Many of them are present on myriad contracted jobs, serving as guardians, escorts, and mercenary armies purchased on behalf of one or another fiendish power. Beyond these however, clusters of them have been observed there without any patron, far from their native plane and often far from population centers, in transit to and from unknown locations, travelers on some unknown pilgrimage. Dovetailing on this suggestion are isolated shrines to various of the Ibshalek, located in the realm's hinterlands, many of which show signs of active, recent use and even magical wards to prevent non-yugoloths from approaching." - ] + ], + "id": "024" }, { "type": "inset", @@ -3157,9 +3191,11 @@ "name": "The Satarre", "entries": [ "As fellow residents of the Void, it would seem natural perhaps that the satarre would be convenient allies of the yugoloths, but that assumption would be far from a more nuanced truth. Despite (seemingly) hailing from the same native plane, yugoloths view the satarre as inconvenient fellow travelers at best and more often as ideological rivals whose desire for death and destruction runs counter to the yugoloth desire for suffering and to their subsequent near obsession with mortal life as the source of such. The satarre on the other hand see the yugoloths as cowards and backstabbing schemers whose actions delay their own wished-for end of existence. It is not uncommon for the two fiendish races to clash, though in the face of outside opposition, especially by celestials, the two grudgingly cooperate." - ] + ], + "id": "025" } - ] + ], + "id": "022" }, "Some of the more commonly encountered types of yugoloths are detailed below.", { @@ -3184,7 +3220,8 @@ "page": 21, "entries": [ "Their bodies vaguely modeled after their mortal master's species, ezkiloths are loathe to show their true forms, obscuring their faces or taking on the guise of familiars such as cats, ravens, or even imps and quasits. They prefer to hide their natures\u2014and that of their master's\u2014from suspicion while urging them to ever greater evils." - ] + ], + "id": "027" }, { "type": "entries", @@ -3192,7 +3229,8 @@ "page": 21, "entries": [ "Ezkiloths seek to increase the sum total of cosmic suffering while remaining fiercely protective of their masters, at least so far as keeping them alive. Through their master, they can inflict wickedness upon the Material Plane and experience the range of mortal emotions, reveling in a taste of existence their own native plane inures them to." - ] + ], + "id": "028" }, { "type": "entries", @@ -3200,7 +3238,8 @@ "page": 21, "entries": [ "Ezkiloths will, over time, emotionally isolate their masters, working behind their backs to drive away family, lovers, and confidants either directly or by sowing seeds of doubt and mistrust, leaving only them in control." - ] + ], + "id": "029" }, { "type": "statblock", @@ -3209,7 +3248,8 @@ "name": "Ezkiloth", "page": 21 } - ] + ], + "id": "026" }, { "type": "entries", @@ -3233,7 +3273,8 @@ "page": 22, "entries": [ "Reciraloths display no outwardly visible eyes, showing only an eerie glow below their fleshed-over sockets when in darkness, but they see as well as any other creature. In fact, their strange ocular organs allow them a preternatural sense, regardless of visibility conditions." - ] + ], + "id": "02b" }, { "type": "entries", @@ -3241,7 +3282,8 @@ "page": 22, "entries": [ "Among the lowest ranking yugoloths, reciraloths are considered a disposable, renewable resource by their masters\u2014and with good reason. Each reciraloth that dies finds their essence funneled back to the Void, where their soulstuff is pooled, and they are crafted anew. This resurrected fiend is not precisely the same, but every reciraloth has faint memories of every untold time they have died. With no true death, they have no fear in battle." - ] + ], + "id": "02c" }, { "type": "entries", @@ -3249,7 +3291,8 @@ "page": 22, "entries": [ "Reciraloths display slavish obedience to higher-caste yugoloths and a pack-like devotion to others of their kind in battle. Yet outside of combat, they can and will betray one another for personal gain as the base essence of yugoloth-kind shows through, and this betrayal is the first step toward their transfiguration to a higher caste." - ] + ], + "id": "02d" }, { "type": "statblock", @@ -3258,7 +3301,8 @@ "name": "Reciraloth", "page": 22 } - ] + ], + "id": "02a" }, { "type": "entries", @@ -3282,7 +3326,8 @@ "page": 24, "entries": [ "Viridriloths prefer to hide in darkness or within the cloaking presence of underlings' shadows. Especially crafty beings, they use their natural abilities to act as spies, saboteurs, and manipulators. Occasionally they grow tired of the more subtle schemes and simply kill outright, blaming others for their brutal slayings." - ] + ], + "id": "02f" }, { "type": "entries", @@ -3290,7 +3335,8 @@ "page": 25, "entries": [ "Viridriloths envy their corporeal brethren and as such are prone to be brutal taskmasters of lesser yugoloths. That envy is multiplied tenfold toward non-yugoloths\u2014and particularly mortals. Viridriloths delight in possessing mortals and indulging their cruelty while masked in mortal flesh." - ] + ], + "id": "030" }, { "type": "entries", @@ -3298,7 +3344,8 @@ "page": 25, "entries": [ "Near the middle of the yugoloth religious hierarchy, though not yet initiated into the higher mysteries reserved for more powerful yugoloths, viridriloths lord their presumed secret knowledge over lesser yugoloths. This belies a profound insecurity and hunger for understanding, both qualities intentionally stoked by higher castes to increase their usefulness and urge them toward promotion." - ] + ], + "id": "031" }, { "type": "statblock", @@ -3307,7 +3354,8 @@ "name": "Viridriloth", "page": 25 } - ] + ], + "id": "02e" }, { "type": "entries", @@ -3331,7 +3379,8 @@ "page": 26, "entries": [ "Xethiloths serve as the yugoloth priestly caste, agents of the Ibshalek, though there are yet other and more highly exalted religious stations. They oversee yugoloth religious rites, determine a lower-caste yugoloth's fitness to ascend to a higher form, and enact the actual transformative rituals that allow such." - ] + ], + "id": "033" }, { "type": "entries", @@ -3339,7 +3388,8 @@ "page": 26, "entries": [ "Perpetually cloaked by obfuscating robes, veils, and illusions, xethiloths' true appearance is unknown. Observed differences in their cloaked forms suggest a myriad of true forms, varying by Ibshalek served, or otherwise suggest a shapeshifting ability." - ] + ], + "id": "034" }, { "type": "entries", @@ -3347,7 +3397,8 @@ "page": 26, "entries": [ "Xethiloths are rarely seen by non-yugoloths, usually only when they are present to speak on behalf of one of the Ibshalek or as a threat and display of yugoloth power. Cloistered in their masters' realms, they seem to be nowhere yet simultaneously omnipresent among their flock, aware of any miniscule transgression or failure." - ] + ], + "id": "035" }, { "type": "statblock", @@ -3356,7 +3407,8 @@ "name": "Xethiloth", "page": 26 } - ] + ], + "id": "032" }, { "type": "entries", @@ -3380,7 +3432,8 @@ "page": 27, "entries": [ "Shirveka acts as a public face and speaker for her kind toward other fiendish divinities, yet she prefers to audibly speak through servitors infused with a spark of her essence. She speaks using telepathy when she personally holds court, her keen, loquacious tongue hiding the abject malice behind her every action." - ] + ], + "id": "037" }, { "type": "entries", @@ -3388,7 +3441,8 @@ "page": 27, "entries": [ "Shirveka hoards knowledge and secrets, trading them like some base commodity. Unwary buyers are liable to purchase immaculately crafted lies, tailored to their desires, there to set in motion a ruinous chain of events in Shirveka's favor." - ] + ], + "id": "038" }, { "type": "entries", @@ -3396,7 +3450,8 @@ "page": 28, "entries": [ "Shirveka's mortal cults are a mixture of secretive, initiatory groups whose rank and file may not be aware they worship an Ibshalek. Her followers seek to bring discord and ruin, especially through magic or political manipulation, though without an overt body count as a goal since the dead cannot continue to suffer." - ] + ], + "id": "039" }, { "type": "statblock", @@ -3411,9 +3466,11 @@ "page": 29, "entries": [ "The Inverse Tower of Weeping Words is located deep within the Void. A vast and labyrinthine structure, it rests between two extinct volcanoes, entrapped by an ancient obsidian flood. Only the tower's highest floors rise above the frozen glass, and the remainder extends below ground in the original structure and in excavated tunnels into the surrounding matrix, the walls carved with the glowing names and contracts of every being to have bargained with her." - ] + ], + "id": "03a" } - ] + ], + "id": "036" }, { "type": "entries", @@ -3427,11 +3484,14 @@ "There are two caveats to this absence of native life. Visitors over the past century report one permanent resident, a disheveled human wizard by the name of Verig Renelik. Obsessed with the Broken Path, the wizard is prone to long, meandering diatribes to himself, his familiar, and non-existent persons who may have been former\u2014though now missing\u2014companions. Left to his own devices, he is non-violent, but if interfered with, he is merciless. Visitors describe him rambling on and on about some great reward promised to him, some unknown truth that he has learned that is otherwise reserved for the Ibshalek themselves. Powerful and paranoid, Verig is convinced that he is close to discovering some final hidden and powerful truth. Often dismissed as mad, others are convinced by one curious realization: the wizard has apparently not aged over the course of the past 200 years, despite the normal flow of time within the Broken Path.", "The other caveat resides in the wizard's familiar, Xera, an {@creature ezkiloth|W29PB}. This tiny yugoloth urges on its master's obsession and claims to be the fruit of his advanced understanding of the Broken Path's obfuscated truths. If the demiplane generates yugoloth familiars for those visitors who follow the path, so to speak, it would lend credence to there actually being a dark and hidden truth waiting for the worthy to understand.", "So what is that truth? Is it a honey trap to lure powerful and ambitious mortals and, there, bind their souls and thus them into fiendish service? Is a powerful yugoloth, perhaps even one of the so-called Waiting Ones, lurking secluded deep within its core, luring powerful victims to an unknown end? As with everything involving the 'loths, every deeper exploration, like the Broken Path itself, brings no answers but only an ever-deeper and more dangerous level of questions." - ] + ], + "id": "03b" } - ] + ], + "id": "021" } - ] + ], + "id": "01f" }, { "type": "section", @@ -3465,7 +3525,8 @@ "Warlock 29: Planar Bestiary. ©2021 Open Design LLC. Authors: Tim Hitchcock, Kelly Pawlik, Amber Stewart." ] } - ] + ], + "id": "03c" } ] } diff --git a/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json b/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json index abae13997..fa10b7f8c 100644 --- a/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json +++ b/item/M.T. Black; Mordenkainen's Tome of Marvelous Magic.json @@ -5113,7 +5113,8 @@ } ] } - ] + ], + "id": "001" }, { "type": "hr" @@ -5121,7 +5122,8 @@ "{@note DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.}", "{@note This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.}", "{@note All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild.}" - ] + ], + "id": "000" }, { "type": "section", @@ -5154,9 +5156,11 @@ ], "by": "Qort" } - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -5191,7 +5195,8 @@ "page": 5, "entries": [ "Hobbling a creature over an extended period can result in permanent injury and is really a form of torture. I can think of few instances where the Balance is served by gratuitous cruelty." - ] + ], + "id": "005" }, { "type": "statblock", @@ -5270,7 +5275,8 @@ "page": 6, "entries": [ "Someone once said that having heard one bagpipe tune, you have heard them all. An overly cynical assessment, but I admit the music is an acquired taste." - ] + ], + "id": "006" }, { "type": "statblock", @@ -5349,7 +5355,8 @@ "page": 6, "entries": [ "An especially useful device for those who are adventuring without a thief in the party. And including a self-confessed thief in the party always seemed to defy logic to me." - ] + ], + "id": "007" }, { "type": "statblock", @@ -5380,7 +5387,8 @@ "page": 7, "entries": [ "Some have suggested this item was created as a joke. If so, it was an expensive one. More likely, I think, is that the obvious defect resulted from an oversight on the part of the creator. This happens among the learned more often than they would care to admit." - ] + ], + "id": "008" }, { "type": "statblock", @@ -5474,7 +5482,8 @@ "page": 8, "entries": [ "This is a better use for wine than most I've seen" - ] + ], + "id": "009" }, { "type": "statblock", @@ -5545,7 +5554,8 @@ "page": 8, "entries": [ "A rather ghoulish item to wear, especially in social situations. But decidedly useful when there are necromancers about." - ] + ], + "id": "00a" }, { "type": "statblock", @@ -5616,7 +5626,8 @@ "page": 9, "entries": [ "I have more than once used this device to move wild beasts away from a settlement. But sometimes the Balance requires the beast be killed, and other times that it be left free to ravage the settlement." - ] + ], + "id": "00b" }, { "type": "statblock", @@ -5734,7 +5745,8 @@ "page": 11, "entries": [ "Having been attacked with this item, I can assure you it is a most uncomfortable experience." - ] + ], + "id": "00c" }, { "type": "statblock", @@ -5757,7 +5769,8 @@ "page": 11, "entries": [ "Some are born to lead, while others require a little bit of magical assistance." - ] + ], + "id": "00d" }, { "type": "statblock", @@ -5854,7 +5867,8 @@ "page": 12, "entries": [ "Leomund told me he used this device to neutralize both troublesome spellcasters and tedious dinner guests. Leomund could be a rather frivolous fellow." - ] + ], + "id": "00e" }, { "type": "statblock", @@ -5917,7 +5931,8 @@ "page": 13, "entries": [ "This material comes from the plane of Frostfell and is manufactured by the eladrin servants of the Frost Lord. A devious creature is that one, and you should be wary if you meet him." - ] + ], + "id": "00f" }, { "type": "statblock", @@ -6028,7 +6043,8 @@ "page": 14, "entries": [ "I cannot claim to be a poet. Perhaps others will find this item of more use." - ] + ], + "id": "010" }, { "type": "statblock", @@ -6067,7 +6083,8 @@ "page": 15, "entries": [ "My peculiar philosophy means that I make many enemies and accrue few allies. I will confess to you, trusted colleagues, that I have possessed one of these items for many years, and it has been invaluable." - ] + ], + "id": "011" }, { "type": "statblock", @@ -6090,7 +6107,8 @@ "page": 15, "entries": [ "There was a time when I would destroy any magic item that I had no use for, believing this was the best way to preserve the Balance. An immature belief. I destroyed one of these harps during that period, and I regret it now, for they are remarkable devices." - ] + ], + "id": "012" }, { "type": "statblock", @@ -6224,7 +6242,8 @@ "page": 17, "entries": [ "This item also reduces the cost of transcribing a spell to your spell book. It is a deceptively powerful tool." - ] + ], + "id": "013" }, { "type": "statblock", @@ -6312,7 +6331,8 @@ "page": 18, "entries": [ "It may surprise you to learn that this item was first devised by Rary, who was a master of mental magic. Tenser considered him a mediocre wizard and gave him the nickname \"Medium Rary.\" Rary had his revenge, and much strife followed." - ] + ], + "id": "014" }, { "type": "statblock", @@ -6327,7 +6347,8 @@ "page": 18, "entries": [ "It is the rare adventurer who does not occasionally fall from a great height. This item is relatively simple to manufacture but is infinitely useful." - ] + ], + "id": "015" }, { "type": "statblock", @@ -6496,7 +6517,8 @@ "page": 20, "entries": [ "I may be unusual in that I consider items such as this to be far more powerful than something like a {@item necklace of fireballs} or a {@item wand of lightning bolts}. Using this simple device, I've tracked down countless lost books and relics, and have thereby learned many forgotten secrets of the ancients." - ] + ], + "id": "016" }, { "type": "statblock", @@ -6567,7 +6589,8 @@ "page": 21, "entries": [ "It should not surprise you to learn that this orb was originally designed by Otiluke, who was a connoisseur of such magical devices." - ] + ], + "id": "017" }, { "type": "statblock", @@ -6621,7 +6644,8 @@ "page": 22, "entries": [ "According to a persistent stereotype, wizards have a weakness for pipes. I cannot determine where this idea originated. I find the habit repellent, and I know Bigby shared my opinion." - ] + ], + "id": "018" }, { "type": "statblock", @@ -6717,7 +6741,8 @@ "page": 23, "entries": [ "An object of remarkable and alarming potency, and few individuals in the multiverse can stand before it. I will not comment on rumors that I have such an object in my vaults." - ] + ], + "id": "019" }, { "type": "image", @@ -6829,7 +6854,8 @@ "page": 24, "entries": [ "There is some debate around the ethics of using necromantic magic such as this. I care nothing for such frivolous discussions. Magic is neither good nor evil, it simply is. My only consideration is whether a particular spell or item will enhance the Balance or diminish it." - ] + ], + "id": "01a" }, { "type": "statblock", @@ -6892,7 +6918,8 @@ "page": 25, "entries": [ "Another very powerful item, with much potential to disrupt the Balance. Perhaps we are better off destroying such as this\u2014I am torn on the matter." - ] + ], + "id": "01b" }, { "type": "statblock", @@ -6979,7 +7006,8 @@ "page": 26, "entries": [ "I have been called both \"good\" and \"evil\" so many times that the labels barely mean anything to me. Still, if any creature in the multiverse is pure, innocent, and noble, it is a {@creature unicorn}. And even a unicorn can disrupt the Balance." - ] + ], + "id": "01c" }, { "type": "statblock", @@ -7067,7 +7095,8 @@ "page": 28, "entries": [ "I think the inspiration for this device may have been taken from a peculiar world I visit from time to time. Real magic is rare there, while gnome-like gadgetry is very advanced indeed. In this place, they use wheels to control steel vehicles, some of which traverse the land, some the water, and others the air." - ] + ], + "id": "01d" }, { "type": "statblock", @@ -7114,7 +7143,8 @@ "page": 29, "entries": [ "Alliteration is not a sound basis on which to conduct serious magical research. The Balance is left in tatters due to nonsense such as this." - ] + ], + "id": "01e" }, { "type": "statblock", @@ -7158,9 +7188,11 @@ "Many have suggested that I should seek out the Good instead. In my experience, the word has been relativized into meaninglessness, and is often a cipher for mere tribalism and prejudice, while other times it describes a banal sentimentalism. I have no use for these.", "Others have suggested that I ought to be a champion of Law. But I have been to Mechanus and seen a million machines march in lock-step, with not an original thought between them. This is not the future I wish.", "No, our world depends upon all these things and more, upon a vivacious mix of the opposing, the contrary, and the contradictory. This is the Balance, and this is what I have pledged to uphold." - ] + ], + "id": "01f" } - ] + ], + "id": "004" }, { "type": "section", @@ -7227,7 +7259,8 @@ "width": 772, "height": 1987 } - ] + ], + "id": "020" } ] } diff --git a/race/Benjamin Huffman; Beastfolk.json b/race/Benjamin Huffman; Beastfolk.json index dab96ada9..53c6a0967 100644 --- a/race/Benjamin Huffman; Beastfolk.json +++ b/race/Benjamin Huffman; Beastfolk.json @@ -600,9 +600,11 @@ "DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.", "This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.", "All other original material in this work is copyright 2016-2019 by Benjamin Huffman and published under the Community Content Agreement for Dungeon Masters Guild." - ] + ], + "id": "001" } - ] + ], + "id": "000" }, { "type": "section", @@ -635,7 +637,8 @@ "entries": [ "Every beastfolk resembles an anthropomorphic animal of one kind or another. The ratio of humanoid to bestial qualities varies between beastfolk but they are always recognizable as a hybrid between beast and humanoid. Beastfolk can stand anywhere from three and a half feet to seven feet tall with their height being influenced by the size of the beast they take after. They likewise weigh anywhere from 60 to 300 pounds.", "Beastfolk may be covered in fur, feathers, scales, or skin. They often share the eye coloration and shape of the animal they resemble. Depending on their breed traits, a beastfolk may have wings, claws, gills, or even more exotic physical features." - ] + ], + "id": "003" }, { "type": "entries", @@ -643,7 +646,8 @@ "page": 2, "entries": [ "The majority of beastfolk are born as beastfolk. Members of beastfolk families all typically resemble the same species of animal. These beastfolk sometimes form isolated settlements that have little, if any, contact with other humanoid races. Many beastfolk who are born to the race identify strongly with the animal they resemble and so mistrust beastfolk who resemble that animal's natural predators and other humanoids." - ] + ], + "id": "004" }, { "type": "entries", @@ -651,7 +655,8 @@ "page": 2, "entries": [ "Some rare beastfolk are unfortunate souls who were cursed to the shape. Whether they transgressed against the gods, crossed a foul-tempered spellcaster, or provoked a curse from a sorcerous relic, these beastfolk began their life as something else. Often the animal they resemble is some cruel or ironic reference to the circumstances surrounding their curse. For example, a gluttonous noble may be transformed into a pig beastfolk, a soldier who abandons their military post may be cursed to become a chicken beastfolk, and a cold-hearted assassin might be turned into a serpent beastfolk." - ] + ], + "id": "005" }, { "type": "entries", @@ -661,7 +666,8 @@ "Beastfolk who take up a life of adventuring do so to survive. Beastfolk are often treated poorly by other humanoids, giving them few options for making a living that don't involve risking their lives. Those who live alone in the wilderness might take up adventuring because the natural resources or security of their homeland are threatened.", "Beastfolk who are cursed to the form may have been adventurers before they took on their bestial appearance. Regardless of when or how, many of these beastfolk's adventuring careers revolve around looking for a way to reverse the curse and return to their old selves. Rarely, over the course of adventuring the beastfolk grows accustomed to their new shape and abandons or even rejects attempts to return them to their old form.", "In a party, those traits that set beastfolk apart from other humanoids become their greatest assets. In the crucible of a danger filled dungeon, beastfolk quickly earn the trust and friendship that so often eludes them." - ] + ], + "id": "006" }, { "type": "entries", @@ -685,7 +691,8 @@ } ] } - ] + ], + "id": "007" }, { "type": "entries", @@ -717,7 +724,8 @@ "width": 916, "height": 862 } - ] + ], + "id": "008" }, { "type": "entries", @@ -749,7 +757,8 @@ } ] } - ] + ], + "id": "009" }, { "type": "image", @@ -761,7 +770,8 @@ "width": 1240, "height": 894 } - ] + ], + "id": "002" } ] } diff --git a/race/Blackbandos Homebrew; Races.json b/race/Blackbandos Homebrew; Races.json index e0b9dd3e0..d67a1c2ba 100644 --- a/race/Blackbandos Homebrew; Races.json +++ b/race/Blackbandos Homebrew; Races.json @@ -157,11 +157,6 @@ "max": 80 }, "darkvision": 60, - "toolProficiencies": [ - { - "cook's utensils": true - } - ], "languageProficiencies": [ { "common": true, @@ -169,6 +164,11 @@ "sylvan": true } ], + "toolProficiencies": [ + { + "cook's utensils": true + } + ], "entries": [ "Predators of the dark, Pandarens are very dangerous when they face an opponent of weaker, equal, or even slightly greater might than themselves.", { diff --git a/recipe/Gollancz; The Witcher Official Cookbook.json b/recipe/Gollancz; The Witcher Official Cookbook.json index 5936dae1d..6bd2afb69 100644 --- a/recipe/Gollancz; The Witcher Official Cookbook.json +++ b/recipe/Gollancz; The Witcher Official Cookbook.json @@ -275,7 +275,8 @@ "{@b Provisions, Fare, {@i and} Culinary Tales {@i from} Travels Across The Continent}", "Anita Sarna & Karolina Krupecka", "Foreword by Andrezej Sapkowski" - ] + ], + "id": "001" }, { "type": "image", @@ -297,7 +298,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "000" }, { "type": "section", @@ -337,7 +339,8 @@ "skipMarks": true, "skipItalics": true } - ] + ], + "id": "002" }, { "type": "section", @@ -368,7 +371,8 @@ "type": "hr" }, "\"Something Ends, Something Begins\" is a fitting aphorism as our work on this cookbook comes to an end, while for you, dear reader, a culinary journey across the Continent begins. We sincerely hope that what we've produced will be warmly received as a worthy complement to the {@i Witcher} world. The story within strives to take you on a brief, somewhat sentimental journey. Yet you cannot fill your belly with words, so be brave and venture into your own kitchen with this book as your companion to experience for yourselves the rich, we daresay, diversity of flavors and aromas in the cuisine of the {@i Witcher} world." - ] + ], + "id": "003" }, { "type": "section", @@ -413,7 +417,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "004" }, { "type": "section", @@ -426,7 +431,8 @@ "page": 15, "entries": [ "The Continent is a colorful and intricate mosaic of lands, with the numerous variations and shades of its smaller parts combining to create an impressive pattern. It reminds me of a vibrant kitchen\u2014of intermingling tastes and intertwining smells, braided as cultures are across regions and localities in everyday life." - ] + ], + "id": "006" }, "Every country has its customs, and every family has its traditions. Once upon a time, my relatives began regularly collecting kitchen notes\u2014about all sorts of dishes, from simple home recipes to those learned on journeys to far-off lands. Over many years, these loose pages turned into a bulging volume full of culinary family secrets handed down from generation to generation, a trove of priceless wealth holding traces of the past, present, and possibly the future\u2014so, a kind of eternity. It has always been a sentimental keepsake for me, a connection to the heart of my home: the kitchen and the family table there. This kitchen table\u2014thick and solid, made from sturdy oak, equipped with drawers and compartments\u2014may be a bit worn and a little cracked across its surface, but it has been a faithful family companion through everyday meals and evening feasts alike. It's an enchanted place where we are transported to various corners of the Continent ... both by tales languidly told and the flavors and smells of the dishes in our recipe collection.", "There was some space left in our family cookbook\u2014empty pages waiting to be filled with new recipes, ingredients, and culinary stories from beyond the environs of my home in Kovir. Until recently, I could only explore the world with the help of my family's abundant library of maps or my beloved books and volumes of poetry. My favorite among them has always been {@i The Blue Pearl} by Essi \"Oeillet\" Daven\u2014I draw inspiration from the author's beautifully written ballads, and her daring character gives me courage when I face the unknown. This would very much be so when it came time for me to step across my home's doorstep and open a new chapter in the family cookbook for my own journey\u2014a story that I would not have believed possible not long before.", @@ -445,7 +451,8 @@ "Before I embarked on my journey, I had longed to learn what lay hidden in cellars and pantries across the Continent, and to know the delicacies served at the great feasts of distinguished hosts. I had longed to discover ingenious blends of flavors prevailing in bowls and to see hearty meals displayed on serving platters.", "To satisfy these longings I needed but a bit of courage. Having found this, I went on to enjoy the culinary wonders of distant lands and to discover with my own palate positively captivating recipes offering flavorful surprises.", "Previously hidden in far-away corners of the world, I have brought them home. Carefully recorded in my journal, I share these secrets now from my beloved family's kitchen." - ] + ], + "id": "007" }, { "type": "image", @@ -460,9 +467,11 @@ "type": "none" }, "width": 1789, - "height": 2000 + "height": 2000, + "id": "008" } - ] + ], + "id": "005" }, { "type": "section", @@ -521,7 +530,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "00a" }, { "type": "image", @@ -545,7 +555,8 @@ "name": "Temerian Sourdough Multiseed Bread", "page": 24 } - ] + ], + "id": "00b" }, { "type": "entries", @@ -569,7 +580,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "00c" }, { "type": "gallery", @@ -616,7 +628,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "00d" }, { "type": "entries", @@ -656,7 +669,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "00e" }, { "type": "entries", @@ -689,7 +703,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "00f" }, { "type": "entries", @@ -713,7 +728,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "010" }, { "type": "entries", @@ -753,7 +769,8 @@ "width": 1572, "height": 1109 } - 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] + ], + "id": "053" }, { "type": "entries", @@ -2631,7 +2714,8 @@ "width": 1763, "height": 2000 } - ] + ], + "id": "054" }, { "type": "entries", @@ -2655,9 +2739,11 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "055" } - ] + ], + "id": "04b" }, { "type": "section", @@ -2685,7 +2771,8 @@ "page": 225, "entries": [ "Dense clouds loom in the sky, so the season of storms has clearly begun. Thus the whims of fickle nature have greatly extended my stay in Oxenfurt. Trapped in the city and unable to embark on the next stage of my journey, I have accepted an offer from the antique shop of an auction house to restore an old map of unknown provenance. I was working in the shop the other day when an old, weathered, leather-bound journal caught my eye. The antique dealer acquired it shortly after the Battle of Brenna, and it allegedly belonged to a fallen witcher named Coën, as evidenced by the former owner's initials inscribed inside the front cover. The surviving entries are so illegible and incomplete as to be very difficult to decipher. So it has been gathering dust in the antique shop for years, classified rather as a curio than a valuable artifact that could become the object of a vigorous bidding contest. Still, it intrigues me enough that I have requested it be made part of the payment for my work, hoping that I might one day decipher its contents." - ] + ], + "id": "058" }, { "type": "entries", @@ -2693,7 +2780,8 @@ "page": 225, "entries": [ "For the first time since acquiring the journal, I found the time to study it more closely recently. Interestingly, the surviving pages have turned out to contain fragments of recipes, listing herbs, spices, and ingredients, though it will take me some time to excavate the owner's faded scrawls." - ] + ], + "id": "059" }, { "type": "entries", @@ -2701,7 +2789,8 @@ "page": 225, "entries": [ "Due to rough seas, I found it impossible to work on deciphering the journal's contents during my journey to and from the Skellige Isles. I have been forced to wait to resume my efforts until now, when I have reached dry land. Still, I find myself in a bit of a pickle, for the journal's tantalizing inscriptions are proving difficult to unravel. Might another witcher fare better in making sense of its contents? They say a rather famed one resides in the vicinity of Beauclair." - ] + ], + "id": "05a" }, { "type": "entries", @@ -2709,7 +2798,8 @@ "page": 225, "entries": [ "Unfortunately, my hopes of finding a witcher to help me decipher Coën's journal have been dashed. Corvo Bianco's owner is absent, it is unclear when he will return. But as I do not give up easily, I shall continue working on this peculiar puzzle as I make my way back to Kovir. Eventually, I will lift its fragments out of cursed obscurity, shining the beam of careful scrutiny and understanding upon them." - ] + ], + "id": "05b" }, { "type": "entries", @@ -2717,9 +2807,11 @@ "page": 225, "entries": [ "I have managed to reconstruct and organize most of the decipherable journal entries. The surviving fragments contain not, as I thought earlier, secret witcher notes, but simple recipes\u2014perhaps once prepared in the kitchens of Kaer Morhen itself. I have decided that I will include them in my own journal, as they, too, represent a kind of culinary journey. This one to a distant corner of the Continent I myself did not reach. Coën's notes pry open, if only slightly, the mighty door to the legendary witchers' stronghold ..." - ] + ], + "id": "05c" } - ] + ], + "id": "057" }, { "type": "hr" @@ -2782,7 +2874,8 @@ ], "skipMarks": true } - ] + ], + "id": "05e" }, { "type": "image", @@ -2793,7 +2886,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "05d" }, { "type": "entries", @@ -2820,7 +2914,8 @@ ], "skipMarks": true } - ] + ], + "id": "060" }, { "type": "image", @@ -2831,7 +2926,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "05f" }, { "type": "image", @@ -2867,7 +2963,8 @@ ], "skipMarks": true } - ] + ], + "id": "062" }, { "type": "image", @@ -2878,7 +2975,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "061" }, { "type": "image", @@ -2914,7 +3012,8 @@ ], "skipMarks": true } - ] + ], + "id": "064" }, { "type": "image", @@ -2925,7 +3024,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "063" }, { "type": "entries", @@ -2951,7 +3051,8 @@ ], "skipMarks": true } - ] + ], + "id": "066" }, { "type": "image", @@ -2962,7 +3063,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "065" }, { "type": "entries", @@ -2989,7 +3091,8 @@ ], "skipMarks": true } - ] + ], + "id": "068" }, { "type": "image", @@ -3000,7 +3103,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "067" }, { "type": "entries", @@ -3027,7 +3131,8 @@ ], "skipMarks": true } - ] + ], + "id": "06a" }, { "type": "image", @@ -3038,7 +3143,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "069" }, { "type": "entries", @@ -3058,7 +3164,8 @@ ], "skipMarks": true } - ] + ], + "id": "06c" }, "Tales abound of the endless varieties of potions concocted by witchers, so when this journal fell into my lap, I thought I had come across a true {@i rara avis}. However, the fragmentary notes still visible on the pages make little sense. Yet even if they did make sense, I do not possess the knowledge to brew real potions. So instead, I've devised a culinary game that consists of recreating tasty (and yes, entirely safe) drinks based on the infusion recipes I've extracted from Coën's notes. My concoctions include a healthy tonic to replenish strength as well as a liquor for simple pleasure and relaxation. It is altogether an array of eccentric flavors loosely inspired by what many witchers carry with them on the Path.", { @@ -3085,9 +3192,11 @@ ], "skipMarks": true } - ] + ], + "id": "06e" } - ] + ], + "id": "06d" }, { "type": "entries", @@ -3113,9 +3222,11 @@ ], "skipMarks": true } - ] + ], + "id": "070" } - ] + ], + "id": "06f" }, { "type": "entries", @@ -3141,9 +3252,11 @@ ], "skipMarks": true } - ] + ], + "id": "072" } - ] + ], + "id": "071" }, { "type": "entries", @@ -3158,7 +3271,8 @@ "name": "Redanian Herbal Vodka", "page": 246 } - ] + ], + "id": "073" }, { "type": "gallery", @@ -3183,7 +3297,8 @@ } ] } - ] + ], + "id": "06b" }, { "type": "image", @@ -3194,7 +3309,8 @@ "width": 1789, "height": 2000 } - ] + ], + "id": "056" }, { "type": "section", @@ -3209,7 +3325,8 @@ "To all the fans following our blogs and to you, dear reader, who decided to take a look at this cookbook\u2014we hope you'll love every piece we've prepared for you inside.", "We simply couldn't have made our dream come true without you all.", "And finally, we're also thankful for each other\u2014for our lively, challenging, and powerful relationship similar to that of Dandelion and Geralt: two contrasting characters, yet also complementary sidekicks and companions destined to be on a shared path to achieve bigger things together." - ] + ], + "id": "074" }, { "type": "section", @@ -3217,7 +3334,8 @@ "page": 251, "entries": [ "Anita Sarna and Karolina Krupecka are the creators of Witcher Kitchen ({@link witcherkitchen.com}) and Nerds' Kitchen Creations ({@link nerdskitchencreations.com}). Their main focus revolves around culinary elements in pop culture arts such as video games, books, and movies. They create real-life food recipes with photos and culinary videos, aiming to reflect the vibes of a given universe with complex scenography and visual storytelling as a tribute to and extension of the worlds designed by their original creators. Their mission is also to advocate for the importance of food motifs in creating compelling stories and believable fictional worlds, especially in video game design." - ] + ], + "id": "075" }, { "type": "section", @@ -3254,7 +3372,8 @@ "Publicist: Jenna Petts", "Marketer: Lucy Cameron", "{@link www.gollancz.co.uk}" - ] + ], + "id": "076" } ] } diff --git a/recipe/Liz Marsham; Exquisite Exandria.json b/recipe/Liz Marsham; Exquisite Exandria.json index 49d9596c3..098f6bb5e 100644 --- a/recipe/Liz Marsham; Exquisite Exandria.json +++ b/recipe/Liz Marsham; Exquisite Exandria.json @@ -213,7 +213,8 @@ "entries": [ "Liz Marsham with recipes by Jesse Szewczyk, Susan Vu & Amanda Yee", "Foreword by Quyen Tran & Sam Riegel" - ] + ], + "id": "001" }, { "type": "hr" @@ -254,7 +255,8 @@ "Proofreaders: Liana Faughnan and Sasha Tropp", "Indexer: Ken DellaPenta", "Ebook production manager: Jessica Arnold" - ] + ], + "id": "002" }, { "type": "hr" @@ -279,7 +281,8 @@ "width": 1672, "height": 2090 } - ] + ], + "id": "000" }, { "type": "section", @@ -407,7 +410,8 @@ "width": 1643, "height": 2054 } - 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] + ], + "id": "019" }, { "type": "entries", @@ -885,7 +909,8 @@ "source": "ExEx", "name": "Chicken Pocket Pies" } - ] + ], + "id": "01a" }, { "type": "entries", @@ -907,9 +932,11 @@ "source": "ExEx", "name": "Berry Surprise Pie" } - ] + ], + "id": "01b" } - ] + ], + "id": "018" }, { "type": "entries", @@ -945,7 +972,8 @@ ], "by": "Submitted by the kitchen staff of the Laughing Lamia Inn in Emon, {@strike at the repeated and insistent behest of Master Shorthalt} by popular demand" } - ] + ], + "id": "01d" }, { "type": "statblock", @@ -953,9 +981,11 @@ "source": "ExEx", "name": "Scanlan's Hand Pies" } - ] + ], + "id": "01c" } - ] + ], + "id": "005" }, { "type": "section", @@ -1008,7 +1038,8 @@ "source": "ExEx", "name": "Spicy Citrus Honey" } - ] + ], + "id": "01f" }, { "type": "entries", @@ -1037,7 +1068,8 @@ "source": "ExEx", "name": "Cod and Potato Smørrebrød" } - ] + ], + "id": "021" }, { "type": "entries", @@ -1059,9 +1091,11 @@ "width": 1672, "height": 2090 } - ] + ], + "id": "022" } - ] + ], + "id": "020" }, { "type": "entries", @@ -1084,7 +1118,8 @@ "source": "ExEx", "name": "Scaldseat Salmon" } - ] + ], + "id": "023" }, { "type": "entries", @@ -1097,7 +1132,8 @@ "source": "ExEx", "name": "Wild's Grandeur Succotash" } - ] + ], + "id": "024" }, { "type": "entries", @@ -1120,7 +1156,8 @@ "source": "ExEx", "name": "Slayer's Take Stew" } - ] + ], + "id": "025" }, { "type": "entries", @@ -1143,9 +1180,11 @@ "source": "ExEx", "name": "Gunpowder Green Tea Shortbread Cookies" } - ] + ], + "id": "026" } - ] + ], + "id": "01e" }, { "type": "section", @@ -1191,7 +1230,8 @@ "source": "ExEx", "name": "Suncut Semolina Porridge with Dried Fig Compote" } - ] + ], + "id": "028" }, { "type": "entries", @@ -1214,7 +1254,8 @@ "source": "ExEx", "name": "Fownsee Hollow Breakfast Sandwich" } - ] + ], + "id": "029" }, { "type": "entries", @@ -1237,7 +1278,8 @@ "source": "ExEx", "name": "Zhudanna's Welcome" } - ] + ], + "id": "02a" }, { "type": "entries", @@ -1260,7 +1302,8 @@ "source": "ExEx", "name": "The Meat Man Hoagie" } - ] + ], + "id": "02b" }, { "type": "entries", @@ -1283,7 +1326,8 @@ "source": "ExEx", "name": "Core Spire Street Meat" } - ] + ], + "id": "02c" }, { "type": "entries", @@ -1306,7 +1350,8 @@ "source": "ExEx", "name": "Heartmoor Harvest" } - ] + ], + "id": "02d" }, { "type": "entries", @@ -1337,7 +1382,8 @@ "source": "ExEx", "name": "Blackberry Compound Butter" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -1360,7 +1406,8 @@ "source": "ExEx", "name": "Conciliatory Couscous" } - ] + ], + "id": "02f" }, { "type": "entries", @@ -1383,7 +1430,8 @@ "source": "ExEx", "name": "Spire by Fire's Beer-Braised Brisket" } - ] + ], + "id": "030" }, { "type": "entries", @@ -1408,7 +1456,8 @@ "source": "ExEx", "name": "\"Meal\"" } - ] + ], + "id": "031" }, { "type": "entries", @@ -1431,7 +1480,8 @@ "source": "ExEx", "name": "Fusaka" } - ] + ], + "id": "032" }, { "type": "entries", @@ -1454,7 +1504,8 @@ "source": "ExEx", "name": "Adra's Magical Flavored Ice" } - ] + ], + "id": "033" }, { "type": "entries", @@ -1477,7 +1528,8 @@ "source": "ExEx", "name": "Pike's Purple Jewel Cake of Marquet" } - ] + ], + "id": "034" }, { "type": "entries", @@ -1500,7 +1552,8 @@ "source": "ExEx", "name": "Lord Eshteross's Maple Ginger Cookies with Turmeric" } - ] + ], + "id": "035" }, { "type": "entries", @@ -1513,7 +1566,8 @@ "source": "ExEx", "name": "Sandkheg Hide Ale" } - ] + ], + "id": "036" }, { "type": "entries", @@ -1536,9 +1590,11 @@ "source": "ExEx", "name": "Dalen's Closet Special" } - ] + ], + "id": "037" } - ] + ], + "id": "027" }, { "type": "section", @@ -1591,7 +1647,8 @@ "source": "ExEx", "name": "Breakfast Beer Brats" } - ] + ], + "id": "039" }, { "type": "entries", @@ -1634,7 +1691,8 @@ "source": "ExEx", "name": "Salt-and-Pepper Cheese Twists with Honey Drizzle" } - ] + ], + "id": "03a" }, { "type": "entries", @@ -1647,7 +1705,8 @@ "source": "ExEx", "name": "Widogast's Nein-Layered Tower (of Pancakes)" } - ] + ], + "id": "03b" }, { "type": "entries", @@ -1670,7 +1729,8 @@ "source": "ExEx", "name": "Plank King Panzanella" } - ] + ], + "id": "03c" }, { "type": "entries", @@ -1693,7 +1753,8 @@ "source": "ExEx", "name": "Yasha's Bug Bites" } - ] + ], + "id": "03d" }, { "type": "entries", @@ -1716,7 +1777,8 @@ "source": "ExEx", "name": "Brenattos' Unexpected Guests" } - ] + ], + "id": "03e" }, { "type": "entries", @@ -1729,7 +1791,8 @@ "source": "ExEx", "name": "The Frost Worm Stew of Den Thelyss" } - ] + ], + "id": "03f" }, { "type": "entries", @@ -1752,7 +1815,8 @@ "source": "ExEx", "name": "Shadowshire Soup" } - ] + ], + "id": "040" }, { "type": "entries", @@ -1775,7 +1839,8 @@ "source": "ExEx", "name": "Asarius' Prized Meat Pies" } - ] + ], + "id": "041" }, { "type": "entries", @@ -1798,7 +1863,8 @@ "source": "ExEx", "name": "Caduceus's Ethically Sourced Mushroom Toasts" } - ] + ], + "id": "042" }, { "type": "entries", @@ -1821,7 +1887,8 @@ "source": "ExEx", "name": "Fish Tacos, a Romantic Creation by Guest Chef Frumpkin" } - ] + ], + "id": "043" }, { "type": "entries", @@ -1844,7 +1911,8 @@ "source": "ExEx", "name": "Yasha's Flower Cake" } - ] + ], + "id": "044" }, { "type": "entries", @@ -1873,7 +1941,8 @@ "source": "ExEx", "name": "Dust of Deliciousness" } - ] + ], + "id": "045" }, { "type": "entries", @@ -1896,7 +1965,8 @@ "source": "ExEx", "name": "The Ruby of the Sea Cocktail" } - ] + ], + "id": "046" }, { "type": "entries", @@ -1909,7 +1979,8 @@ "source": "ExEx", "name": "Lionett's Summer Sangria" } - ] + ], + "id": "047" }, { "type": "entries", @@ -1932,7 +2003,8 @@ "source": "ExEx", "name": "The Changebringer's Nectar" } - ] + ], + "id": "048" }, { "type": "entries", @@ -1955,7 +2027,8 @@ "source": "ExEx", "name": "Schlond's Embrace" } - ] + ], + "id": "049" }, { "type": "entries", @@ -1978,7 +2051,8 @@ "source": "ExEx", "name": "Athodan's Mistake" } - ] + ], + "id": "04a" }, { "type": "entries", @@ -2011,9 +2085,11 @@ "source": "ExEx", "name": "Popping Malted Hot Cocoa Mix" } - ] + ], + "id": "04c" } - ] + ], + "id": "04b" }, { "type": "entries", @@ -2036,9 +2112,11 @@ "source": "ExEx", "name": "Dead People Tea" } - ] + ], + "id": "04d" } - ] + ], + "id": "038" }, { "type": "section", @@ -2059,7 +2137,8 @@ "width": 2179, "height": 2090 } - ] + ], + "id": "04e" }, { "type": "section", @@ -2123,7 +2202,8 @@ } ] } - ] + ], + "id": "050" }, { "type": "entries", @@ -2236,7 +2316,8 @@ } ] } - ] + ], + "id": "051" }, { "type": "entries", @@ -2466,7 +2547,8 @@ } ] } - ] + ], + "id": "052" }, { "type": "entries", @@ -2534,7 +2616,8 @@ "Dust of Deliciousness, {@recipe Dust of Deliciousness|ExEx|197}" ] } - ] + ], + "id": "053" }, { "type": "entries", @@ -2556,7 +2639,8 @@ "Everlight-as-Air Scones, {@recipe Everlight-as-Air Scones|ExEx|22}" ] } - ] + ], + "id": "054" }, { "type": "entries", @@ -2598,7 +2682,8 @@ "Fusaka, {@recipe Fusaka|ExEx|134}" ] } - ] + ], + "id": "055" }, { "type": "entries", @@ -2659,7 +2744,8 @@ "Gunpowder Green Tea Shortbread Cookies, {@recipe Gunpowder Green Tea Shortbread Cookies|ExEx|97\u201398}" ] } - ] + ], + "id": "056" }, { "type": "entries", @@ -2712,7 +2798,8 @@ } ] } - ] + ], + "id": "057" }, { "type": "entries", @@ -2726,7 +2813,8 @@ "Issylra, {@book 76\u201377|ExEx|4}" ] } - ] + ], + "id": "058" }, { "type": "entries", @@ -2755,7 +2843,8 @@ "Jester's Sweet Feast, {@book 159\u201365|ExEx|6|Jester's Sweet Feast}" ] } - ] + ], + "id": "059" }, { "type": "entries", @@ -2776,7 +2865,8 @@ } ] } - ] + ], + "id": "05a" }, { "type": "entries", @@ -2822,7 +2912,8 @@ "Lord Eshteross's Maple Ginger Cookies with Turmeric, {@recipe Lord Eshteross's Maple Ginger Cookies with Turmeric|ExEx|143\u201344}" ] } - ] + ], + "id": "05b" }, { "type": "entries", @@ -2911,7 +3002,8 @@ } ] } - ] + ], + "id": "05c" }, { "type": "entries", @@ -2924,7 +3016,8 @@ "Nestled Nook Breakfast Special, {@book 155\u201357|ExEx|6|Nestled Nook Breakfast Special}" ] } - ] + ], + "id": "05d" }, { "type": "entries", @@ -2956,7 +3049,8 @@ } ] } - ] + ], + "id": "05e" }, { "type": "entries", @@ -3103,7 +3197,8 @@ } ] } - ] + ], + "id": "05f" }, { "type": "entries", @@ -3152,7 +3247,8 @@ } ] } - ] + ], + "id": "060" }, { "type": "entries", @@ -3288,7 +3384,8 @@ "Szechuan Dry Gin, {@recipe Sandkheg Hide Ale|ExEx|146}" ] } - ] + ], + "id": "061" }, { "type": "entries", @@ -3348,7 +3445,8 @@ } ] } - ] + ], + "id": "062" }, { "type": "entries", @@ -3361,7 +3459,8 @@ "Unexpected Guests, Brenattos', {@recipe Brenattos' Unexpected Guests|ExEx|174}" ] } - ] + ], + "id": "063" }, { "type": "entries", @@ -3382,7 +3481,8 @@ } ] } - ] + ], + "id": "064" }, { "type": "entries", @@ -3416,7 +3516,8 @@ } ] } - ] + ], + "id": "065" }, { "type": "entries", @@ -3447,7 +3548,8 @@ } ] } - ] + ], + "id": "066" }, { "type": "entries", @@ -3468,11 +3570,13 @@ } ] } - ] + ], + "id": "067" } ] } - ] + ], + "id": "04f" }, { "type": "section", @@ -3493,7 +3597,8 @@ "width": 1117, "height": 894 } - ] + ], + "id": "068" } ] } diff --git a/subclass/HapHazred; Blood in the Company Subclasses.json b/subclass/HapHazred; Blood in the Company Subclasses.json index 0f4b86ce7..6c0b83b5f 100644 --- a/subclass/HapHazred; Blood in the Company Subclasses.json +++ b/subclass/HapHazred; Blood in the Company Subclasses.json @@ -4103,7 +4103,8 @@ "className": "Barbarian", "classSource": "PHB" } - ] + ], + "id": "001" }, { "type": "section", @@ -4118,7 +4119,8 @@ "className": "Bard", "classSource": "PHB" } - ] + ], + "id": "002" }, { "type": "section", @@ -4133,7 +4135,8 @@ "displayName": "Reason Domain", "classSource": "PHB" } - ] + ], + "id": "003" }, { "type": "section", @@ -4148,7 +4151,8 @@ "className": "Druid", "classSource": "PHB" } - ] + ], + "id": "004" }, { "type": "section", @@ -4163,7 +4167,8 @@ "className": "Fighter", "classSource": "PHB" } - ] + ], + "id": "005" }, { "type": "section", @@ -4178,7 +4183,8 @@ "className": "Monk", "classSource": "PHB" } - ] + ], + "id": "006" }, { "type": "section", @@ -4193,7 +4199,8 @@ "className": "Paladin", "classSource": "PHB" } - ] + ], + "id": "007" }, { "type": "section", @@ -4230,9 +4237,11 @@ } ] } - ] + ], + "id": "009" } - ] + ], + "id": "008" }, { "type": "section", @@ -4246,7 +4255,8 @@ "className": "Rogue", "classSource": "PHB" } - ] + ], + "id": "00a" }, { "type": "section", @@ -4261,7 +4271,8 @@ "className": "Sorcerer", "classSource": "PHB" } - ] + ], + "id": "00b" }, { "type": "section", @@ -4276,7 +4287,8 @@ "className": "Warlock", "classSource": "PHB" } - ] + ], + "id": "00c" }, { "type": "section", @@ -4291,9 +4303,11 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "00d" } - ] + ], + "id": "000" } ] } diff --git a/subclass/Jadeor; The Soulblade.json b/subclass/Jadeor; The Soulblade.json index 2ddb2e6d5..73c690eb3 100644 --- a/subclass/Jadeor; The Soulblade.json +++ b/subclass/Jadeor; The Soulblade.json @@ -344,7 +344,8 @@ "classSource": "PHB", "page": 1 } - ] + ], + "id": "001" }, { "type": "image", @@ -357,7 +358,8 @@ "width": 564, "height": 398 } - ] + ], + "id": "000" } ] } diff --git a/subclass/KibblesTasty; Oath of the Goodest Boi.json b/subclass/KibblesTasty; Oath of the Goodest Boi.json index ac10a3654..1601467c6 100644 --- a/subclass/KibblesTasty; Oath of the Goodest Boi.json +++ b/subclass/KibblesTasty; Oath of the Goodest Boi.json @@ -698,7 +698,8 @@ "name": "Oath of the Goodest Boi Quirks", "page": 2 } - ] + ], + "id": "001" }, { "type": "entries", @@ -731,9 +732,11 @@ } ] } - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -753,7 +756,8 @@ "source": "KT:VSCO", "name": "Doggo" } - ] + ], + "id": "003" }, { "type": "section", @@ -773,7 +777,8 @@ "Subclass artwork by Lia Pianelli" ] } - ] + ], + "id": "005" }, { "type": "entries", @@ -789,7 +794,8 @@ "{@link 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:", "{@link https://creativecommons.org/licenses/by/4.0/legalcode}" - ] + ], + "id": "007" }, { "type": "entries", @@ -803,10 +809,12 @@ "entries": [ "Includes content from Kibbles' Compendium of Legends and Legacies by KibblesTasty Homebrew LLC and available at {@link https://www.kthomebrew.com/krd}.", "The Kibbles' Compendium of Legends and Legacies is licensed under the Creative Commons Attribution 4.0 International License available at {@link https://creativecommons.org/licenses/by/4.0/legalcode}." - ] + ], + "id": "009" }, "If you have any questions or are looking to seek additional permissions, please feel free to contact KibblesTasty through {@link https://www.kthomebrew.com/contact}" - ] + ], + "id": "008" }, { "type": "entries", @@ -815,11 +823,14 @@ "entries": [ "If you don't want to use the Creative Commons License, you can find my general permissions and guidelines for unlicensed content usage here:", "{@link https://www.kthomebrew.com/permissions}" - ] + ], + "id": "00a" } - ] + ], + "id": "006" } - ] + ], + "id": "004" } ] } diff --git a/subclass/MonkeyDM; Artificer Mortis Engineer.json b/subclass/MonkeyDM; Artificer Mortis Engineer.json index edf9265fe..c0345fbc8 100644 --- a/subclass/MonkeyDM; Artificer Mortis Engineer.json +++ b/subclass/MonkeyDM; Artificer Mortis Engineer.json @@ -123,7 +123,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00014.webp" }, - "credit": "Alan Marson \"Dark Lord Studios\"" + "credit": "Alan Marson \"Dark Lord Studios\"", + "width": 609, + "height": 789 }, { "type": "image", @@ -131,7 +133,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00103.webp" }, - "credit": "Marcelo Orsi Blanco" + "credit": "Marcelo Orsi Blanco", + "width": 1225, + "height": 1287 } ] } @@ -350,7 +354,9 @@ "href": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00113.webp" - } + }, + "width": 1253, + "height": 1165 } ] } @@ -438,7 +444,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00014.webp" }, - "credit": "Alan Marson \"Dark Lord Studios\"" + "credit": "Alan Marson \"Dark Lord Studios\"", + "width": 609, + "height": 789 }, { "type": "inset", @@ -452,11 +460,14 @@ "by": "Lord Solomon", "from": "Third Mortis Engineer of the Scions" } - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "section", @@ -473,7 +484,8 @@ "In battle, Mortis Engineers are nothing short of nightmarish. Their mastery of lightning allows them to scorch their enemies from the inside out, before raising the smoking corpses as puppets. Their signature technique involves driving electrified metal rods through nerve clusters and major organs, creating undead that spasm and twitch with unnatural speed under the absolute command of their killer. These reanimated horrors leak ozone and burned flesh, their bodies wrapped in crude metal conductors that occasionally spark and sizzle against rotting skin.", "The Mortis Engineers' development of resurrection chamber technology came at an unspeakable cost in human suffering. Their research required countless \"fresh\" subjects, leading to whispered rumors about where these specimens truly came from. Though most Mortis Engineers eventually abandoned organic matter for the cleaner manikin science, the old guard continues their grotesque work. Their hidden laboratories are harrowing galleries of half-formed bodies suspended in lightning-charged tanks, waiting to be perfected or mercifully destroyed.", "Today, the Mortis Engineers operate in utmost secrecy within the fortress's highest towers. Even the Scions, who pride themselves on scientific progress at any cost, keep their distance from these deranged practitioners. While manikin achievements are celebrated in public squares, Mortis Engineers toil in shadow-cloaked workshops that reek of decay. The constant hum of their generators barely masks the sounds from within\u2014the crackle of lightning, the buzz of conductors, and sometimes, if one listens closely, the whimpers of their latest subjects as they push the boundaries between life, death, and mechanical horror." - ] + ], + "id": "005" }, { "type": "statblock", @@ -490,7 +502,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00103.webp" }, - "credit": "Marcelo Orsi Blanco" + "credit": "Marcelo Orsi Blanco", + "width": 1225, + "height": 1287 }, { "type": "entries", @@ -509,13 +523,18 @@ "href": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/SGttEH-AME/00113.webp" - } + }, + "width": 1253, + "height": 1165 } - ] + ], + "id": "006" } - ] + ], + "id": "004" } - ] + ], + "id": "000" } ] } diff --git a/subclass/PosTavern; Circle of the Dragon.json b/subclass/PosTavern; Circle of the Dragon.json index 7f0b6a16e..ddaafb847 100644 --- a/subclass/PosTavern; Circle of the Dragon.json +++ b/subclass/PosTavern; Circle of the Dragon.json @@ -775,7 +775,8 @@ "style": "text-center", "entries": [ "Become an actual dragon in a dungeon with the #1 most upvoted Druid Circle for DND 5E on Reddit" - ] + ], + "id": "001" }, { "type": "hr" @@ -791,7 +792,8 @@ "width": 800, "height": 1121 } - ] + ], + "id": "000" }, { "type": "section", @@ -824,7 +826,8 @@ "width": 1150, "height": 653 } - ] + ], + "id": "003" }, { "type": "entries", @@ -849,7 +852,8 @@ "width": 1150, "height": 671 } - ] + ], + "id": "004" }, { "type": "entries", @@ -956,9 +960,11 @@ "width": 480, "height": 791 } - ] + ], + "id": "005" } - ] + ], + "id": "002" }, { "type": "section", @@ -1012,7 +1018,8 @@ "width": 3000, "height": 2075 } - ] + ], + "id": "006" } ] } diff --git a/subclass/The Winter Halo; Wizard Subclass Overhaul.json b/subclass/The Winter Halo; Wizard Subclass Overhaul.json index d7d2bdf28..6306b1a8f 100644 --- a/subclass/The Winter Halo; Wizard Subclass Overhaul.json +++ b/subclass/The Winter Halo; Wizard Subclass Overhaul.json @@ -1797,9 +1797,11 @@ "name": "Tradition Spells", "page": 1 } - ] + ], + "id": "002" } - ] + ], + "id": "001" }, { "type": "entries", @@ -1815,7 +1817,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "003" }, { "type": "entries", @@ -1831,7 +1834,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "004" }, { "type": "entries", @@ -1847,7 +1851,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "005" }, { "type": "entries", @@ -1863,7 +1868,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "006" }, { "type": "entries", @@ -1879,7 +1885,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "007" }, { "type": "entries", @@ -1895,7 +1902,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "008" }, { "type": "entries", @@ -1911,7 +1919,8 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "009" }, { "type": "entries", @@ -1927,9 +1936,11 @@ "className": "Wizard", "classSource": "PHB" } - ] + ], + "id": "00a" } - ] + ], + "id": "000" } ] }