From 52717121e643fc43bc830d44761d516e76ba1f95 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 8 Dec 2024 21:17:53 +0000 Subject: [PATCH 1/6] Overhaul Ar6 (#2297) --- _img/JennysHomebrewStuff/README.md | 1 + book/MCDM Productions; Arcadia Issue 2.json | 2 +- book/MCDM Productions; Arcadia Issue 3.json | 2 +- book/MCDM Productions; Arcadia Issue 5.json | 7 +- book/MCDM Productions; Arcadia Issue 6.json | 6186 +++++++++++++------ book/MCDM Productions; Arcadia Issue 7.json | 4 +- collection/Various; Lyra's Legendarium.json | 2 +- 7 files changed, 4288 insertions(+), 1916 deletions(-) diff --git a/_img/JennysHomebrewStuff/README.md b/_img/JennysHomebrewStuff/README.md index ffcd1b879..99cc61e26 100644 --- a/_img/JennysHomebrewStuff/README.md +++ b/_img/JennysHomebrewStuff/README.md @@ -4,6 +4,7 @@ Some files in this directory correspond to a homebrew which has been overhauled. - Arcadia Issue 2 Images - Arcadia Issue 4 Images - Arcadia Issue 5 Images +- Arcadia Issue 6 Images ### Root Files - Coverpage.png diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index c6a72b235..60bcc6238 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -19694,7 +19694,7 @@ "width": 401, "height": 534 }, - "{@b Makenzie De Armas} is an award-winning game designer and writer. In addition to her work for ARCADIA, she has also served as the lead writer for {@i The Islands of Sina Una} and co-designer for MCDM's {@i Kingdoms & Warfare}. She now works full-time as an Associate Game Designer for D&D at Wizards of the Coast. You can usually find her rambling into the void on Twitter at @MakenzieLaneDA." + "{@b Makenzie De Armas} is an award-winning game designer and writer. In addition to her work for ARCADIA, she has also served as the lead writer for {@i The Islands of Sina Una} and co-designer for MCDM's {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}. She now works full-time as an Associate Game Designer for D&D at Wizards of the Coast. You can usually find her rambling into the void on Twitter at @MakenzieLaneDA." ] }, { diff --git a/book/MCDM Productions; Arcadia Issue 3.json b/book/MCDM Productions; Arcadia Issue 3.json index 294a0b86b..25d6ece8f 100644 --- a/book/MCDM Productions; Arcadia Issue 3.json +++ b/book/MCDM Productions; Arcadia Issue 3.json @@ -15322,7 +15322,7 @@ "width": 480, "height": 376 }, - "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it. You can find more of Sam's work in MCDM's upcoming {@book Kingdoms & Warfare|KaW}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com}, or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." + "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it. You can find more of Sam's work in MCDM's upcoming {@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}, or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." ] }, { diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index 8e6c6604f..e1cac7691 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -17,7 +17,8 @@ ], "version": "1.0", "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", - "color": "22503d" + "color": "22503d", + "dateReleased": "2021-06-23" } ], "dependencies": { @@ -3173,7 +3174,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/cover.webp" }, - "published": "2021-06-01", + "published": "2021-06-23", "author": "James Introcaso, Leon Barillaro, Carlos Cisco, Sam Mannell", "contents": [ { @@ -4447,7 +4448,7 @@ "height": 406 }, "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it.", - "You can find more of Sam's work in MCDM's {@i Kingdoms & Warfare}, 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}." + "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}." ] } ] diff --git a/book/MCDM Productions; Arcadia Issue 6.json b/book/MCDM Productions; Arcadia Issue 6.json index 645fafb5e..9a20adf58 100644 --- a/book/MCDM Productions; Arcadia Issue 6.json +++ b/book/MCDM Productions; Arcadia Issue 6.json @@ -6,385 +6,934 @@ "abbreviation": "Ar6", "full": "Arcadia Issue 6", "authors": [ + "James Introcaso", "H.H. Carlan", - " Gabe Hicks", - " Michael E. Shea" + "Gabe Hicks", + "Michael E. Shea" ], "convertedBy": [ - "Somebody" + "Somebody", + "Lyra [he/him]" ], "version": "1.0", - "targetSchema": "1.2" + "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", + "color": "24315b", + "dateReleased": "2021-07-28" } ], + "dependencies": { + "monster": [ + "MM" + ], + "monsterFluff": [ + "MM" + ] + }, + "internalCopies": [ + "itemFluff", + "monsterFluff" + ], + "edition": "classic", + "status": "ready", "dateAdded": 1629652942, "dateLastModified": 1729630006, - "_dateLastModifiedHash": "4b08788058", - "edition": "classic" + "_dateLastModifiedHash": "4b08788058" }, - "legendaryGroup": [ + "item": [ { - "name": "Fawning Summerset Lair", + "name": "Zevellon's Gaze", "source": "Ar6", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Fawning can take one lair action to cause one of the following effects; she can't use the same lair action two rounds in a row:", - "{@b {@i Faerie Lights.}} The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a DC 14 Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.", - "{@b {@i Fertilize.}} Fawning uses {@condition prone} bodies to grow new crystals. All {@condition prone} creatures in the Crystal Grove of Fawning's choice must make a DC 14 Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 ({@damage 2d10}) necrotic damage.", - "{@b {@i Shake.}} Fawning's lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a DC 14 Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage and be pushed 5 feet in a direction of Fawning's choice." + "page": 15, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "recharge": "dawn", + "charges": 3, + "entries": [ + "This helmet molds to your face and fits comfortably and slightly bolsters your voice's volume when you speak. It appears to be a winged helm of shimmering steel with a gold lining, and a soft yellow glow that emanates from the eyes. However, the helmet's true form is made of fiery red steel with black horns and eyes fuming with smoke.", + "Zevellon's Gaze has 3 charges. You can spend charges to create the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Spell Reversal", + "entry": "When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forces a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect is an attack, the attack roll is rerolled against the creature." + }, + { + "type": "item", + "name": "Kneel Before Me", + "entry": "As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a {@dc 18} Wisdom saving throw. On a failed save, a target takes {@damage 4d10} psychic damage and falls {@condition prone}. On a successful save, a target takes half as much damage and doesn't fall {@condition prone}." + }, + { + "type": "item", + "name": "Gaze of Annihilation", + "entry": "As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a {@dc 18} Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one." + } + ], + "style": "list-hang-notitle" + }, + "The helmet regains all spent charges daily at dawn." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Grasp", + "source": "Ar6", + "page": 16, + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "dmg1": "4d6", + "dmgType": "N", + "bonusAc": "+1", + "entries": [ + "These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws.", + "While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire.", + "The sword is a one-handed melee weapon that deals {@damage 4d6} damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage.", + "This weapon is dismissed if you are knocked {@condition unconscious} or when you use a bonus action to dispel it.", + "You can't let go of the sword until you dismiss it. You can only have one sword at a time.", + "When you hit a creature with a melee weapon attack while wearing the gauntlets and you don't have a flame sword active, you can choose to deal an extra {@damage 2d6} fire damage." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Scourge", + "source": "Ar6", + "page": 16, + "baseItem": "plate armor|phb", + "type": "HA", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": 5, + "charges": 5, + "stealth": true, + "entries": [ + "This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful golden patterns adorning the shoulders. The armor's true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel.", + "As a bonus action, you can activate {@condition invisible} thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage.", + "In addition, while the tendrils are active, you can make up to three melee weapon attacks with the tendrils as an action. The tendrils have a {@hit +10} bonus to attack rolls, a reach of 10 feet and deal {@damage 2d10} psychic damage on a hit.", + "You can activate the tendrils five times, regaining all uses each day at dawn." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Steps", + "source": "Ar6", + "page": 16, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "modifySpeed": { + "bonus": { + "*": 10 + } + }, + "entries": [ + "While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature.", + "In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a {@dc 17} Intelligence saving throw.", + "On a failure, you take {@damage 2d10} necrotic damage but still teleport to your chosen space." + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "itemGroup": [ + { + "name": "Armor of Zevellon", + "source": "Ar6", + "page": 15, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+4", + "entries": [ + "The Armor of Zevellon is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Armor Pieces", + "page": 19, + "style": "inset" + } + ], + "items": [ + "Zevellon's Gaze|Ar6", + "Zevellon's Scourge|Ar6", + "Zevellon's Grasp|Ar6", + "Zevellon's Steps|Ar6" + ], + "itemsHidden": true, + "hasFluff": true, + "hasFluffImages": true + } + ], + "itemFluff": [ + { + "name": "Armor of Zevellon", + "source": "Ar6", + "entries": [ + "The {@item Armor of Zevellon|Ar6} is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00065.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00071.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00073.webp" + }, + "credit": "Grace Cheung" + } ] + }, + { + "name": "Zevellon's Gaze", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Grasp", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Scourge", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Steps", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + } + ], + "itemType": [ + { + "name": "Armor (Plate)", + "abbreviation": "AP", + "source": "Ar6", + "page": 16 } ], "monster": [ { + "name": "Athlonia, the Moon's Eclipse", + "shortName": "Athlonia", + "alias": [ + "The Knight of the New Moon", + "The Shadow's Touch", + "The Sorrow" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, "source": "Ar6", - "name": "Irae Firetouched", - "type": "humanoid", + "page": 8, "size": [ - "S" + "M" ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, "alignment": [ "N", "E" ], "ac": [ { - "ac": 12 - }, - { - "ac": 15, - "condition": "{@spell mage armor}" + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] } ], "hp": { - "average": 49, - "formula": "9d6 + 18" + "average": 76, + "formula": "9d8 + 36" }, "speed": { - "walk": 25 + "walk": 30 }, - "str": 8, - "dex": 14, - "con": 14, - "int": 12, + "str": 18, + "dex": 11, + "con": 18, + "int": 11, "wis": 14, - "cha": 18, + "cha": 15, "save": { - "con": "+4", - "cha": "+6" + "wis": "+4", + "cha": "+4" }, "skill": { - "arcana": "+3", - "history": "+3", - "intimidation": "+6", - "persuasion": "+6" + "athletics": "+6", + "history": "+2", + "arcana": "+2", + "perception": "+4" }, - "resist": [ - "fire" + "senses": [ + "darkvision 60 ft." ], - "passive": 12, + "passive": 14, "languages": [ "Common", - "Halfling", - "Ignan", - "Undercommon" + "Elvish", + "Sylvan" ], "cr": "4", "trait": [ { - "name": "Firetouched", - "entries": [ - "When reduced to half of her hit points or fewer, Irae becomes wreathed in flames. Whenever a creature within 5 feet of Irae hits her with a melee attack, it takes 9 ({@damage 2d8}) fire damage." - ] - }, - { - "name": "Quickened Fireball (3rd-Level Spell; Requires a Spell Slot)", + "name": "Blinding Shadows", "entries": [ - "As a bonus action, Irae creates a fiery explosion centered on a point she can see within 150 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried." + "When reduced to 0 hit points, but just before she drops {@condition unconscious} or dies, tendrils of shadow erupt from Athlonia's body to her enemies. Each creature of Athlonia's choice within 60 feet of her must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success." ] }, { - "name": "Shape Spell", + "name": "Second Wind (Recharges after a Short or Long Rest)", "entries": [ - "When Irae casts a spell that requires a saving throw and deals fire damage, she can choose any number of creatures in the spell's area of effect. Chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." + "As a bonus action, Athlonia can regain 25 hit points." ] }, { - "name": "Wrathful Destruction", + "name": "Shadowblade", "entries": [ - "When Irae is reduced to 0 hit points, flames arc out of her body toward her enemies. Each enemy within 20 feet of her must make a DC 14 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one." + "Athlonia's weapon attacks are magical and deal an extra 3 ({@damage 1d6}) necrotic damage (included in the attack)." ] } ], - "spellcasting": [ - { - "ability": "cha", - "name": "", - "type": "spellcasting", - "headerEntries": [ - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Irae is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She knows the following sorcerer spells:" - ] - } - ], - "spells": { - "0": { - "spells": [ - "{@spell control flames|xge}", - "{@spell dancing lights}", - "{@spell fire bolt}", - "{@spell friends}" - ] - }, - "1": { - "spells": [ - "{@spell burning hands}", - "{@spell charm person}", - "{@spell mage armor}", - "{@spell shield}" - ] - }, - "2": { - "spells": [ - "{@spell misty step}", - "{@spell scorching ray}" - ] - }, - "3": { - "spells": [ - "{@spell counterspell}", - "{@spell fireball}" - ] - }, - "4": { - "spells": [ - "{@spell greater invisibility}" - ] - } - } - } - ], "action": [ { - "name": "Scimitar of Flame", + "name": "Multiattack", "entries": [ - "{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) fire damage." + "Athlonia makes two attacks with either her greatsword or Shadowbolt." ] }, { - "name": "Fire Bolt (Cantrip)", + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage and 3 ({@damage 1d6}) necrotic damage." + ] + }, + { + "name": "Shadowbolt", "entries": [ - "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h 11} ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried." + "{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}13 ({@damage 3d8}) necrotic damage." ] } ], "reaction": [ { - "name": "Shield (1st-Level Spell; Requires a Spell Slot)", + "name": "Defensive Shadowstep", "entries": [ - "When Irae is hit by an attack or targeted by a magic missile spell, she calls forth an {@condition invisible} barrier of magical force that protects her. Until the start of her next turn, Irae has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile." + "When an allied creature within 60 feet of Athlonia is hit with a melee attack, Athlonia can teleport to an unoccupied space she can see within 5 feet of the creature that made the attack and force the attacker to reroll the attack. The attacker must use the new result, and Athlonia can make one melee weapon attack against the target as part of the reaction." ] } ], - "damageTagsSpell": [ - "F" + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Athlonia.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "attachedItems": [ + "greatsword|phb" ], - "miscTags": [ - "AOE", - "MLW" + "senseTags": [ + "D" ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RA" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bearded Devil Skeleton", + "source": "Ar6", + "page": 20, + "_copy": { + "name": "Skeleton", + "source": "MM", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Chaos Brands", + "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." + ] + } + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Bearded Devil Skeleton.webp" + } + }, + { + "name": "Calliope Daydream", + "shortName": "Calliope", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Scout", + "source": "MM", + "_templates": [ + { + "name": "Wood Elf", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The scout", + "with": "Calliope", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Calliope Daydream.webp" + }, + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Calliope Daydream Dynamic.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cave Fish", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Quipper", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "quipper", + "with": "cave fish", + "flags": "i" + } + } + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Cave Fish.webp" + }, + "senseTags": [ + "B" ] }, { + "name": "Climbing Gelatinous Cube", "source": "Ar6", - "name": "Kryx Bloodgnash", - "type": { - "type": "humanoid", - "tags": [ - "gnoll" - ] + "page": 31, + "_copy": { + "name": "Gelatinous Cube", + "source": "MM" + }, + "speed": { + "walk": 15, + "climb": 15 + }, + "token": { + "name": "Gelatinous Cube", + "source": "MM" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derek Nestly", + "shortName": "Derek", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Wood Elf", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Derek", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Derek Nestly.webp" + }, + "hasFluff": true + }, + { + "name": "Drell Reedsnip", + "shortName": "Drell", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Drell", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Drell Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Everly Westmore", + "shortName": "Everly", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Everly", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Everly Westmore.webp" }, + "hasFluff": true + }, + { + "name": "Fawning Summerset", + "shortName": "Fawning", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 35, "size": [ - "M" + "L" ], + "type": "construct", "alignment": [ - "C", - "E" + "U" ], "ac": [ { - "ac": 14, + "ac": 15, "from": [ - "{@item hide armor}" + "natural armor" ] } ], "hp": { - "average": 60, - "formula": "8d8 +24" + "average": 149, + "formula": "13d10 + 78" }, "speed": { - "walk": { - "number": 30, - "condition": "(40 ft. if hyena)" - } + "walk": 40, + "climb": 40 }, - "str": 16, - "dex": 14, - "con": 16, - "int": 8, + "str": 17, + "dex": 15, + "con": 22, + "int": 12, "wis": 16, - "cha": 9, + "cha": 10, "save": { - "dex": "+4", - "wis": "+5" + "int": "+4", + "wis": "+6" }, "skill": { - "nature": "+1", - "perception": "+5", - "survival": "+5" + "intimidation": "+3", + "nature": "+4", + "perception": "+6" }, "senses": [ - "darkvision 60ft." + "darkvision 120 ft.", + "tremorsense 60 ft." ], - "passive": 15, - "languages": [ - "Common", - "Gnoll" + "passive": 16, + "resist": [ + "cold", + "fire", + "thunder" ], - "cr": "4", - "trait": [ - { - "name": "Change Shape", - "entries": [ - "Kryx can use his bonus action to polymorph into a giant hyena, or back into his true form, which is humanoid. His statistics, other than his movement speed, are the same in each form. Kryx does not provoke opportu nity attacks when moving while in hyena form. Any equipment he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies." - ] - }, - { - "name": "Fury of the Beast (1/Day)", - "entries": [ - "If Kryx is reduced to 0 hit points but doesn't die outright, he is reduced to 1 hit point instead, gains temporary hit points equal to his hit point maximum, and polymorphs into his giant hyena form (see Change Shape). These temporary hit points last for 1 hour. While he has these temporary hit points, Kryx can't revert to his humanoid form, and he gains one additional melee attack as part of his Multiattack action." - ] - } + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "deafened", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common and Druidic but can't speak" ], + "cr": "7", "spellcasting": [ { + "name": "Innate Spellcasting", "type": "spellcasting", - "name": "Spellcasting (Humanoid Form Only)", - "ability": "wis", "headerEntries": [ - { - "type": "entries", - "name": "", - "entries": [ - "Kryx is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13; +5 to hit with spell attacks). He has the following druid spells prepared:" - ] - } + "Fawning's innate spellcasting ability is Wisdom (spell save {@dc 14}). She can innately cast the following spells, requiring no material components:" ], - "spells": { - "0": { - "spells": [ - "{@spell guidance}", - "{@spell poison spray}", - "{@spell produce flame}" - ] - }, - "1": { - "spells": [ - "{@spell entangle}", - "{@spell faerie fire}" - ] - }, - "2": { - "spells": [ - "{@spell heat metal}", - "{@spell pass without trace}", - "{@spell spike growth}" - ] - }, - "3": { - "spells": [ - "{@spell call lightning}", - "{@spell dispel magic}" - ] - } - } + "will": [ + "{@spell mirror image}" + ], + "daily": { + "1e": [ + "{@spell dispel magic}", + "{@spell moonbeam}", + "{@spell spike growth}" + ] + }, + "ability": "wis", + "hidden": [ + "will" + ] } ], - "action": [ + "trait": [ { - "name": "Multiattack", + "name": "Blinding Light (1/Day)", "entries": [ - "Kryx makes two attacks with his claws. If Fury of the Beast is active, he makes three attacks: two with his claws and one with his bite." + "As a bonus action, Fawning fills the Crystal Grove with dazzling light created by her crystals. Each creature of her choice in the grove must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the start of her next turn. In addition, Fawning casts the {@spell mirror image} spell, requiring no components." ] }, { - "name": "Claws", + "name": "Crystal Stride (1/Turn)", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 6} ({@damage 1d6+3}) slashing damage." + "Fawning can use 10 feet of her movement to enter a crystal within her reach and appear in an unoccupied space of her choice within 5 feet of another crystal in the grove. Both crystals must be Medium or larger." ] }, { - "name": "Bite (Hyena Form Only)", + "name": "False Appearance", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 10} ({@damage 2d6+3}) piercing damage." + "While Fawning remains motionless, she is indistinguishable from a normal crystal." ] }, { - "name": "Produce Flame (Cantrip; Humanoid Form Only)", + "name": "Immutable Form", "entries": [ - "{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h 9} ({@damage 2d8}) fire damage." + "Fawning is immune to any spell or effect that would alter her form." ] }, { - "name": "Heat Metal (2nd-Level Spell; Requires a Spell Slot)", + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Fawning fails a saving throw, she can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", "entries": [ - "Kryx chooses a manufactured metal object, such as a metal weap on or a suit of heavy or medium metal armor, that he can see within 60 feet of him. For the next minute, any creature in physical contact with the object takes 9 ({@damage 2d8}) fire damage when Kryx casts the spell. Until the spell ends, Kryx can use a bonus action on each of his subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 13 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kryx's next turn. Kryx must concentrate on the spell. " + "Fawning makes two slam attacks." ] }, { - "name": "Call Lightning (3rd Level Spell; Requires a Spell Slot)", + "name": "Slam", "entries": [ - "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Kryx can see within range directly above him. The spell fails if Kryx can't see a point in the air where the storm cloud could appear (for example, if he is in a room that can't accommodate the cloud).", - "When Kryx casts the spell, he chooses a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one. On each of Kryx's turns until the spell ends, he can use his action to call down lightning in this way again, targeting the same point or a different one. The spell lasts 10 minutes, and Kryx must concentrate on it.", - "If Kryx is outdoors in stormy conditions when he casts this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 5 ({@damage 1d10})." + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." ] } ], - "damageTagsSpell": [ - "F", - "I", - "L", - "P" - ], - "miscTags": [ - "MW", - "AOE" - ], - "actionTags": [ - "Multiattack" + "legendary": [ + { + "name": "Move", + "entries": [ + "Fawning moves up to half her speed." + ] + }, + { + "name": "Slam", + "entries": [ + "Fawning makes one slam attack." + ] + }, + { + "name": "Spell (Costs 2 Actions)", + "entries": [ + "Fawning casts a spell." + ] + } ], - "savingThrowForcedSpell": [ - "constitution", + "legendaryGroup": { + "name": "Fawning Summerset", + "source": "Ar6" + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Fawning Summerset.webp" + }, + "traitTags": [ + "False Appearance", + "Immutable Form", + "Legendary Resistances" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS", + "DU" + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "P", + "R" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone" + ], + "savingThrowForced": [ "dexterity", "strength" - ] + ], + "savingThrowForcedSpell": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true }, { + "name": "Fern Woodsmith", + "shortName": "Fern", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Athlonia, the Moon's Eclipse", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Fern", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Fern Woodsmith.webp" + }, + "hasFluff": true + }, + { + "name": "Gavadon the Gallant", + "shortName": "Gavadon", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 19, + "_copy": { + "name": "Priest", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The priest", + "with": "Gavadon", + "flags": "i" + } + } + }, + "alignment": [ + "L", + "E" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Gavadon the Gallant.webp" + } + }, + { + "name": "Horned Devil Skeleton", + "source": "Ar6", + "page": 20, + "_copy": { + "name": "Minotaur Skeleton", + "source": "MM", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Chaos Brands", + "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." + ] + } + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Horned Devil Skeleton.webp" + } + }, + { + "name": "Irae Firetouched", + "alias": [ + "Irae Ashbringer", + "The Scourge of Willowset", + "Spellstorm" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 4, "size": [ - "M" + "S" ], "type": { "type": "humanoid", "tags": [ - "elf" + "halfling" ] }, "alignment": [ @@ -392,115 +941,294 @@ "E" ], "ac": [ + 12, { - "ac": 18, - "from": [ - "plate" - ] + "ac": 15, + "condition": "with {@spell mage armor}", + "braces": true } ], "hp": { - "average": 76, - "formula": "9d8+36" + "average": 49, + "formula": "9d6 + 18" }, "speed": { - "walk": 30 + "walk": 25 }, - "str": 18, - "dex": 11, - "con": 18, - "int": 11, + "str": 8, + "dex": 14, + "con": 14, + "int": 12, "wis": 14, - "cha": 15, + "cha": 18, "save": { - "wis": "+4", - "cha": "+4" + "con": "+4", + "cha": "+6" }, "skill": { - "athletics": "+6", - "history": "+2", - "arcana": "+2", - "perception": "+4" + "arcana": "+3", + "history": "+3", + "intimidation": "+6", + "persuasion": "+6" }, - "senses": [ - "darkvision 60ft." + "passive": 12, + "resist": [ + "fire" ], - "passive": 14, "languages": [ "Common", - "Elvish", - "Sylvan" + "Halfling", + "Ignan", + "Undercommon" ], "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Irae is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She knows the following sorcerer spells:" + ], + "will": [ + { + "entry": "{@spell Fire Bolt}", + "hidden": true + } + ], + "spells": { + "0": { + "spells": [ + "{@spell control flames|XGE}", + "{@spell dancing lights}", + "{@spell fire bolt}", + "{@spell friends}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell burning hands}", + "{@spell charm person}", + "{@spell mage armor}", + "{@spell shield}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell misty step}", + "{@spell scorching ray}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell counterspell}", + "{@spell fireball}" + ] + }, + "4": { + "slots": 2, + "spells": [ + "{@spell greater invisibility}" + ] + } + }, + "ability": "cha" + } + ], "trait": [ { - "name": "Blinding Shadows", + "name": "Firetouched", "entries": [ - "When reduced to 0 hit points, but just before she drops {@condition unconscious} or dies, tendrils of shadow erupt from Athlonia's body to her enemies. Each creature of Athlonia's choice within 60 feet of her must succeed on a DC 12 Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success." + "When reduced to half of her hit points or fewer, Irae becomes wreathed in flames. Whenever a creature within 5 feet of Irae hits her with a melee attack, it takes 9 ({@damage 2d8}) fire damage." ] }, { - "name": "Second Wind (Recharges after a Short or Long Rest)", + "name": "Quickened Fireball (3rd-Level Spell; Requires a Spell Slot)", "entries": [ - "As a bonus action, Athlonia can regain 25 hit points." + "As a bonus action, Irae creates a fiery explosion centered on a point she can see within 150 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one.", + "The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried." ] }, { - "name": "Shadowblade", + "name": "Shape Spell", "entries": [ - "Athlonia's weapon attacks are magical and deal an extra 3 ({@damage 1d6}) necrotic damage (included in the attack)." + "When Irae casts a spell that requires a saving throw and deals fire damage, she can choose any number of creatures in the spell's area of effect. Chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." ] - } - ], - "action": [ + }, { - "name": "Multiattack", + "name": "Wrathful Destruction", "entries": [ - "Athlonia makes two attacks with either her greatsword or Shadowbolt." + "When Irae is reduced to 0 hit points, flames arc out of her body toward her enemies. Each enemy within 20 feet of her must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one." ] - }, + } + ], + "action": [ { - "name": "Greatsword", + "name": "Scimitar of Flame", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) slashing damage and 3 ({@damage 1d6}) necrotic damage." + "{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) fire damage." ] }, { - "name": "Shadowbolt", + "name": "Fire Bolt (Cantrip)", "entries": [ - "{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h 13} ({@damage 3d8}) necrotic damage." + "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried." ] } ], "reaction": [ { - "name": "Defensive Shadowstep", + "name": "Shield (1st-Level Spell; Requires a Spell Slot)", "entries": [ - "When an allied creature within 60 feet of Athlonia is hit with a melee attack, Athlonia can teleport to an unoccupied space she can see within 5 feet of the creature that made the attack and force the attacker to reroll the attack. The attacker must use the new result, and Athlonia can make one melee weapon attack against the target as part of the reaction." + "When Irae is hit by an attack or targeted by a {@spell magic missile} spell, she calls forth an {@condition invisible} barrier of magical force that protects her. Until the start of her next turn, Irae has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Irae Firetouched.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Irae Firetouched Dynamic.webp" + }, + "languageTags": [ + "C", + "H", + "IG", + "U" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "CS" + ], "miscTags": [ - "MW", - "MLW" + "AOE", + "MA", + "MLW", + "RA" ], - "actionTags": [ - "Multiattack" + "conditionInflictSpell": [ + "charmed", + "invisible" ], - "attachedItems": [ - "greatsword|phb" + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Irae Firetouched (Magus Protector)", + "source": "Ar6", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Magus Protector", + "entries": [ + "When a creature within 15 feet of Irae is hit with an attack or targeted by a {@spell 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." + ] + } + } + }, + "page": 13 + } ] }, { + "name": "Keevial", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Uldun of Parts Unknown", + "page": 21, + "_copy": { + "name": "Chain Devil", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The devil", + "with": "Keevial", + "flags": "i" + } + } + }, + "legendaryGroup": { + "name": "Keevial", + "source": "Ar6" + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Keevial.webp" + } + }, + { + "name": "Knox Twell", + "shortName": "Knox", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Knox", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Knox Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Kryx Bloodgnash", + "alias": [ + "The Beast of the Dark Wood", + "Blood of the Underworld", + "Old Redfang" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 6, "size": [ "M" ], "type": { "type": "humanoid", "tags": [ - "orc" + "gnoll" ] }, "alignment": [ @@ -509,33 +1237,41 @@ ], "ac": [ { - "ac": 16, + "ac": 14, "from": [ - "studded leather" + "{@item hide armor|PHB}" ] } ], "hp": { - "average": 52, - "formula": "8d8+16" + "average": 60, + "formula": "8d8 + 24" }, "speed": { - "walk": 30 + "walk": 30, + "alternate": { + "walk": [ + { + "number": 40, + "condition": "in hyena form" + } + ] + } }, - "str": 11, - "dex": 18, - "con": 14, - "int": 10, - "wis": 12, - "cha": 8, + "str": 16, + "dex": 14, + "con": 16, + "int": 8, + "wis": 16, + "cha": 9, "save": { - "dex": "+6", - "wis": "+3" + "dex": "+4", + "wis": "+5" }, "skill": { - "acrobatics": "+6", + "nature": "+1", "perception": "+5", - "stealth": "+6" + "survival": "+5" }, "senses": [ "darkvision 60 ft." @@ -543,700 +1279,1695 @@ "passive": 15, "languages": [ "Common", - "Orc" + "Gnoll" ], "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting (Humanoid Form Only)", + "type": "spellcasting", + "headerEntries": [ + "Kryx is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}; {@hit 5} to hit with spell attacks). He has the following druid spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell guidance}", + "{@spell poison spray}", + "{@spell produce flame}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell entangle}", + "{@spell faerie fire}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell heat metal}", + "{@spell pass without trace}", + "{@spell spike growth}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell call lightning}", + "{@spell dispel magic}" + ] + } + }, + "ability": "wis" + } + ], "trait": [ { - "name": "Cunning Action", + "name": "Change Shape", "entries": [ - "On each of his turns, Uldun can use his bonus action to take the Dash, Disengage, or Hide action." + "Kryx can use his bonus action to polymorph into a {@creature giant hyena}, or back into his true form, which is humanoid. His statistics, other than his movement speed, are the same in each form. Kryx does not provoke {@action opportunity attack||opportunity attacks} when moving while in hyena form. Any equipment he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies." ] }, { - "name": "Evasion", + "name": "Fury of the Beast (1/Day)", "entries": [ - "If Uldun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." + "If Kryx is reduced to 0 hit points but doesn't die outright, he is reduced to 1 hit point instead, gains temporary hit points equal to his hit point maximum, and polymorphs into his {@creature giant hyena} form (see Change Shape). These temporary hit points last for 1 hour. While he has these temporary hit points, Kryx can't revert to his humanoid form, and he gains one additional melee attack as part of his Multiattack action." ] - }, + } + ], + "action": [ { - "name": "Roar of the Ancient Ones", + "name": "Multiattack", "entries": [ - "When Uldun is reduced to 0 hit points, he roars out to his ancient ancestors. Each hostile creature within 120 feet of Uldun who can hear him must succeed on a DC 11 Wisdom saving throw or be plagued by the ancients until the end of its next turn. While plagued, a creature has disadvantage on attack rolls and saving throws, and attacks made against it have advantage." + "Kryx makes two attacks with his claws. If Fury of the Beast is active, he makes three attacks: two with his claws and one with his bite." ] }, { - "name": "Sneak Attack (1/Turn)", + "name": "Claws", "entries": [ - "Uldun deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Uldun that isn't {@condition incapacitated} and Uldun doesn't have disadvantage on the attack roll." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." ] - } - ], - "action": [ + }, { - "name": "Multiattack", + "name": "Bite (Hyena Form Only)", "entries": [ - "Uldun makes three shortsword or longbow attacks." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage." ] }, { - "name": "Shortsword", + "name": "Produce Flame (Cantrip; Humanoid Form Only)", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 7} ({@damage 1d6+4}) piercing damage." + "{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}9 ({@damage 2d8}) fire damage." ] }, { - "name": "Longbow", + "name": "Heat Metal (2nd-Level Spell; Requires a Spell Slot)", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h 8} ({@damage 1d8+4}) piercing damage." + "Kryx chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that he can see within 60 feet of him. For the next minute, any creature in physical contact with the object takes 9 ({@damage 2d8}) fire damage when Kryx casts the spell. Until the spell ends, Kryx can use a bonus action on each of his subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a {@dc 13} Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kryx's next turn. Kryx must {@status concentration||concentrate} on the spell." ] - } - ], - "reaction": [ + }, { - "name": "Defensive Fade (1/Day)", + "name": "Call Lightning (3rd Level Spell; Requires a Spell Slot)", "entries": [ - "When Uldun takes damage, he can teleport 60 feet to an unoccupied space that he can see and becomes {@condition invisible} until the end of his next turn." + "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Kryx can see within range directly above him. The spell fails if Kryx can't see a point in the air where the storm cloud could appear (for example, if he is in a room that can't accommodate the cloud).", + "When Kryx casts the spell, he chooses a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a {@dc 13} Dexterity saving throw. A creature takes 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one. On each of Kryx's turns until the spell ends, he can use his action to call down lightning in this way again, targeting the same point or a different one. The spell lasts 10 minutes, and Kryx must {@status concentration||concentrate} on it.", + "If Kryx is outdoors in stormy conditions when he casts this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 5 ({@dice 1d10})." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Kryx Bloodgnash.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "OTH" + ], + "damageTags": [ + "F", + "L", + "P", + "S" + ], + "damageTagsSpell": [ + "F", + "I", + "L", + "P" + ], + "spellcastingTags": [ + "CD", + "F" + ], "miscTags": [ + "AOE", "MW", - "RW", - "RNG", - "MLW" + "RA" ], - "traitTags": [ - "Sneak Attack" + "conditionInflictSpell": [ + "restrained" ], - "actionTags": [ - "Multiattack" + "savingThrowForced": [ + "constitution", + "dexterity" ], - "attachedItems": [ - "longbow|phb", - "shortsword|phb" + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "strength" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ogin Reedsnip", + "shortName": "Ogin", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Ogin", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Ogin Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Poli Twell", + "shortName": "Poli", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Poli", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Poli Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Swarm of Cave Fish", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Swarm of Quippers", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "quipper", + "with": "cave fish", + "flags": "i" + } + } + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Swarm of Cave Fish.webp" + }, + "senseTags": [ + "B" ] }, { + "name": "Syrah Twell", + "shortName": "Syrah", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Fawning Summerset", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Syrah", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Syrah Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Uldun of Parts Unknown", + "shortName": "Uldun", + "alias": [ + "The Crownhunter", + "The Silent Death", + "Vengeance of the Mountain" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 10, "size": [ - "L" + "M" ], - "type": "construct", + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, "alignment": [ - "U" + "C", + "E" ], "ac": [ { - "ac": 15, + "ac": 16, "from": [ - "natural armor" + "{@item studded leather armor|PHB|studded leather}" ] } ], "hp": { - "average": 149, - "formula": "13d10+78" + "average": 52, + "formula": "8d8 + 16" }, "speed": { - "walk": 40, - "climb": 40 + "walk": 30 }, - "str": 17, - "dex": 15, - "con": 22, - "int": 12, - "wis": 16, - "cha": 10, + "str": 11, + "dex": 18, + "con": 14, + "int": 10, + "wis": 12, + "cha": 8, "save": { - "int": "+4", - "wis": "+6" + "dex": "+6", + "wis": "+3" }, "skill": { - "intimidation": "+3", - "nature": "+4", - "perception": "+6" + "acrobatics": "+6", + "perception": "+5", + "stealth": "+6" }, - "resist": [ - "cold", - "fire", - "thunder" - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "deafened", - "petrified", - "poisoned" - ], "senses": [ - "darkvision 120ft.", - "tremorsense 60ft." + "darkvision 60 ft." ], - "passive": 16, + "passive": 15, "languages": [ - "understands Common and Druidic but can't speak" + "Common", + "Orc" ], - "cr": "7", + "cr": "4", "trait": [ { - "name": "Blinding Light (1/Day)", + "name": "Cunning Action", "entries": [ - "As a bonus action, Fawning fills the Crystal Grove with dazzling light created by her crystals. Each creature of her choice in the grove must succeed on a DC 13 Dexterity saving throw or be {@condition blinded} until the start of her next turn. In addition, Fawning casts the mirror image spell, requiring no components." + "On each of his turns, Uldun can use his bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." ] }, { - "name": "Crystal Stride (1/Turn)", + "name": "Evasion", "entries": [ - "Fawning can use 10 feet of her movement to enter a crystal within her reach and appear in an unoccupied space of her choice within 5 feet of another crystal in the grove. Both crystals must be Medium or larger." + "If Uldun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." ] }, { - "name": "False Appearance", + "name": "Roar of the Ancient Ones", "entries": [ - "While Fawning remains motionless, she is indistinguishable from a normal crystal." + "When Uldun is reduced to 0 hit points, he roars out to his ancient ancestors. Each hostile creature within 120 feet of Uldun who can hear him must succeed on a {@dc 11} Wisdom saving throw or be plagued by the ancients until the end of its next turn. While plagued, a creature has disadvantage on attack rolls and saving throws, and attacks made against it have advantage." ] }, { - "name": "Immutable Form", + "name": "Sneak Attack (1/Turn)", "entries": [ - "Fawning is immune to any spell or effect that would alter her form." + "Uldun deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Uldun that isn't incapacitated and Uldun doesn't have disadvantage on the attack roll." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Uldun makes three shortsword or longbow attacks." ] }, { - "name": "Innate Spellcasting", + "name": "Shortsword", "entries": [ - "Fawning's innate spellcasting ability is Wisdom (spell save DC 14). She can innately cast the following spells, requiring no material components:", - "1/day each: {@spell dispel magic}, {@spell moonbeam}, {@spell spike growth}" + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." ] }, { - "name": "Legendary Resistance (3/Day)", + "name": "Longbow", "entries": [ - "If Fawning fails a saving throw, she can choose to succeed instead." + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." ] } ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Fawning makes two slam attacks." - ] - }, + "reaction": [ { - "name": "Slam", + "name": "Defensive Fade (1/Day)", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h 10} ({@damage 2d6+3}) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}." + "When Uldun takes damage, he can teleport 60 feet to an unoccupied space that he can see and becomes {@condition invisible} until the end of his next turn." ] } ], - "legendaryActions": 3, - "legendary": [ + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Uldun of Parts Unknown.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Uldun of Parts Unknown Dynamic.webp" + }, + "attachedItems": [ + "longbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Sneak Attack" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "O" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RNG", + "RW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Virna Twell", + "shortName": "Virna", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Virna", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Virna Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Vold Reedsnip", + "shortName": "Vold", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Vold", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Vold Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Waylon Bonesforth", + "shortName": "Waylon", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 23, + "_copy": { + "name": "Veteran", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The veteran", + "with": "Waylon", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Waylon Bonesforth.webp" + }, + "hasFluff": true + }, + { + "name": "Young Roper", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Roper", + "source": "MM" + }, + "hp": { + "average": 60, + "formula": "60" + }, + "token": { + "name": "Roper", + "source": "MM" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zarah Reedsnip", + "shortName": "Zarah", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Zarah", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Zarah Reedsnip.webp" + }, + "hasFluff": true + } + ], + "monsterFluff": [ + { + "name": "Athlonia, the Moon's Eclipse", + "source": "Ar6", + "entries": [ { - "name": "Move", + "type": "inset", + "page": 7, "entries": [ - "Fawning moves up to half her speed." + { + "type": "quote", + "entries": [ + "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." + ], + "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches" + } ] }, { - "name": "Slam", + "type": "entries", "entries": [ - "Fawning makes one slam attack." + { + "type": "entries", + "name": "Nicknames:", + "page": 7, + "entries": [ + "The Knight of the New Moon, the Shadow's Touch, the Sorrow" + ] + }, + "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.", + { + "type": "entries", + "name": "Ideal:", + "page": 7, + "entries": [ + "\"A quick death from the shadow's heart is the best you can hope for in this world.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 7, + "entries": [ + "\"I travel with the most unexpected companions who share my nihilistic view of the world.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 7, + "entries": [ + "\"A spark of love and loss still resides in my cold heart.\"" + ] + } ] }, { - "name": "Spell (Costs 2 Actions)", + "type": "entries", + "name": "Tactics", + "page": 7, "entries": [ - "Fawning casts a spell." + "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." ] } ], - "legendaryHeader": [ - "Fawning can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fawning regains spent legendary actions at the start of her turn." - ], - "legendaryGroup": { - "name": "Fawning Summerset Lair", - "source": "Ar6" - }, - "miscTags": [ - "MW", - "RCH" - ], - "traitTags": [ - "False Appearance", - "Immutable Form", - "Legendary Resistances" - ], - "actionTags": [ - "Multiattack" + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00034.webp" + }, + "credit": "Zuzanna Wuzyk" + } ] - } - ], - "itemType": [ - { - "abbreviation": "AP", - "source": "Ar6", - "name": "Armor (Plate)", - "page": 16 - } - ], - "item": [ + }, { + "name": "Calliope Daydream", "source": "Ar6", - "name": "Zevellon's Gaze", - "wondrous": true, - "rarity": "legendary", - "reqAttune": true, "entries": [ - "This helmet molds to your face and fits comfortably and slightly bolsters your voice's volume when you speak. It appears to be a winged helm of shimmering steel with a gold lining, and a soft yellow glow that emanates from the eyes. However, the helmet's true form is made of fiery red steel with black horns and eyes fuming with smoke. Zevellon's Gaze has 3 charges. You can spend charges to create the following effects:", + "{@i She/Her}", + "An aged elf {@creature scout}, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"" + ], + "images": [ { - "type": "list", - "items": [ - "{@b {@i Spell Reversal.}} When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forces a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect is an attack, the attack roll is rerolled against the creature.", - "{@b {@i Kneel Before Me.}} As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a DC 18 Wisdom saving throw. On a failed save, a target takes {@damage 4d10} psychic damage and falls {@condition prone}. On a successful save, a target takes half as much damage and doesn't fall {@condition prone}.", - "{@b {@i Gaze of Annihilation.}} As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a DC 18 Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one. The helmet regains all spent charges daily at dawn." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00095.webp" + }, + "credit": "Elisa Serio" } ] }, { + "name": "Climbing Gelatinous Cube", "source": "Ar6", - "rarity": "legendary", - "reqAttune": true, - "type": "AP", - "name": "Zevellon's Scourge", - "entries": [ - "This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful golden patterns adorning the shoulders. The armor's true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel. As a bonus action, you can activate {@condition invisible} thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage.", - "In addition, while the tendrils are active, you can make up to three melee weapon attacks with the tendrils as an action. The tendrils have a +10 bonus to attack rolls, a reach of 10 feet and deal {@damage 2d10} psychic damage on a hit.", - "You can activate the tendrils five times, regaining all uses each day at dawn." - ] + "_copy": { + "name": "Gelatinous Cube", + "source": "MM" + } }, { - "name": "Zevellon's Grasp", - "wondrous": true, + "name": "Derek Nestly", "source": "Ar6", - "rarity": "legendary", - "reqAttune": true, "entries": [ - "These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws.", - "While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire.", - "The sword is a one-handed melee weapon that deals {@damage 4d6} damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage. This weapon is dismissed if you are knocked {@condition unconscious} or when you use a bonus action to dispel it. You can't let go of the sword until you dismiss it. You can only have one sword at a time.", - "When you hit a creature with a melee weapon attack while wearing the gauntlets and you don't have a flame sword active, you can choose to deal an extra {@damage 2d6} fire damage." + "{@i He/Him}", + "This elf {@creature commoner} owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"" ] }, { + "name": "Drell Reedsnip", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Everly Westmore", "source": "Ar6", - "name": "Zevellon's Steps", - "rarity": "legendary", - "wondrous": true, - "reqAttune": true, "entries": [ - "While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature.", - "In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a DC 17 Intelligence saving throw. On a failure, you take {@damage 2d10} necrotic damage but still teleport to your chosen space." + "{@i She/Her}", + "A human {@creature commoner}, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"" ] - } - ], - "adventure": [ + }, { - "name": "Keevial's Rage", - "id": "Ar6-1", + "name": "Fawning Summerset", "source": "Ar6", - "group": "homebrew", - "level": { - "start": 6, - "end": 6 - }, - "storyline": "", - "published": "2021-07-01", - "contents": [ - { - "name": "The Adventure" - }, - { - "name": "Introductions on the Road", - "headers": [ - "Devil of a Problem", - "Armor Piece", - "Traveling with Gavadon" - ] - }, - { - "name": "Blood Skeletons", - "headers": [ - "Chaos Brands", - "Gavadon's Reaction" - ] - }, + "entries": [ { - "name": "Into the Fire", - "headers": [ - "Sacrifice Accepted" + "type": "entries", + "name": "Tale of Fawning Summerset", + "page": 25, + "entries": [ + "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", + { + "type": "insetReadaloud", + "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!\"" + ] + }, + "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..." ] - }, + } + ], + "images": [ { - "name": "Continuing the Adventure" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00125.webp" + }, + "credit": "Faizal Fikri" } ] }, { - "name": "Spelunking!", - "id": "Ar6-2", + "name": "Fern Woodsmith", "source": "Ar6", - "level": { - "start": 4, - "end": 4 - }, - "storyline": "", - "published": "2021-07-01", - "group": "homebrew", - "contents": [ - { - "name": "The Adventure" - }, + "entries": [ + "{@i She/Her}", + "An older human {@creature commoner}, Fern is the primary bartender at the Brewmaster's Table. She has known {@creature Calliope Daydream|Ar6|Calliope} for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"" + ] + }, + { + "name": "Irae Firetouched", + "source": "Ar6", + "entries": [ { - "name": "Adventure Summary" + "type": "inset", + "page": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." + ], + "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + } + ] }, { - "name": "Welcome to Pirn", - "headers": [ - "Notable NPCs" - ] - }, - { - "name": "Rumors of Fawning Summerset", - "headers": [ - "Tale of Fawning Summerset" - ] - }, - { - "name": "Recent Mystery", - "headers": [ - "Talking to Calliope", - "Spelunking" - ] - }, - { - "name": "Random Encounters" - }, - { - "name": "Cavern Features" - }, - { - "name": "Cavern Encounters", - "headers": [ - "Between Encounters", - "The Gorge", - "Skimming across the Stones", - "Illusion of Daylight" - ] - }, - { - "name": "The Crystal Grove" - }, - { - "name": "The Environment" - }, - { - "name": "The Cryad", - "headers": [ - "Engaging the Enemy", - "Medium Crystals" - ] - }, - { - "name": "Escaping" - }, - { - "name": "Treasure" - }, - { - "name": "Conclusion" - }, - { - "name": "Advancement" - } - ] - } - ], - "adventureData": [ - { - "source": "Ar6", - "id": "Ar6-1", - "data": [ - { - "type": "section", - "name": "The Adventure", - "page": 19, - "entries": [ - "This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. 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 Keevial as a trade for the devil's piece of armor." - ] - }, - { - "type": "section", - "name": "Introductions on the Road", - "page": 19, + "type": "entries", "entries": [ - "The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", { - "type": "insetReadaloud", + "type": "entries", + "name": "Nicknames:", + "page": 3, "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.\"" + "Irae Ashbringer, the Scourge of Willowset, Spellstorm" ] }, + "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.", + "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", { "type": "entries", - "name": "Devil of a Problem", - "page": 19, + "name": "Ideal:", + "page": 3, "entries": [ - "Gavadon, known to locals as Gavadon the Gallant, 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 Keevial.", - "The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial 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 Keevial 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 Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it." + "\"Power exists for those able to grasp it and hold on.\"" ] }, { "type": "entries", - "name": "Armor Piece", - "page": 19, + "name": "Bond:", + "page": 3, "entries": [ - "{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", - "If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", - { - "type": "table", - "caption": "Armor Pieces", - "colLabels": [ - "{@dice d4}", - "Armor Piece" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "{@item Zevellon's Gaze|Ar6}" - ], - [ - "2", - "{@item Zevellon's Scourge|Ar6}" - ], - [ - "3", - "{@item Zevellon's Grasp|Ar6}" - ], - [ - "4", - "{@item Zevellon's Steps|Ar6}" - ] - ] - } + "\"My companions take me where I want to go and are easily steered by my words.\"" ] }, { "type": "entries", - "name": "Traveling with Gavadon", - "page": 19, + "name": "Flaw:", + "page": 3, "entries": [ - "Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.", - "A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.", - { - "type": "inset", - "name": "Vukaryion in Your World", - "entries": [ - "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) 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 (History or 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." - ] - } + "\"Sometimes I just need to see things burn.\"" ] } ] }, { - "type": "section", - "name": "Blood Skeletons", - "page": 20, + "type": "entries", + "name": "Tactics", + "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." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00017.webp" + }, + "credit": "Zuzanna Wuzyk" + } + ] + }, + { + "name": "Knox Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Kryx Bloodgnash", + "source": "Ar6", + "entries": [ + { + "type": "inset", + "page": 5, + "entries": [ + { + "type": "quote", + "entries": [ + "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name." + ], + "by": "Phrase found in the tattered journals of the druid Kylak Ironroot" + } + ] + }, + { + "type": "entries", "entries": [ - "On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.", { "type": "entries", - "name": "Chaos Brands", - "page": 20, + "name": "Nicknames:", + "page": 5, "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 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 (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." + "The Beast of the Dark Wood, Blood of the Underworld, Old Redfang" ] }, + "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.", { "type": "entries", - "name": "Gavadon's Reaction", - "page": 20, + "name": "Ideal:", + "page": 5, "entries": [ - "When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him.", - { - "type": "inset", - "name": "Gavadon Gone", - "entries": [ - "If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an 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 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 Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize." - ] - } + "\"From the depths of the earth we rise and to depths of the earth we return.\"" ] - } - ] - }, - { - "type": "section", - "name": "Into the Fire", - "page": 21, - "entries": [ - "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", + }, { - "type": "insetReadaloud", - "name": "", + "type": "entries", + "name": "Bond:", + "page": 5, "entries": [ - "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", - "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.\"" + "\"I smile at the darkness held in the hearts of my friends.\"" ] }, - "The sphere around Keevial, a chain devil, has the same properties as one created by the {@spell resilient sphere} spell. The ceiling in this chamber is 20 feet high.", { "type": "entries", - "name": "Sacrifice Accepted", - "page": 21, + "name": "Flaw:", + "page": 5, "entries": [ - "After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.", - "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", - { - "type": "insetReadaloud", - "entries": [ - "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" - ] - }, - "A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces 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.", - { - "type": "insetReadaloud", - "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.\"" - ] - }, - "{@b {@i Combat.}} {@footnote Keevial dispels the sphere as two 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.|Might we suggest Zevellon's Gaze? 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 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 Armor of Zevellon as often as he can. The devils fight the characters until destroyed.", - "{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", - { - "type": "list", - "items": [ - "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", - "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until ini tiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", - "Keevial's chains whip through the chamber. Four crea tures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6+4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." - ] - }, - "{@b {@i Killing Keevial.}} 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.", - { - "type": "inset", - "name": "He's Dying Too Quickly", - "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 bone devil with his hit points restored\u2014and the battle begins anew." - ] - } + "\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"" ] } ] }, { - "type": "section", - "name": "Continuing the Adventure", - "page": 22, + "type": "entries", + "name": "Tactics", + "page": 5, "entries": [ - "It is up to the characters to decide what to do with the piece of the Armor of Zevellon. 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." + "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." ] } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00026.webp" + }, + "credit": "Zuzanna Wuzyk" + } ] }, { + "name": "Ogin Reedsnip", "source": "Ar6", - "id": "Ar6-2", - "data": [ + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Poli Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Syrah Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Uldun of Parts Unknown", + "source": "Ar6", + "entries": [ { - "type": "section", - "name": "The Adventure", - "page": 23, + "type": "inset", + "page": 9, "entries": [ { - "type": "inset", + "type": "quote", "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." - ] - }, - "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." + "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." + ], + "by": "A statement overheard among soldiers at Uldun's second failed execution" + } ] }, { "type": "entries", - "name": "Adventure Summary", - "page": 23, "entries": [ - "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", { - "type": "list", - "items": [ - "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", - "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", - "The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." + "type": "entries", + "name": "Nicknames:", + "page": 9, + "entries": [ + "The Crownhunter, the Silent Death, Vengeance of the Mountain" ] - } - ] - }, - { - "type": "entries", - "name": "Welcome to Pirn", - "page": 23, - "entries": [ - "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", - "Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:", + }, + "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.", + "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", { - "type": "inset", + "type": "entries", + "name": "Ideal:", + "page": 9, "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!\"" + "\"I hunt those who have grown fat on the lives of others.\"" ] }, - "Waylon Bonesforth 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 (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", { "type": "entries", - "name": "Notable NPCs", - "page": 24, + "name": "Bond:", + "page": 9, "entries": [ - "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", - "The town's notable NPCs include the following characters:", - { - "type": "list", - "items": [ - "{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"", - "{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"", - "{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"", - "{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"", - "{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.", - "{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns." - ] - }, - { - "type": "inset", - "name": "No Time to Dawdle", - "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. Waylon Bonesforth 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 Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." - ] - } + "\"Saved from an executioner's axe, I have found a bond with the Accord.\"" ] - } - ] - }, + }, + { + "type": "entries", + "name": "Flaw:", + "page": 9, + "entries": [ + "\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "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." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00042.webp" + }, + "credit": "Zuzanna Wuzyk" + } + ] + }, + { + "name": "Virna Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Vold Reedsnip", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Waylon Bonesforth", + "source": "Ar6", + "entries": [ + "Upon entering the town, {@creature Waylon Bonesforth|Ar6} ({@creature veteran}, he/him), the sheriff and mayor of Pirn, greets the characters:", + { + "type": "insetReadaloud", + "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!\"" + ] + }, + "{@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." + ] + }, + { + "name": "Young Roper", + "source": "Ar6", + "_copy": { + "name": "Roper", + "source": "MM" + } + }, + { + "name": "Zarah Reedsnip", + "source": "Ar6", + "entries": [ + "{@creature Zarah Reedsnip|Ar6|Zarah} (he/him) and {@creature Drell Reedsnip|Ar6|Drell} (she/her) Reedsnip and {@creature Virna Twell|Ar6|Virna} (she/her) and {@creature Knox Twell|Ar6|Knox} (he/him) Twell are the human {@creature commoner} parents of missing teenagers. They're all quite concerned about their kids.", + "{@creature Ogin Reedsnip|Ar6|Ogin} (he/him) and {@creature Vold Reedsnip|Ar6|Vold} (they/them) Reedsnip and {@creature Syrah Twell|Ar6|Syrah} (she/her) and {@creature Poli Twell|Ar6|Poli} (he/him) Twell are teens who went missing in Summerset Caverns." + ] + } + ], + "legendaryGroup": [ + { + "name": "Fawning Summerset", + "source": "Ar6", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Fawning can take one lair action to cause one of the following effects; she can't use the same lair action two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Faerie Lights", + "entries": [ + "The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a {@dc 14} Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}." + ] + }, + { + "type": "item", + "name": "Fertilize", + "entries": [ + "Fawning uses {@condition prone} bodies to grow new crystals. All {@condition prone} creatures in the Crystal Grove of Fawning's choice must make a {@dc 14} Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 ({@damage 2d10}) necrotic damage." + ] + }, + { + "type": "item", + "name": "Shake", + "entries": [ + "Fawning's lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a {@dc 14} Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage and be pushed 5 feet in a direction of Fawning's choice." + ] + } + ] + } + ] + }, + { + "name": "Keevial", + "source": "Ar6", + "page": 21, + "lairActions": [ + "On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a {@dc 15} Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", + "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until initiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", + "Keevial's chains whip through the chamber. Four creatures of Keevial's choice must make a {@dc 15} Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6 + 4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." + ] + } + ] + } + ], + "table": [ + { + "name": "Armor Pieces", + "source": "Ar6", + "page": 19, + "colLabels": [ + "{@dice d4}", + "Armor Piece" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "1", + "{@item Zevellon's Gaze|Ar6}" + ], + [ + "2", + "{@item Zevellon's Scourge|Ar6}" + ], + [ + "3", + "{@item Zevellon's Grasp|Ar6}" + ], + [ + "4", + "{@item Zevellon's Steps|Ar6}" + ] + ] + }, + { + "name": "Gorge Treasure", + "source": "Ar6", + "page": 29, + "colLabels": [ + "d6", + "Item" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1", + "Two {@item backpack|PHB|backpacks} with {@dice 1d6} {@item Rations (1 day)|PHB|rations} each" + ], + [ + "2", + "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" + ], + [ + "3", + "A {@item silvered dagger|PHB}" + ], + [ + "4", + "A {@item pouch|PHB} containing {@dice 20d10} sp" + ], + [ + "5", + "Two half-full {@item waterskin|PHB|waterskins}" + ], + [ + "6", + "Four unused {@item Hempen Rope (50 feet)|PHB|50-foot-long coils of hemp rope}" + ] + ], + "outro": [ + "In addition, the characters find {@item goggles of night} among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." + ] + }, + { + "name": "Random Encounters", + "source": "Ar6", + "page": 26, + "colLabels": [ + "d4", + "Encounter" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1", + "{@dice 1d3 + 3} {@creature giant spider||giant spiders}" + ], + [ + "2", + "{@dice 1d2 + 1} {@creature grick||gricks}" + ], + [ + "3", + "{@dice 1d2} {@creature phase spider||phase spiders}" + ], + [ + "4", + "{@dice 1d2} {@creature black pudding||black puddings}" + ] + ] + } + ], + "adventure": [ + { + "name": "Spelunking!", + "id": "Ar6-S", + "source": "Ar6", + "parentSource": "Arcadia", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "H.H. Carlan", + "storyline": "Arcadia", + "level": { + "start": 4, + "end": 4 + }, + "alAveragePlayerLevel": 4, + "contents": [ + { + "name": "Spelunking!" + }, + { + "name": "Adventure Summary" + }, + { + "name": "Welcome to Pirn", + "headers": [ + "Notable NPCs" + ] + }, + { + "name": "Rumors of Fawning Summerset", + "headers": [ + "Tale of Fawning Summerset" + ] + }, + { + "name": "Recent Mystery", + "headers": [ + "Talking to Calliope", + "Spelunking" + ] + }, + { + "name": "Random Encounters" + }, + { + "name": "Cavern Features" + }, + { + "name": "Cavern Encounters", + "headers": [ + "Between Encounters", + "The Gorge", + "Skimming Across the Stones", + "Illusion of Daylight" + ] + }, + { + "name": "The Crystal Grove" + }, + { + "name": "The Environment" + }, + { + "name": "The Cryad", + "headers": [ + "Engaging the Enemy", + "Medium Crystals" + ] + }, + { + "name": "Escaping" + }, + { + "name": "Treasure" + }, + { + "name": "Conclusion" + }, + { + "name": "Advancement" + } + ] + }, + { + "name": "Keevial's Rage", + "id": "Ar6-KR", + "source": "Ar6", + "parentSource": "Arcadia", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "Gabe Hicks", + "storyline": "Arcadia", + "level": { + "start": 6, + "end": 6 + }, + "alAveragePlayerLevel": 6, + "contents": [ + { + "name": "Keevial's Rage" + }, + { + "name": "Introductions on the Road", + "headers": [ + "Devil of a Problem", + "Armor Piece", + "Traveling with Gavadon" + ] + }, + { + "name": "Blood Skeletons", + "headers": [ + "Chaos Brands", + "Gavadon's Reaction" + ] + }, + { + "name": "Into the Fire", + "headers": [ + "Sacrifice Accepted" + ] + }, + { + "name": "Continuing the Adventure" + } + ] + } + ], + "adventureData": [ + { + "id": "Ar6-KR", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Keevial's Rage", + "page": 19, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00060.webp" + } + }, + "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." + ] + }, + { + "type": "section", + "name": "Introductions on the Road", + "page": 19, + "entries": [ + "The characters meet {@creature Gavadon the Gallant|Ar6|Gavadon} (lawful evil, human {@creature priest}) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", + { + "type": "insetReadaloud", + "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.\"" + ] + }, + { + "type": "entries", + "name": "Devil of a Problem", + "page": 19, + "entries": [ + "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." + ] + }, + { + "type": "entries", + "name": "Armor Piece", + "page": 19, + "entries": [ + "When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.{@footnote {@sup 2}|Might we suggest {@item Zevellon's Steps|Ar6}? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", + "If asked about the armor, {@creature Gavadon the Gallant|Ar6|Gavadon} claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece {@creature Keevial|Ar6} stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Armor Pieces", + "page": 19, + "style": "inset" + } + ] + }, + { + "type": "entries", + "name": "Traveling with Gavadon", + "page": 19, + "entries": [ + "{@creature Gavadon the Gallant|Ar6|Gavadon} speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for {@creature Keevial|Ar6} prefers to devour the devout.", + "A character who succeeds on a {@dc 17} Wisdom ({@skill Insight}) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the {@action Dodge} action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the {@spell cure wounds} spell.", + { + "type": "inset", + "name": "Vukaryion in Your World", + "entries": [ + "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." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Blood Skeletons", + "page": 20, + "entries": [ + "On the way to the cave, five blood-red {@creature horned devil skeleton|Ar6|horned devil skeletons} (use the {@creature minotaur skeleton} stat blocks) rise from the ground and circle the characters as four blood-red {@creature bearded devil skeleton|Ar6|bearded devil skeletons} (use the {@creature skeleton} stat block) come out of the shadows and draw {@item shortbow|PHB|shortbows}. The {@creature horned devil skeleton|Ar6|horned devil skeletons} engage the characters in melee as the {@creature bearded devil skeleton|Ar6|bearded devil skeletons} use their bows to attack at range. The skeletons fight until destroyed.", + { + "type": "entries", + "name": "Chaos Brands", + "page": 20, + "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." + ] + }, + { + "type": "entries", + "name": "Gavadon's Reaction", + "page": 20, + "entries": [ + "When the skeletons appear, {@creature Gavadon the Gallant|Ar6|Gavadon} cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of {@creature Keevial|Ar6} attempting to steal his piece of the armor. A successful {@dc 17} Wisdom ({@skill Insight}) check reveals that {@creature Gavadon the Gallant|Ar6|Gavadon} isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that {@creature Keevial|Ar6} is after him.", + { + "type": "inset", + "name": "Gavadon Gone", + "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." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Into the Fire", + "page": 21, + "entries": [ + "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", + { + "type": "insetReadaloud", + "page": 21, + "entries": [ + "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", + "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.\"" + ] + }, + "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.", + { + "type": "entries", + "name": "Sacrifice Accepted", + "page": 21, + "entries": [ + "After the characters have a moment to investigate the chamber and their surroundings, {@creature Keevial|Ar6} opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a {@dc 15} Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the {@item Armor of Zevellon|Ar6} is immune to this effect.", + "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", + { + "type": "insetReadaloud", + "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.\"" + ] + }, + "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.", + { + "type": "insetReadaloud", + "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.\"" + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Combat", + "page": 21, + "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." + ] + }, + { + "type": "statblock", + "tag": "legroup", + "source": "Ar6", + "name": "Keevial", + "page": 21 + }, + { + "type": "entries", + "name": "Killing Keevial", + "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." + ] + } + ] + }, + { + "type": "inset", + "name": "He's Dying Too Quickly", + "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." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Continuing the Adventure", + "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": "Ar6-S", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Spelunking!", + "page": 23, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00089.webp" + } + }, + { + "type": "entries", + "page": 14, + "style": "text-center", + "entries": [ + "{@style An adventure for 4th-level characters|dnd-font;large}", + "by H.H. Carlan" + ] + }, + { + "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." + ] + }, + "{@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." + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "page": 23, + "entries": [ + "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", + { + "type": "list", + "items": [ + "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", + "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", + "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." + ] + } + ] + }, + { + "type": "section", + "name": "Welcome to Pirn", + "page": 23, + "entries": [ + "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", + "Upon entering the town, {@creature Waylon Bonesforth|Ar6} ({@creature veteran}, he/him), the sheriff and mayor of Pirn, greets the characters:", + { + "type": "insetReadaloud", + "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!\"" + ] + }, + "{@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.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00095.webp" + }, + "credit": "Elisa Serio" + }, + { + "type": "entries", + "name": "Notable NPCs", + "page": 24, + "entries": [ + "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", + "The town's notable NPCs include the following characters:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "{@creature Calliope Daydream|Ar6} (She/Her)", + "entries": [ + "An aged elf {@creature scout}, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"" + ] + }, + { + "type": "item", + "name": "{@creature Fern Woodsmith|Ar6} (She/Her)", + "entries": [ + "An older human {@creature commoner}, Fern is the primary bartender at the Brewmaster's Table. She has known {@creature Calliope Daydream|Ar6|Calliope} for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"" + ] + }, + { + "type": "item", + "name": "{@creature Derek Nestly|Ar6} (He/Him)", + "entries": [ + "This elf {@creature commoner} owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"" + ] + }, + { + "type": "item", + "name": "{@creature Everly Westmore|Ar6} (She/Her)", + "entries": [ + "A human {@creature commoner}, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"" + ] + }, + { + "type": "item", + "name": "Concerned Parents", + "entries": [ + "{@creature Zarah Reedsnip|Ar6|Zarah} (he/him) and {@creature Drell Reedsnip|Ar6|Drell} (she/her) Reedsnip and {@creature Virna Twell|Ar6|Virna} (she/her) and {@creature Knox Twell|Ar6|Knox} (he/him) Twell are the human {@creature commoner} parents of missing teenagers. They're all quite concerned about their kids." + ] + }, + { + "type": "item", + "name": "Missing Children", + "entries": [ + "{@creature Ogin Reedsnip|Ar6|Ogin} (he/him) and {@creature Vold Reedsnip|Ar6|Vold} (they/them) Reedsnip and {@creature Syrah Twell|Ar6|Syrah} (she/her) and {@creature Poli Twell|Ar6|Poli} (he/him) Twell are teens who went missing in Summerset Caverns." + ] + } + ] + }, + { + "type": "inset", + "name": "No Time to Dawdle", + "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." + ] + } + ] + } + ] + }, { "type": "section", "name": "Rumors of Fawning Summerset", @@ -1259,7 +2990,8 @@ "entries": [ "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", { - "type": "inset", + "type": "insetReadaloud", + "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!\"" ] @@ -1274,29 +3006,31 @@ "name": "Recent Mystery", "page": 25, "entries": [ - "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", - "Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", + "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, {@creature Zarah Reedsnip|Ar6|Zarah}, {@creature Drell Reedsnip|Ar6|Drell}, {@creature Virna Twell|Ar6|Virna}, and {@creature Knox Twell|Ar6|Knox} approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", + "{@creature Drell Reedsnip|Ar6|Drell} dabs his eyes with a handkerchief as {@creature Zarah Reedsnip|Ar6|Zarah}, his wife, explains that their twins, {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6|Vold}, are missing, along with their friends {@creature Syrah Twell|Ar6|Syrah} and {@creature Poli Twell|Ar6|Poli}, who are {@creature Virna Twell|Ar6|Virna} and {@creature Knox Twell|Ar6|Knox}'s children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", { - "type": "inset", + "type": "insetReadaloud", + "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.\"" ] }, "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\u2014Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", + "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.", { "type": "entries", "name": "Talking to Calliope", "page": 25, "entries": [ - "Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", - "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.", + "{@creature Calliope Daydream|Ar6} offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the {@action Disengage}, {@action Dodge}, or {@action Help} action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom ({@skill Medicine}) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", + "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of {@item Hempen Rope (50 feet)|PHB|rope}, at Derek's Tackle and Supplies.", { "type": "inset", "name": "What Changed the Caves?", + "page": 26, "entries": [ - "If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or 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 Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." + "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\")." ] } ] @@ -1308,15 +3042,17 @@ "entries": [ "When the characters are ready to find the teenagers, Calliope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:", { - "type": "inset", + "type": "insetReadaloud", + "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?\"" ] }, - "Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.", + "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.", { "type": "inset", "name": "Calliope as a Guide", + "page": 26, "entries": [ "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.\"", @@ -1332,36 +3068,14 @@ "name": "Random Encounters", "page": 26, "entries": [ - "Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", + "Each hour the characters stop to rest in the cave, roll a {@dice d20}. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", { - "type": "table", - "caption": "Random Encounters", - "colLabels": [ - "{@dice d4}", - "Encounter" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "{@dice 1d3 + 3} {@creature giant spiders}" - ], - [ - "2", - "{@dice 1d2 + 1} {@creature gricks}" - ], - [ - "3", - "{@dice 1d2} {@creature phase spiders}" - ], - [ - "4", - "{@dice 1d2} {@creature black puddings}" - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Random Encounters", + "page": 26, + "style": "inset" } ] }, @@ -1370,17 +3084,25 @@ "name": "Cavern Features", "page": 27, "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00106.webp" + }, + "credit": "Faizal Fikri" + }, "The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.", - "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.", + "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful {@dc 12} Strength ({@skill Athletics}) check, which is made with advantage if the character uses climbing equipment.", "As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:", { "type": "list", "items": [ - "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"", + "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in {@language Druidic} that reads \"The final resting place of Fawning Summerset.\"", "Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.", "Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")", - "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)", - "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)" + "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a {@creature black pudding} if you use this description.)", + "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a {@creature giant spider} if you use this description.)" ] }, "Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves." @@ -1397,11 +3119,12 @@ "name": "Between Encounters", "page": 28, "entries": [ - "Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", - "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", + "Each time the characters approach a new encounter in the caves, have them make a group {@dc 12} Wisdom ({@skill Survival}) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", + "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a {@dc 10} Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", { "type": "inset", "name": "Time Saver", + "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!" ] @@ -1413,1421 +3136,2068 @@ "name": "The Gorge", "page": 28, "entries": [ - "You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", - { - "type": "insetReadaloud", - "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." - ] - }, - "The gorge before the characters is 80 feet across and 40 feet deep.", - "{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (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 (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.", - "A young roper 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 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 roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The 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 (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.", - { - "type": "table", - "caption": "Gorge Treasure", - "colLabels": [ - "{@dice d6}", - "Item" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "Two backpacks with {@dice 1d6} rations each" - ], - [ - "2", - "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" - ], - [ - "3", - "A silvered dagger" - ], - [ - "4", - "A pouch containing {@dice 20d10} sp" - ], - [ - "5", - "Two half-full waterskins" - ], - [ - "6", - "Four unused 50-foot-long coils of hemp rope" - ] - ] - }, - "In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." - ] - }, - { - "type": "entries", - "name": "Skimming across the Stones", - "page": 29, - "entries": [ - "You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", + "You can use the Gorge map {@note (10ft grid)} to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", { - "type": "insetReadaloud", - "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." + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/GorgeSideview-140ppi-grid.webp" + }, + "id": "Ar6-S-G", + "title": "Gorge Side View", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140, + "distance": 10 + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/GorgeSideview-140ppi-nogrid.webp" + }, + "title": "Gorge Side View (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-G-NG", + "mapParent": { + "id": "Ar6-S-G" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140, + "distance": 10 + } + } ] }, - "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 swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish\u2014they have blindsight out to a radius of 60 feet and are blind beyond that radius.", - "{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.", - "{@b {@i Crossing the Stones.}} 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 (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 mimic lands on top of it." - ] - }, - { - "type": "entries", - "name": "Illusion of Daylight", - "page": 31, - "entries": [ - "You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", { "type": "insetReadaloud", - "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." - ] - }, - "The ceiling in this chamber is 15 feet high.", - "{@b {@i Light Crystal.}} 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.", - "{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A 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 (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.", - "{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit." - ] - } - ] - }, - { - "type": "section", - "name": "The Crystal Grove", - "page": 32, - "entries": [ - "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", - { - "type": "insetReadaloud", - "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." - ] - }, - "You can use the Crystal Grove map 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." - ] - }, - { - "type": "section", - "name": "The Environment", - "page": 32, - "entries": [ - "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", - "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", - "A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", - { - "type": "insetReadaloud", - "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!\"" - ] - }, - "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 jeweler's or mason's tools 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." - ] - }, - { - "type": "section", - "name": "The Cryad", - "page": 33, - "entries": [ - "At the west end of the chamber, Fawning Summerset, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", - "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", - { - "type": "entries", - "name": "Engaging the Enemy", - "page": 32, - "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." - ] - }, - { - "type": "entries", - "name": "Medium Crystals", - "page": 33, - "entries": [ - "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", - "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.", - { - "type": "inset", - "name": "She Won't Harm Teens", - "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." - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Escaping", - "page": 34, - "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." - ] - }, - { - "type": "section", - "name": "Treasure", - "page": 34, - "entries": [ - "The large crystal that held Fawning's form for so long has a 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." - ] - }, - { - "type": "section", - "name": "Conclusion", - "page": 34, - "entries": [ - "If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.", - { - "type": "insetReadaloud", - "entries": [ - "\"Quick! There's another way out!\"" - ] - }, - "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!", - "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.", - "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", - { - "type": "insetReadaloud", - "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?\"" - ] - }, - "Everly Westmore offers the characters free rooms for life! Fern Woodsmith 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 Fawning, 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 Fawning, their bodies serve as fertilizer for more crystals." - ] - }, - { - "type": "section", - "name": "Advancement", - "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." - ] - } - ] - } - ], - "book": [ - { - "id": "Ar6", - "name": "Arcadia Issue 6", - "source": "Ar6", - "cover": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/Cover.png" - }, - "contents": [ - { - "name": "The Grim Accord" - }, - { - "name": "Armor Of Zevellon" - }, - { - "name": "Keevial's Rage" - }, - { - "name": "Spelunking!" - } - ], - "published": "2021-07-01", - "group": "homebrew" - } - ], - "bookData": [ - { - "id": "Ar6", - "source": "Ar6", - "data": [ - { - "type": "section", - "name": "The Grim Accord", - "page": 2, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h36_36.png" - } - }, - { - "type": "quote", - "entries": [ - "They'd be as likely to cut your throat, put an arrow in your eye, or set your bed on fire while you slept in the night as look at you. But when it comes to finding twisted artifacts in the depths of the earth, there are few better." - ], - "by": "Grim Accord Performance Report by Jaque Ironknife, 12th Mercenary Commander" - }, - { - "type": "entries", - "name": "Introduction", - "page": 2, - "entries": [ - "Not all adventurers are good. Not all seek the betterment of those who can't defend themselves from the dangers lurking in the shadows of the world. Some seek power\u2014however they can get it. None who cross paths with the Grim Accord describe them as benevolent heroes out to help those in need. The members of the Accord seek the greatest powers in the world and destroy anything in their way to grasp them.", - "The Grim Accord is a ready-to-use evil adventuring band you can drop into your world. They can act as rival adventurers, useful NPCs, direct villains, or even sinister quest-givers. The Grim Accord may follow their own plans, quests, and goals in parallel or perpendicular to those of the characters until the two groups finally come crashing together. The characters may hear of the Accord long before they face them directly, as NPCs and enemies whisper of the sinister group throughout many adventures.", - "Four members make up the core of the Grim Accord, though the group is known to hire local brigands, spies, cult fanatics, murderers, and mercenaries to bolster their rank. These four members include the charismatic halfling Irae Firetouched, an elemental sorcerer who leads the band; Kryx Bloodgnash, the feared gnoll shapeshifter; Athlonia, the Moon's Eclipse, an elf knight of shadow; and the orc assassin Uldun of Parts Unknown.", - "This article includes descriptions and stat blocks for each member of the Grim Accord, tips for integrating them into your campaign, quests that bring them into the heroes' path, and a description of the corrupt adventuring band's mysterious headquarters.", + "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." + ] + }, + "The gorge before the characters is 80 feet across and 40 feet deep.", { - "type": "inset", - "name": "Also Known As", + "type": "entries", "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." + { + "type": "entries", + "name": "Crossing the Gorge", + "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." + ] + } ] + }, + "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.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Gorge Treasure", + "page": 29, + "style": "inset" } ] }, { "type": "entries", - "name": "Members of the Grim Accord", - "page": 3, + "name": "Skimming across the Stones", + "page": 29, "entries": [ - "Each member of the Grim Accord came to the adventuring group chased by a dark past. Originally hunted as outlaws and murderers, the band rose into the role of mercenaries, hunters, and bodyguards for those willing to hire such an unscrupulous group. Each member brings their specialty to the band, including Irae's charisma and negotiation skills, Kryx's connection to the merciless natural world, Athlonia's harnessing of fey magic, and Uldun's fathomless patience for the deadly hunt.", + "You can use the Crossing the Stones map {@note (5ft grid)} to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", { - "type": "entries", - "name": "Irae Firetouched, Halfling sorcerer of flames", - "page": 3, - "entries": [ + "type": "gallery", + "images": [ { - "type": "quote", - "entries": [ - "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." - ], - "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrossingTheStones-140ppi-grid.webp" + }, + "id": "Ar6-S-CS", + "title": "Crossing the Stones", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } }, - "{@b Nicknames: } Irae Ashbringer, the Scourge of Willowset, Spellstorm", - "Upon forming the Grim Accord, {@creature Irae Firetouched|Ar6|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.", - "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", - "{@b Ideal: } \"Power exists for those able to grasp it and hold on.\"", - "{@b Bond: } \"My companions take me where I want to go and are easily steered by my words.\"", - "{@b Flaw: } \"Sometimes I just need to see things burn.\"", - "{@b {@u TACTICS}}", - "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.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0000.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrossingTheStones-140ppi-nogrid.webp" + }, + "title": "Crossing the Stones (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-CS-NG", + "mapParent": { + "id": "Ar6-S-CS" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 } } ] }, + { + "type": "insetReadaloud", + "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." + ] + }, + "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.", { "type": "entries", - "name": "Kryx Bloodgnash, Gnoll shapeshifter druid", - "page": 5, "entries": [ { - "type": "quote", + "type": "entries", + "name": "South Stone", + "page": 29, "entries": [ - "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name" - ], - "by": "Phrase found in the tattered journals of the druid Kylak Ironroot", - "from": "" + "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." + ] }, - "{@b Nicknames: }The Beast of the Dark Wood, Blood of the Underworld, Old Redfang", - "{@creature Kryx Bloodgnash|Ar6|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.", - "{@b Ideal: }\"From the depths of the earth we rise and to depths of the earth we return.\" ", - "{@b Bond: }\"I smile at the darkness held in the hearts of my friends.\"", - "{@b Flaw: }\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"", - "{@b {@u TACTICS}}", - "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.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0026.png" - } + "type": "entries", + "name": "Crossing the Stones", + "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." + ] } ] - }, + } + ] + }, + { + "type": "entries", + "name": "Illusion of Daylight", + "page": 31, + "entries": [ + "You can use the Illusion of Daylight map {@note (5ft grid)} to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", { - "type": "entries", - "name": "Athlonia, the Moon's Eclipse, Elf knight of shadow", - "page": 7, - "entries": [ + "type": "gallery", + "images": [ { - "type": "quote", - "entries": [ - "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." - ], - "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches", - "from": "" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/IllusionOfDaylight-140ppi-grid.webp" + }, + "id": "Ar6-S-ID", + "title": "Illusion of Daylight", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + }, + "foundrySceneRoot": { + "tokenVision": true, + "fogExploration": true, + "padding": 0, + "lights": [ + { + "x": 1643, + "y": 259, + "rotation": 35, + "config": { + "angle": 65, + "bright": 30, + "color": "#ffffff", + "dim": 45, + "animation": { + "type": "radialrainbow" + } + } + } + ], + "walls": [ + { + "c": [ + 2240, + 254, + -35, + 245 + ] + }, + { + "c": [ + 831, + 735, + -17, + 726 + ] + }, + { + "c": [ + 831, + 735, + 945, + 840 + ] + }, + { + "c": [ + 945, + 840, + 954, + 1068 + ] + }, + { + "c": [ + 954, + 1068, + 1015, + 1286 + ] + }, + { + "c": [ + 1015, + 1286, + 1269, + 1339 + ] + }, + { + "c": [ + 1269, + 1339, + 1418, + 1304 + ] + }, + { + "c": [ + 1418, + 1304, + 1575, + 1120 + ] + }, + { + "c": [ + 1575, + 1120, + 1645, + 858 + ] + }, + { + "c": [ + 1645, + 858, + 1960, + 866 + ] + }, + { + "c": [ + 1960, + 866, + 2100, + 840 + ] + }, + { + "c": [ + 2100, + 840, + 2258, + 779 + ] + } + ] + } }, - "{@b Nicknames: }The Knight of the New Moon, the Shadow's Touch, the Sorrow", - "{@creature Athlonia, the Moon's Eclipse|Ar6|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.", - "{@b Ideal: }\"A quick death from the shadow's heart is the best you can hope for in this world.\"", - "{@b Bond: }\"I travel with the most unexpected companions who share my nihilistic view of the world.\"", - "{@b Flaw: }\"A spark of love and loss still resides in my cold heart.\"", - "{@b {@u TACTICS}}", - "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.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0034.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/IllusionOfDaylight-140ppi-nogrid.webp" + }, + "title": "Illusion of Daylight (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-ID-NG", + "mapParent": { + "id": "Ar6-S-ID" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + }, + "foundrySceneRoot": { + "tokenVision": true, + "fogExploration": true, + "padding": 0, + "lights": [ + { + "x": 1643, + "y": 259, + "rotation": 35, + "config": { + "angle": 65, + "bright": 30, + "color": "#ffffff", + "dim": 45, + "animation": { + "type": "radialrainbow" + } + } + } + ], + "walls": [ + { + "c": [ + 2240, + 254, + -35, + 245 + ] + }, + { + "c": [ + 831, + 735, + -17, + 726 + ] + }, + { + "c": [ + 831, + 735, + 945, + 840 + ] + }, + { + "c": [ + 945, + 840, + 954, + 1068 + ] + }, + { + "c": [ + 954, + 1068, + 1015, + 1286 + ] + }, + { + "c": [ + 1015, + 1286, + 1269, + 1339 + ] + }, + { + "c": [ + 1269, + 1339, + 1418, + 1304 + ] + }, + { + "c": [ + 1418, + 1304, + 1575, + 1120 + ] + }, + { + "c": [ + 1575, + 1120, + 1645, + 858 + ] + }, + { + "c": [ + 1645, + 858, + 1960, + 866 + ] + }, + { + "c": [ + 1960, + 866, + 2100, + 840 + ] + }, + { + "c": [ + 2100, + 840, + 2258, + 779 + ] + } + ] } } ] }, + { + "type": "insetReadaloud", + "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." + ] + }, + "The ceiling in this chamber is 15 feet high.", { "type": "entries", - "name": "Uldun of Parts Unknown, Orc assassin", - "page": 9, "entries": [ { - "type": "quote", + "type": "entries", + "name": "Light Crystal", + "page": 31, "entries": [ - "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." - ], - "by": "A statement overheard among soldiers at Uldun's second failed execution", - "from": "" + "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." + ] }, - "{@b Nicknames: }The Crownhunter, the Silent Death, Vengeance of the Mountain", - "{@creature Uldun of Parts Unknown|Ar6|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.", - "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", - "{@b Ideal: }\"I hunt those who have grown fat on the lives of others.\"", - "{@b Bond: }\"Saved from an executioner's axe, I have found a bond with the Accord.\"", - "{@b Flaw: }\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"", - "{@b {@u TACTICS}}", - "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.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0001.png" - } + "type": "entries", + "name": "Pit", + "page": 31, + "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." + ] + }, + { + "type": "entries", + "name": "Crystal Grove Entrance", + "page": 31, + "entries": [ + "The entrance to the Crystal Grove is only about a five-minute walk from the pit." + ] } ] } ] - }, - { - "type": "entries", - "name": "Group Tactics of the Grim Accord", - "page": 11, - "entries": [ - "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 greater invisibility before the battle begins and hammers slower-moving targets with quickened fireballs and fire bolts. She uses 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 heat metal on heavily armored opponents, blight on lightly armored foes, or 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." - ] - }, + } + ] + }, + { + "type": "section", + "name": "The Crystal Grove", + "page": 32, + "entries": [ + "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", { - "type": "entries", - "name": "Integrating the Grim Accord into Your Campaign", - "page": 11, + "type": "insetReadaloud", + "page": 32, "entries": [ - "The Grim Accord can serve as sinister NPCs the characters meet during quests, adventuring rivals who compete with the characters to complete goals or obtain items, or as direct antagonists to the characters, such as mercenaries hired by your campaign's archvillain. You can also present the members as individual NPCs rather than as a group.", - "The members of the Grim Accord are yours to use however they best fit your game. Characters of 7th or 8th level would likely find the Grim Accord challenging in combat. Below 7th level, the Grim Accord could be deadly. Above 8th level, consider adding other mercenaries such as knights, mages, priests, or veterans. Individually, each member of the Grim Accord would be challenging for four 3rd-level characters.", - "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." + "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." ] }, + "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.", { - "type": "entries", - "name": "Villainous Quests and Adventure Hooks", - "page": 12, - "entries": [ - "The following three quests and adventure hooks can draw the Grim Accord into your campaign. Modify these quests to suit your needs.", - { - "type": "entries", - "name": "The Keys to Doomshade", - "page": 12, - "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." - ] - }, + "type": "gallery", + "images": [ { - "type": "entries", - "name": "Protecting the Hunted", - "page": 12, - "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." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrystalGrove-140ppi-grid.webp" + }, + "id": "Ar6-S-CG", + "title": "Crystal Grove", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } }, { - "type": "entries", - "name": "The Dogs of War", - "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." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrystalGrove-140ppi-nogrid.webp" + }, + "title": "Crystal Grove (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-CG-NG", + "mapParent": { + "id": "Ar6-S-CG" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } } ] + } + ] + }, + { + "type": "section", + "name": "The Environment", + "page": 32, + "entries": [ + "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", + "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", + "A character who makes a successful {@dc 14} Intelligence ({@skill Investigation} or {@skill Nature}) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6} and {@creature Syrah Twell|Ar6|Syrah} and {@creature Poli Twell|Ar6}. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", + { + "type": "insetReadaloud", + "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!\"" + ] + }, + "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." + ] + }, + { + "type": "section", + "name": "The Cryad", + "page": 33, + "entries": [ + "At the west end of the chamber, {@creature Fawning Summerset|Ar6}, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", + "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Fawning Summerset", + "page": 35, + "collapsed": true, + "style": "inset" }, { "type": "entries", - "name": "Stormborn Tower, Lair of the Grim Accord", - "page": 12, + "name": "Engaging the Enemy", + "page": 33, "entries": [ - "These villainous adventures have their own headquarters, a lair known as Stormborn Tower. This location can serve as an adventuring location should the characters approach the Grim Accord on their turf. The characters may travel here to spy on the Grim Accord, do battle with the adventuring band, steal something the Accord possesses, or visit the members of the Grim Accord as quest NPCs.", - "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." + "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." ] }, { "type": "entries", - "name": "Grim Accord NPC Realm", - "page": 13, + "name": "Medium Crystals", + "page": 33, "entries": [ - "Though the Grim Accord mainly consists of the four NPCs described in this article, they expand their ranks and hire other mercenaries when the job calls for it. The group keeps some of these other ruffians on retainer, creating a mercenary band that fights larger battles for clients. If you are using the rules in Kingdoms & Warfare, you can make the Grim Accord an NPC realm with the following statistics.", - { - "type": "entries", - "name": "Grim Accord", - "page": 13, - "entries": [ - "{@i Adventuring party (mercenary company)}", - { - "type": "table", - "colLabels": [ - "Skills", - "Defenses" - ], - "colStyles": [ - "col-6 text-left", - "col-6 text-left" - ], - "rows": [ - [ - "Diplomacy +0", - "Communications 12" - ], - [ - "Espionage +1", - "Resolve 14" - ], - [ - "Lore +2", - "Resources 13" - ], - [ - "Operations +3" - ] - ], - "isStriped": false - } - ] - }, - { - "type": "table", - "colLabels": [ - "Size" - ], - "colStyles": [ - "col-12 text-left" - ], - "rows": [ - [ - "1 (d4 Power die, 5 domain turns during intrigue)" - ] - ], - "isStriped": false - }, - { - "type": "entries", - "name": "Title", - "page": 13, - "entries": [ - "As the leader of the Grim Accord, Irae Firetouched gains the following title.", - "{@b {@i Magus Protector.}} 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." - ] - }, - { - "type": "entries", - "name": "Powers", - "page": 13, - "entries": [ - "All officers of the Grim Accord get the following organization powers.", - "{@b {@i Evil Friends Forever.}} 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.", - "{@b {@i Fighting Dirty.}} 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 times the number on the power die." - ] - }, - { - "type": "entries", - "name": "Features", - "page": 13, - "entries": [ - "{@b {@i Break Their Spirit (1/Intrigue).}} 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.", - "{@b {@i Can We Get a Raise?}} As a domain action, a Grim Accord officer can make a DC 14 Operations test. On a success, the officer chooses one of the following benefits:", - { - "type": "list", - "items": [ - "Until the end of the next battle, each Grim Accord officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time the Grim Accord musters a cavalry or artillery unit, they can also muster an additional infantry unit.", - "Each infantry unit the Grim Accord musters from now until the start of the next battle has its experience increased one level." - ] - }, - "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.", - "{@b {@i Vengeance (Special Unit).}} 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.", - "{@b {@i Survive Till Payday.}} 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." - ] - }, + "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", + "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in {@skill Arcana} or {@skill Nature} knows that destroying a cryad's larger crystals harms the cryad.", { - "type": "entries", - "name": "New Warfare Unit Traits", - "page": 13, - "entries": [ - "The Vengeance special unit has the following traits:", - "{@b {@i By Any Means Necessary.}} As a reaction to this unit failing an Attack or Power test, it can suffer 1 casualty and succeed on that test instead.", - "{@b {@i An Everchanging Band of Misfits.}} When this unit is deployed, choose either Adaptable, Eternal, Relentless, Stalwart, or Warbred. This unit gains that trait until the end of battle.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0055.png" - }, - "maxWidth": 300 - } + "type": "inset", + "name": "She Won't Harm Teens", + "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." ] } ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00125.webp" + }, + "credit": "Faizal Fikri" } ] }, { "type": "section", + "name": "Escaping", + "page": 34, + "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." + ] + }, + { + "type": "section", + "name": "Treasure", + "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." + ] + }, + { + "type": "section", + "name": "Conclusion", + "page": 34, + "entries": [ + "If the characters free the teens and leave Fawning's chamber, {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6|Vold} shout in unison once the group is safely out of the Crystal Grove.", + { + "type": "insetReadaloud", + "page": 34, + "entries": [ + "\"Quick! There's another way out!\"" + ] + }, + "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!", + "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, {@creature Waylon Bonesforth|Ar6} pays it instead.", + "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", + { + "type": "insetReadaloud", + "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?\"" + ] + }, + "{@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." + ] + }, + { + "type": "section", + "name": "Advancement", + "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." + ] + } + ] + } + ], + "book": [ + { + "name": "Arcadia Issue 6", + "id": "Ar6", + "source": "Ar6", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "James Introcaso, H.H. Carlan, Gabe Hicks, Michael E. Shea", + "contents": [ + { + "name": "Cover Page & Credits" + }, + { + "name": "Letter from the Editor" + }, + { + "name": "The Grim Accord", + "headers": [ + "Introduction", + "Members of the Grim Accord", + { + "header": "Irae Firetouched", + "depth": 1 + }, + { + "header": "Kryx Bloodgnash", + "depth": 1 + }, + { + "header": "Athlonia, the Moon's Eclipse", + "depth": 1 + }, + { + "header": "Uldun of Parts Unknown", + "depth": 1 + }, + "Group Tactics of the Grim Accord", + "Integrating the Grim Accord into Your Campaign", + "Villainous Quests and Adventure Hooks", + "Stormborn Tower, Lair of the Grim Accord", + "Grim Accord NPC Realm" + ] + }, + { "name": "Armor Of Zevellon", - "page": 14, + "headers": [ + "Armor of a Demigod", + "Completing the Armor of Zevellon", + "Destroying the Armor", + "Keevial's Rage" + ] + }, + { + "name": "Spelunking!" + }, + { + "name": "Resources", + "headers": [ + "Spelunking!" + ] + }, + { + "name": "Author Profiles" + }, + { + "name": "License" + } + ] + } + ], + "bookData": [ + { + "id": "Ar6", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Cover Page & Credits", + "page": "C1", "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h37_20.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover-full.webp" + }, + "title": "Arcadia Issue 6 Cover", + "credit": "Nephelomancer" }, { - "type": "quote", - "entries": [ - "With every moment a person grows older, the more fully they understand how little they know. The more they see that existence is just chaos. And I have lived eons." - ], - "by": "Zevellon, the Crimson Scorn", - "from": "" + "type": "hr" }, - "The Armor of Zevellon 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.", - "Obsessed with achieving godhood to beat death, Zevellon traveled across the planes, uncovering ancient rituals to fill his body with divine magic. After displaying the gifts of heightened strength and intelligence he could bestow upon others, warriors and mages came to worship at the feet of the self-declared Crimson Scorn, Demigod of Chaos. These warlocks pledged their fealty and received a piece of the Crimson Scorn's power in exchange. Of course, Zevellon never shared all his gifts with his vassals\u2014just enough to tempt them.", - "Zevellon's greatest secret lies within his armor, which contains his very soul. Over the centuries Zevellon lived, he infused his essence bit by bit into the suit. The Crimson Scorn bound the pieces to each other so that, when worn together, the armor would amplify his might.", - "Moments before the great paladin Emilia Draeshade thrust her sword into Zevellon's heart, he transferred his life force into the armor. Servants of the Crimson Scorn carried the armor's pieces to different places, hiding them in deep dungeons, and waited for a host worthy of Zevellon. The demigod's essence disguises the armor to look like holy relics until all are worn together, at which point they will return to their true, gloriously red sheen.", { - "type": "entries", - "name": "Armor of a Demigod", - "page": 15, - "entries": [ - "The Armor of Zevellon is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but truesight and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", - "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", - "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0065.png" - } - }, + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": "C2", + "items": [ { - "type": "list", - "items": [ - "{@item Zevellon's Gaze|Ar6}", - "{@item Zevellon's Scourge|Ar6}", - "{@item Zevellon's Steps|Ar6}", - "{@item Zevellon's Grasp|Ar6}" + "type": "item", + "name": "Managing Editor:", + "entries": [ + "James Introcaso" ] }, { - "type": "inset", - "name": "That's a Lot of Items", + "type": "item", + "name": "Production and Playtest Director:", "entries": [ - "If you introduce the Armor of Zevellon 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." + "Lars Bakke" ] - } - ] - }, - { - "type": "entries", - "name": "Completing the Armor of Zevellon", - "page": 17, - "entries": [ + }, { - "type": "quote", + "type": "item", + "name": "Editors:", "entries": [ - "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." - ], - "by": "", - "from": "" + "Sadie Lowry, Hannah Rose" + ] }, - "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:", { - "type": "list", - "items": [ - "If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon's power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon's soul, and not yours, inhabits the form.", - "If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are {@condition incapacitated} but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor." + "type": "item", + "name": "Authors:", + "entries": [ + "H.H. Carlan, Gabe Hicks, Michael E. Shea" ] }, { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0071.png" - } + "type": "item", + "name": "Graphic Design/Layout:", + "entries": [ + "Jen McCleary" + ] }, - "While you wield Zevellon's power and you are wearing and attuned to the full suit of the Armor of Zevellon, you gain the following benefits: ", { - "type": "list", - "items": [ - "You have advantage on saving throws", - "You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon's Scourge. You can perform this reaction whether the tendrils are activated or not, and doing so doesn't activate the tendrils. On a hit, the attacker takes {@damage 4d10} necrotic damage and is {@condition restrained} until the end of its next turn. You can't use this benefit again until you complete a long rest.", - "As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. You can't use this benefit again until you complete a long rest." + "type": "item", + "name": "Cover Art:", + "entries": [ + "Nephelomancer" ] }, - "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." - ] - }, - { - "type": "entries", - "name": "Destroying the Armor", - "page": 18, - "entries": [ - "Individual pieces of armor can't be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer's corpse, the whole suit becomes vulnerable. {@footnote While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell.|Disintegrate normally doesn't destroy magic items, but that's why Zevellon made this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 6th-level spell slot trying to destroy a magic item.} If a single piece of armor is destroyed, it reforms on Zevellon's body {@dice 1d10} days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms.", { - "type": "inset", - "name": "Now I'm the Villain", + "type": "item", + "name": "Title Logo:", "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." + "Tom Schmuck" ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Keevial's Rage", - "page": 19, - "entries": [ - "This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. 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 Keevial as a trade for the devil's piece of armor.", - { - "type": "entries", - "name": "Introductions on the Road", - "page": 19, - "entries": [ - "The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", + }, { - "type": "inset", - "name": "", + "type": "item", + "name": "Lead Tester:", "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.\"" + "Spencer Hibnick" ] }, { - "type": "entries", - "name": "Devil of a Problem", - "page": 19, - "entries": [ - "Gavadon, known to locals as Gavadon the Gallant, 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 Keevial.", - "The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial 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 Keevial 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 Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it." + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "Interior Illustrations", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Grim Accord:", + "entries": [ + "Zuzanna Wuzyk" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Armor of Zevellon:", + "entries": [ + "Grace Cheung" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Calliope Daydreamer:", + "entries": [ + "Elisa Serio" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Cryad:", + "entries": [ + "Faizal Fikri" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Crystal Grove:", + "entries": [ + "Faizal Fikri" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Cartography:", + "entries": [ + "Miska Fredman" + ] + } ] }, { - "type": "entries", - "name": "Armor Piece", - "page": 19, - "entries": [ - "{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", - "If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", - { - "type": "table", - "caption": "Armor Pieces", - "colLabels": [ - "d4", - "Armor Piece" - ], - "colStyles": [ - "col-3 text-", - "col-9 text- " - ], - "rows": [ - [ - "1", - "{@item Zevellon's Gaze|Ar6}" - ], - [ - "2", - "{@item Zevellon's Scourge|Ar6}" - ], - [ - "3", - "{@item Zevellon's Grasp|Ar6}" - ], - [ - "4", - "{@item Zevellon's Steps|Ar6}" - ] + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "MCDM is:", + "items": [ + { + "type": "item", + "name": "Lars Bakke:", + "entries": [ + "Development & Production" + ] + }, + { + "type": "item", + "name": "Jerod Bennett:", + "entries": [ + "Technology" + ] + }, + { + "type": "item", + "name": "Grace Cheung:", + "entries": [ + "Art" + ] + }, + { + "type": "item", + "name": "Matt Colville:", + "entries": [ + "Writing & Design" + ] + }, + { + "type": "item", + "name": "Anna Coulter:", + "entries": [ + "Production & Operations" + ] + }, + { + "type": "item", + "name": "Nick De Spain:", + "entries": [ + "Art & Art Outsource Management" + ] + }, + { + "type": "item", + "name": "Jason Hasenauer:", + "entries": [ + "Art & Art Direction" ] - } - ] - }, - { - "type": "entries", - "name": "Traveling with Gavadon", - "page": 19, - "entries": [ - "Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.", - "A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.", + }, { - "type": "inset", - "name": "Vukaryion in Your World", + "type": "item", + "name": "James Introcaso:", "entries": [ - "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) 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 In telligence (History or 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." + "RPG Line Developer" ] } ] - } - ] - }, - { - "type": "entries", - "name": "Blood Skeletons", - "page": 20, - "entries": [ - "On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.", - { - "type": "entries", - "name": "Chaos Brands", - "page": 20, - "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 dispel magic causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A remove curse spell, however, does remove the brand.", - "A character who succeeds on a DC 20 Intelligence (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." - ] }, { - "type": "entries", - "name": "Gavadon's Reaction", - "page": 20, + "type": "item", + "name": "Playtest Coordinators:", "entries": [ - "When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him." + "Dig/Owen \"Dig\" Crary", + "Glynisir/Dante Bozzini", + "GuardianRoborn/Nathan Clark", + "JackOfAllApocalypses/Jack Vidulich", + "Kelvan1138/Richard White", + "Mayanaka/Michael Harsha", + "MeAndUnique/Shane Parker", + "Pesto Enthusiast/Spencer Hibnick", + "Shieldbuster/Moisés Raúl Montero", + "SONSON/Alecson de Lima Junior", + "TheDeadlyFly/Harley Kewish", + "Von Ruski/James Dewar" ] }, { - "type": "inset", - "name": "Gavadon Gone", + "type": "item", + "name": "Playtesters:", "entries": [ - "If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an 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 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 Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize." + "Alex Hansen", + "alex_august/Alex Hencinski", + "BatmansWatch/Mitchell Gravenall", + "Bennoni/Bennoni Thomas", + "Conjure Clay/Clayton Salamon", + "Connor Hodges", + "Devyn Burley", + "DrAce/Richard W. Sullivan", + "F1zz3r/Aaron Flavius West", + "FiliDestro/Cristian Belleville", + "Harrison Russ", + "ImprobableImprov/Travis Shumaker", + "Jackson Singh", + "Jarrad Tait", + "Kniraven/Nickolas D. Patino", + "Lucritius/Janek Dalkowski", + "Luke Z.", + "McCool/David Lake", + "OccasionalRapscallion/Jeanne Parker", + "Orphea/Madeleine Bray", + "Samuel Walker", + "Tom Veale", + "Trevor Rice", + "Tyler Hughes", + "Wasderfui/Sam Vann", + "wm54/William Pfeiffer" ] } ] }, + { + "type": "hr" + }, { "type": "entries", - "name": "Into the Fire", - "page": 21, + "page": "C2", + "style": "text-center", "entries": [ - "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", - { - "type": "insetReadaloud", - "name": "", - "entries": [ - "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", - "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.\"" - ] - }, - "The sphere around Keevial, a chain devil, has the same properties as one created by the resilient sphere spell. The ceiling in this chamber is 20 feet high.", - { - "type": "entries", - "name": "Sacrifice Accepted", - "page": 21, - "entries": [ - "After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.", - "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", - { - "type": "insetReadaloud", - "entries": [ - "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" - ] - }, - "A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces 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.", - { - "type": "insetReadaloud", - "name": "", - "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.\"" - ] - }, - "{@b {@i Combat.}} Keevial dispels the sphere as two 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.3 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 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 Armor of Zevellon as often as he can. The devils fight the characters until destroyed.", - "{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", - { - "type": "list", - "items": [ - "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", - "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until initiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", - "Keevial's chains whip through the chamber. Four creatures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6 + 4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." - ] - }, - "{@b {@i Killing Keevial.}} 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.", - { - "type": "inset", - "name": "He's Dying Too Quickly", - "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 bone devil with his hit points restored\u2014and the battle begins anew." - ] - } - ] - } + "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}" ] }, + { + "type": "hr" + }, { "type": "entries", - "name": "Continuing the Adventure", - "page": 22, + "page": "C2", + "style": "text-center", "entries": [ - "It is up to the characters to decide what to do with the piece of the Armor of Zevellon. 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." + "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." ] + }, + { + "type": "hr" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00003.webp" + }, + "title": "Arcadia Issue 6 Table of Contents", + "credit": "Tom Schmuck" } ] }, { "type": "section", - "name": "Spelunking!", - "page": 23, + "name": "Letter from the Editor", + "page": 1, "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h37_47.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00005.webp" } }, - "{@i 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.}", - "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.", + "Unique villains create memorable stories. Engaging encounters, immersive worlds, and compelling NPCs are all important, but when asked what they remember about campaigns from years past, the first thing many players bring up is that goblin who got away during the first battle, then returned as a dragon-riding sorcerer, and then came back again as a lich for the final encounter. In decades of playing, I've forgotten tavern conversations, tactical battles, NPCs, entire worlds, and even the names and classes of some of my old characters, but I can still tell you almost turn-by-turn about my showdowns with unique villains.", + "I love playing the game with new players because many of the creatures and tropes experienced gamers take for granted are new to the humans at the table. \"A bugbear? What's that?\" the newbies ask as us GMs giggle with maniacal glee. Every villain that crosses a new player's path is exciting and memorable because of its novelty. Even if greenhorn players know a monster from popular media, like trolls or vampires, they don't know what the game's version of that villain is like, and they have no idea what unique spin the GM will put on the creature. Heck, with new players, us GMs even get to march out old villains and stories we've used before (or borrow them from another GM's game) and these players love to hate these baddies because it's all new to them.", + "Of course, most of us don't run games for new players every session, especially if we're part of a long-term campaign. And newbies go very quickly from, \"Oh no! What's a kobold?\" to \"Let's run these pipsqueaks over to get to the treasure.\" This is a game about fighting monsters, after all. That means the monsters need to be compelling and there needs to be a lot of them. Villain ideas get used up rather quickly! Each time a GM spends time spinning out a unique villain, that's one more idea that they likely can't use with their group again. After a year of my best brain babies once a week, what can I give my players to surprise them\u2014to say nothing of the friends I started playing with nearly twenty years ago?", + "To keep my games fresh, I pull villains out of supplements and drop them into my campaign. If I can grab a premade villain with a unique stat block, it saves me time and energy in addition to giving me fresh stuff to put into my game. I might put my own spin on them or smash them together with a second monster to create something new. I don't think there's any published element of the game I use more than villains, and I know other GMs are similar, since monsters have their own book in the core rules! While {@i ARCADIA} featured some cool antagonists in previous issues, the one you're reading now presents the best selection yet.", + "{@link Michael E. Shea|https://twitter.com/SlyFlourish} provides four new evil characters that form a rival adventuring party to take on the player characters. Each member of the Grim Accord has a deep backstory and unique traits that make them a worthy villain as an individual. Together, this fiercely loyal band is unstoppable\u2014or are they?", + "{@link Gabe Hicks|https://twitter.com/GabeJamesGames} gives you an entirely different kind of villain in \"Armor of Zevellon.\" An evil demigod of chaos magic bound himself to the pieces of his old armor and returns to life when the set is assembled. Having a villain reveal himself in a mysterious slow burn is my kind of story. The best part about this villain is that the characters might be the ones to summon him in their attempt to gather each piece of the powerful armor.", + "Finally, {@link H.H. Carlan's|https://twitter.com/stopthtoldwoman} \"Spelunking\" brings us one of the best types of villains: a new legendary creature with lair actions and a tragic backstory. Fawning Summerset doesn't go down easy.", + "I can't wait to use these villains in my game, and I'm beyond excited to learn how you all use them in yours.", { "type": "entries", - "name": "Adventure Summary", - "page": 23, + "style": "text-right", + "entries": [ + "{@i Ex animo,}" + ] + }, + { + "type": "quote", + "entries": [], + "by": "James Introcaso", + "from": "Managing Editor" + } + ] + }, + { + "type": "section", + "name": "The Grim Accord", + "page": 2, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00009.webp" + } + }, + { + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style Four evil adventurers skulking in the shadows of your heroes|dnd-font;large}", + "by Michael E. Shea" + ] + }, + { + "type": "inset", + "page": 2, "entries": [ - "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", { - "type": "list", - "items": [ - "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", - "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", - "The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." - ] + "type": "quote", + "entries": [ + "They'd be as likely to cut your throat, put an arrow in your eye, or set your bed on fire while you slept in the night as look at you. But when it comes to finding twisted artifacts in the depths of the earth, there are few better." + ], + "by": "Jaque Ironknife, 12th Mercenary Commander", + "from": "Grim Accord Performance Report" } ] }, { - "type": "entries", - "name": "Welcome to Pirn", - "page": 23, + "type": "section", + "name": "Introduction", + "page": 2, "entries": [ - "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", - "Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:", + "Not all adventurers are good. Not all seek the betterment of those who can't defend themselves from the dangers lurking in the shadows of the world. Some seek power\u2014however they can get it. None who cross paths with the Grim Accord describe them as benevolent heroes out to help those in need. The members of the Accord seek the greatest powers in the world and destroy anything in their way to grasp them.", + "The Grim Accord is a ready-to-use evil adventuring band you can drop into your world. They can act as rival adventurers, useful NPCs, direct villains, or even sinister quest-givers. The Grim Accord may follow their own plans, quests, and goals in parallel or perpendicular to those of the characters until the two groups finally come crashing together. The characters may hear of the Accord long before they face them directly, as NPCs and enemies whisper of the sinister group throughout many adventures.", + "Four members make up the core of the Grim Accord, though the group is known to hire local brigands, spies, cult fanatics, murderers, and mercenaries to bolster their rank. These four members include the charismatic halfling {@creature Irae Firetouched|Ar6}, an elemental sorcerer who leads the band; {@creature Kryx Bloodgnash|Ar6}, the feared gnoll shapeshifter; {@creature Athlonia, the Moon's Eclipse|Ar6}, an elf knight of shadow; and the orc assassin {@creature Uldun of Parts Unknown|Ar6}.", + "This article includes descriptions and stat blocks for each member of the Grim Accord, tips for integrating them into your campaign, quests that bring them into the heroes' path, and a description of the corrupt adventuring band's mysterious headquarters.", { - "type": "insetReadaloud", + "type": "inset", + "name": "Also Known As", + "page": 2, "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!\"" + "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." ] - }, - "Waylon Bonesforth 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 (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0002.png" - } - }, + } + ] + }, + { + "type": "section", + "name": "Members of the Grim Accord", + "page": 3, + "entries": [ + "Each member of the Grim Accord came to the adventuring group chased by a dark past. Originally hunted as outlaws and murderers, the band rose into the role of mercenaries, hunters, and bodyguards for those willing to hire such an unscrupulous group. Each member brings their specialty to the band, including Irae's charisma and negotiation skills, Kryx's connection to the merciless natural world, Athlonia's harnessing of fey magic, and Uldun's fathomless patience for the deadly hunt.", { "type": "entries", - "name": "Notable NPCs", - "page": 24, + "name": "Irae Firetouched, {@i Halfling sorcerer of flames}", + "page": 3, "entries": [ - "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", - "The town's notable NPCs include the following characters:", - { - "type": "list", - "items": [ - "{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"", - "{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"", - "{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"", - "{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"", - "{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.", - "{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns." + { + "type": "inset", + "page": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." + ], + "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + } ] }, { - "type": "inset", - "name": "No Time to Dawdle", + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 3, + "entries": [ + "Irae Ashbringer, the Scourge of Willowset, Spellstorm" + ] + }, + "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.", + "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", + { + "type": "entries", + "name": "Ideal:", + "page": 3, + "entries": [ + "\"Power exists for those able to grasp it and hold on.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 3, + "entries": [ + "\"My companions take me where I want to go and are easily steered by my words.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 3, + "entries": [ + "\"Sometimes I just need to see things burn.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 3, "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. Waylon Bonesforth 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 Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." + "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." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00017.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Irae Firetouched", + "page": 4, + "style": "inset" } ] - } - ] - }, - { - "type": "entries", - "name": "Rumors of Fawning Summerset", - "page": 25, - "entries": [ - "While the characters enjoy a drink at the Brewmaster's Table, check in at the Long Knight's Sleep, or buy equipment at Derek's Tackle and Supplies, different NPCs of your choice share tidbits of the town's history. They might relay the following information, including rumors about the mysterious Fawning Summerset:", - { - "type": "list", - "items": [ - "\"Did you know the forest was guarded by a druid circle? They disappeared way before Pirn's founders showed up.\"", - "\"An old story claims that the druids once had a pow erful leader named Fawning Summerset. Her burial mound is supposed to be hidden in the caverns. Hence their name.\"", - "\"My grandpa, gods rest his soul, told me that Fawning Summerset, a druid who ruled these woods long ago, was murdered by other druids jealous of her power. She might have treasure buried in the caverns.\"", - "\"If you go down into the caverns, beware! They say Fawning Summerset's ghost still haunts the place... We actually just tell the little ones that to keep them from going off into the caves alone.\"" - ] }, { "type": "entries", - "name": "Tale of Fawning Summerset", - "page": 25, + "name": "Kryx Bloodgnash, {@i Gnoll shapeshifter druid}", + "page": 5, "entries": [ - "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", { - "type": "insetReadaloud", + "type": "inset", + "page": 5, "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!\"" + { + "type": "quote", + "entries": [ + "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name." + ], + "by": "Phrase found in the tattered journals of the druid Kylak Ironroot" + } ] }, - "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..." - ] - } - ] - }, - { - "type": "entries", - "name": "Recent Mystery", - "page": 25, - "entries": [ - "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", - "Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", - { - "type": "insetReadaloud", - "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.\"" + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 5, + "entries": [ + "The Beast of the Dark Wood, Blood of the Underworld, Old Redfang" + ] + }, + "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.", + { + "type": "entries", + "name": "Ideal:", + "page": 5, + "entries": [ + "\"From the depths of the earth we rise and to depths of the earth we return.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 5, + "entries": [ + "\"I smile at the darkness held in the hearts of my friends.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 5, + "entries": [ + "\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "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." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00026.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Kryx Bloodgnash", + "page": 6, + "style": "inset" + } ] }, - "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\u2014Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", { "type": "entries", - "name": "Talking to Calliope", - "page": 25, + "name": "Athlonia, the Moon's Eclipse, {@i Elf knight of shadow}", + "page": 7, "entries": [ - "Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", - "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.", { "type": "inset", - "name": "What Changed the Caves?", + "page": 7, + "entries": [ + { + "type": "quote", + "entries": [ + "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." + ], + "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches" + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 7, + "entries": [ + "The Knight of the New Moon, the Shadow's Touch, the Sorrow" + ] + }, + "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.", + { + "type": "entries", + "name": "Ideal:", + "page": 7, + "entries": [ + "\"A quick death from the shadow's heart is the best you can hope for in this world.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 7, + "entries": [ + "\"I travel with the most unexpected companions who share my nihilistic view of the world.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 7, + "entries": [ + "\"A spark of love and loss still resides in my cold heart.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 7, "entries": [ - "If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or 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 Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." + "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." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00034.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Athlonia, the Moon's Eclipse", + "page": 8, + "style": "inset" } ] }, { "type": "entries", - "name": "Spelunking", - "page": 26, + "name": "Uldun of Parts Unknown, {@i Orc assassin}", + "page": 9, "entries": [ - "When the characters are ready to find the teenagers, Cal liope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:", { - "type": "insetReadaloud", + "type": "inset", + "page": 9, "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?\"" + { + "type": "quote", + "entries": [ + "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." + ], + "by": "A statement overheard among soldiers at Uldun's second failed execution" + } ] }, - "Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.", { - "type": "inset", - "name": "", + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 9, + "entries": [ + "The Crownhunter, the Silent Death, Vengeance of the Mountain" + ] + }, + "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.", + "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", + { + "type": "entries", + "name": "Ideal:", + "page": 9, + "entries": [ + "\"I hunt those who have grown fat on the lives of others.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 9, + "entries": [ + "\"Saved from an executioner's axe, I have found a bond with the Accord.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 9, + "entries": [ + "\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 9, "entries": [ - "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\")." + "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." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00042.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Uldun of Parts Unknown", + "page": 10, + "style": "inset" } ] } ] }, { - "type": "entries", - "name": "Random Encounters", - "page": 26, + "type": "section", + "name": "Group Tactics of the Grim Accord", + "page": 11, + "entries": [ + "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." + ] + }, + { + "type": "section", + "name": "Integrating the Grim Accord into Your Campaign", + "page": 11, + "entries": [ + "The Grim Accord can serve as sinister NPCs the characters meet during quests, adventuring rivals who compete with the characters to complete goals or obtain items, or as direct antagonists to the characters, such as mercenaries hired by your campaign's archvillain. You can also present the members as individual NPCs rather than as a group. The members of the Grim Accord are yours to use however they best fit your game.", + "Characters of 7th or 8th level would likely find the Grim Accord challenging in combat. Below 7th level, the Grim Accord could be deadly. Above 8th level, consider adding other mercenaries such as {@creature knight||knights}, {@creature mage||mages}, {@creature priest||priests}, or {@creature veteran||veterans}. Individually, each member of the Grim Accord would be challenging for four 3rd-level characters.", + "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." + ] + }, + { + "type": "section", + "name": "Villainous Quests and Adventure Hooks", + "page": 12, "entries": [ - "Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", + "The following three quests and adventure hooks can draw the Grim Accord into your campaign. Modify these quests to suit your needs.", { - "type": "table", - "caption": "Random Encounters", - "colLabels": [ - "d4", - "Encounter" - ], - "colStyles": [ - "col- text-", - "col- text- " - ], - "rows": [ - [ - "1", - "{@dice 1d3 + 3} {@creature giant spider||giant spiders}" - ], - [ - "2", - "{@dice 1d2 + 1} {@creature grick||gricks}" - ], - [ - "3", - "{@dice 1d2} {@creature phase spider||phase spiders}" - ], - [ - "4", - "{@dice 1d2} {@creature black pudding||black puddings}" - ] + "type": "entries", + "name": "The Keys to Doomshade", + "page": 12, + "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." + ] + }, + { + "type": "entries", + "name": "Protecting the Hunted", + "page": 12, + "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." ] }, { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0106.png" - } + "type": "entries", + "name": "The Dogs of War", + "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." + ] } ] }, { - "type": "entries", - "name": "Cavern Features", - "page": 27, + "type": "section", + "name": "Stormborn Tower, Lair of the Grim Accord", + "page": 12, "entries": [ - "The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.", - "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.", - "As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:", - { - "type": "list", - "items": [ - "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"", - "Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.", - "Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")", - "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)", - "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)" - ] - }, - "Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves." + "These villainous adventures have their own headquarters, a lair known as Stormborn Tower. This location can serve as an adventuring location should the characters approach the Grim Accord on their turf. The characters may travel here to spy on the Grim Accord, do battle with the adventuring band, steal something the Accord possesses, or visit the members of the Grim Accord as quest NPCs.", + "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." ] }, { - "type": "entries", - "name": "Cavern Encounters", - "page": 28, + "type": "section", + "name": "Grim Accord NPC Realm", + "page": 13, "entries": [ - "Most of the caverns are not dangerous, but the characters encounter several terrain obstacles they must overcome. Each obstacle has a map and description.", + "Though the Grim Accord mainly consists of the four NPCs described in this article, they expand their ranks and hire other mercenaries when the job calls for it. The group keeps some of these other ruffians on retainer, creating a mercenary band that fights larger battles for clients. If you are using the rules in {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}, you can make the Grim Accord an NPC realm with the following statistics.", { "type": "entries", - "name": "Between Encounters", - "page": 28, + "name": "Grim Accord", + "page": 13, "entries": [ - "Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", - "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", + "{@i Adventuring party (mercenary company)}", { "type": "inset", - "name": "Time Saver", + "page": 13, "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!" + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": 13, + "items": [ + { + "type": "item", + "name": "Skills", + "entries": [ + "", + "Diplomacy {@skillCheck diplomacy +0}", + "Espionage {@skillCheck espionage +1}", + "Lore {@skillCheck lore +2}", + "Operations {@skillCheck operations +3}" + ] + }, + { + "type": "item", + "name": "Defenses", + "entries": [ + "", + "Communications 12", + "Resolve 14", + "Resources 13" + ] + } + ] + }, + { + "type": "item", + "name": "Size", + "entries": [ + "", + "1 ({@dice d4} Power die, 5 domain turns during intrigue)" + ] + } ] } ] }, { "type": "entries", - "name": "The Gorge", - "page": 28, + "name": "Title", + "page": 13, "entries": [ - "You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", + "As the leader of the Grim Accord, {@creature Irae Firetouched|Ar6} gains the following title.", { - "type": "insetReadaloud", + "type": "entries", "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." + { + "type": "entries", + "name": "Magus Protector", + "page": 13, + "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." + ] + } ] - }, - "The gorge before the characters is 80 feet across and 40 feet deep.", - "{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (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 (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.", + } + ] + }, + { + "type": "entries", + "name": "Powers", + "page": 13, + "entries": [ + "All officers of the Grim Accord get the following organization powers.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0111.png" - } - }, - "A young {@creature roper} 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 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 roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The 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 (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.", - { - "type": "table", - "caption": "Gorge Treasure", - "colLabels": [ - "d6", - "Item" - ], - "colStyles": [ - "col- text-", - "col- text- " - ], - "rows": [ - [ - "1", - "Two backpacks with {@dice 1d6} rations each" - ], - [ - "2", - "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" - ], - [ - "3", - "A silvered dagger" - ], - [ - "4", - "A pouch containing {@dice 20d10} sp" - ], - [ - "5", - "Two half-full waterskins" - ], - [ - "6", - "Four unused 50-foot-long coils of hemp rope" - ] + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Evil Friends Forever", + "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." + ] + }, + { + "type": "entries", + "name": "Fighting Dirty", + "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." + ] + } ] - }, - "In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." + } ] }, { "type": "entries", - "name": "Skimming across the Stones", - "page": 29, + "name": "Features", + "page": 13, "entries": [ - "You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", { - "type": "insetReadaloud", + "type": "entries", "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." + { + "type": "entries", + "name": "Break Their Spirit (1/Intrigue)", + "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." + ] + }, + { + "type": "entries", + "name": "Can We Get a Raise?", + "page": 13, + "entries": [ + "As a domain action, a Grim Accord officer can make a {@dc 14} Operations test. On a success, the officer chooses one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each Grim Accord officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time the Grim Accord musters a cavalry or artillery unit, they can also muster an additional infantry unit.", + "Each infantry unit the Grim Accord musters from now until the start of the next battle has its experience increased one level." + ] + }, + "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." + ] + }, + { + "type": "entries", + "name": "Vengeance (Special Unit)", + "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." + ] + }, + { + "type": "entries", + "name": "Survive Till Payday", + "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." + ] + } ] - }, - "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 swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish\u2014they have blindsight out to a radius of 60 feet and are blind beyond that radius.", - "{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.", - "{@b {@i Crossing the Stones.}} 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 (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 mimic lands on top of it.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0116.png" - } } ] }, { "type": "entries", - "name": "Illusion of Daylight", - "page": 0, + "name": "New Warfare Unit Traits", + "page": 13, "entries": [ - "You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", + "The Vengeance special unit has the following traits:", { - "type": "insetReadaloud", + "type": "entries", "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." + { + "type": "entries", + "name": "By Any Means Necessary", + "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." + ] + }, + { + "type": "entries", + "name": "An Everchanging Band of Misfits", + "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." + ] + } ] }, - "The ceiling in this chamber is 15 feet high.", - "{@b {@i Light Crystal.}} 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.", - "{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A {@creature 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 (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.", - "{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0118.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00055.webp" + }, + "altText": "A pictorial representation of a Vengance Unit statblock." } ] } ] + } + ] + }, + { + "type": "section", + "name": "Armor Of Zevellon", + "page": 14, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00060.webp" + } }, { "type": "entries", - "name": "The Crystal Grove", - "page": 32, + "page": 14, + "style": "text-center", + "entries": [ + "{@style a new magic item set and encounter|dnd-font;large}", + "by Gabe Hicks" + ] + }, + { + "type": "inset", + "page": 14, "entries": [ - "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", { - "type": "insetReadaloud", + "type": "quote", "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." - ] - }, - "You can use the Crystal Grove map 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.", + "With every moment a person grows older, the more fully they understand how little they know. The more they see that existence is just chaos. And I have lived eons." + ], + "by": "Zevellon, the Crimson Scorn" + } + ] + }, + "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.", + "Obsessed with achieving godhood to beat death, Zevellon traveled across the planes, uncovering ancient rituals to fill his body with divine magic. After displaying the gifts of heightened strength and intelligence he could bestow upon others, warriors and mages came to worship at the feet of the self-declared Crimson Scorn, Demigod of Chaos. These warlocks pledged their fealty and received a piece of the Crimson Scorn's power in exchange. Of course, Zevellon never shared all his gifts with his vassals\u2014 just enough to tempt them.", + "Zevellon's greatest secret lies within his armor, which contains his very soul. Over the centuries Zevellon lived, he infused his essence bit by bit into the suit. The Crimson Scorn bound the pieces to each other so that, when worn together, the armor would amplify his might.", + "Moments before the great paladin Emilia Draeshade thrust her sword into Zevellon's heart, he transferred his life force into the armor. Servants of the Crimson Scorn carried the armor's pieces to different places, hiding them in deep dungeons, and waited for a host worthy of Zevellon. The demigod's essence disguises the armor to look like holy relics until all are worn together, at which point they will return to their true, gloriously red sheen.", + { + "type": "entries", + "name": "Armor of a Demigod", + "page": 15, + "entries": [ + "The {@item Armor of Zevellon|Ar6} is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0122.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00065.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Gaze", + "page": 15, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Scourge", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Grasp", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Steps", + "page": 16, + "style": "inset" + }, + { + "type": "inset", + "name": "That's a Lot of Items", + "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." + ] } ] }, { "type": "entries", - "name": "The Environment", - "page": 32, + "name": "Completing the Armor of Zevellon", + "page": 17, "entries": [ - "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", - "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", - "A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", { - "type": "insetReadaloud", + "type": "inset", + "page": 17, "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!\"" + { + "type": "quote", + "entries": [ + "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." + ] + } + ] + }, + "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:", + { + "type": "list", + "items": [ + "If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon's power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon's soul, and not yours, inhabits the form.", + "If you deny Zevellon, you must make a {@dc 25} Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are {@condition incapacitated} but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor." ] }, - "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 jeweler's or mason's tools 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 Fawn ing. 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.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0125.png" - } - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00071.webp" + }, + "credit": "Grace Cheung" + }, + "While you wield Zevellon's power and you are wearing and attuned to the full suit of the {@item Armor of Zevellon|Ar6}, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against spells and other magical effects.", + "You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a {@hit +10} bonus against the attacker using the tendrils of Zevellon's Scourge. You can perform this reaction whether the tendrils are activated or not, and doing so doesn't activate the tendrils. On a hit, the attacker takes {@damage 4d10} necrotic damage and is {@condition restrained} until the end of its next turn. You can't use this benefit again until you complete a long rest.", + "As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a {@dc 18} Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. You can't use this benefit again until you complete a long rest." + ] + }, + "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." ] }, { "type": "entries", - "name": "The Cryad", - "page": 33, + "name": "Destroying the Armor", + "page": 18, "entries": [ - "At the west end of the chamber, {@creature Fawning Summerset|Ar6}, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", - "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", + "Individual pieces of armor can't be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer's corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a {@spell disintegrate} spell.{@footnote {@sup 1}|{@spell Disintegrate} normally doesn't destroy magic items, but that's why Zevellon made this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 6th-level spell slot trying to destroy a magic item.} If a single piece of armor is destroyed, it reforms on Zevellon's body {@dice 1d10} days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms.", { - "type": "entries", - "name": "Engaging the Enemy", - "page": 33, + "type": "inset", + "name": "Now I'm the Villain", + "page": 18, "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." + "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." ] }, { - "type": "entries", - "name": "Medium Crystals", - "page": 33, - "entries": [ - "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", - "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.", - { - "type": "inset", - "name": "She Won't Harm Teens", - "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." - ] - } - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00073.webp" + }, + "credit": "Grace Cheung" } ] }, { - "type": "entries", - "name": "Escaping", - "page": 34, + "type": "section", + "name": "Keevial's Rage", + "page": 19, "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." + "{@note See the adventure {@adventure Keevial's Rage|Ar6-KR}.}" ] + } + ] + }, + { + "type": "section", + "name": "Spelunking!", + "page": 23, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00089.webp" + } }, { "type": "entries", - "name": "Treasure", - "page": 34, + "page": 14, + "style": "text-center", "entries": [ - "The large crystal that held Fawning's form for so long has a 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." + "{@style An adventure for 4th-level characters|dnd-font;large}", + "by H.H. Carlan" ] }, + "{@note See the adventure {@adventure Spelunking!|Ar6-S}.}" + ] + }, + { + "type": "section", + "name": "Resources", + "page": 36, + "entries": [ + { + "type": "entries", + "name": "Spelunking!:", + "page": 36, + "entries": [ + "{@link https://files.mcdmproductions.com/Arcadia202107/CrossingTheStones-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrossingTheStones-140ppi-nogrid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrystalGrove-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrystalGrove-140ppi-nogrid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/GorgeSideview-140ppi-grid.jpg}", + "{@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}" + ] + } + ] + }, + { + "type": "section", + "name": "Author Profiles", + "page": 37, + "entries": [ { "type": "entries", - "name": "Conclusion", - "page": 34, "entries": [ - "If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.", { - "type": "insetReadaloud", - "entries": [ - "\"Quick! There's another way out!\"" + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00137.webp" + }, + "altText": "Photo of Michael E. Shea", + "maxWidth": 250 + }, + "{@b Michael E. Shea} is the writer for the website {@link Sly Flourish|https://slyflourish.com/} and the author of {@link Return of the Lazy Dungeon Master|https://shop.slyflourish.com/products/return-of-the-lazy-dungeon-master}, the {@link Lazy DM's Workbook|https://shop.slyflourish.com/products/the-lazy-dms-workbook}, {@link Fantastic Adventures: Ruins of the Grendleroot|https://shop.slyflourish.com/products/fantastic-adventures-ruins-of-the-grendleroot-pdf-map-pack}, and co-author of {@link Fantastic Lairs|https://fantasticlairs.com/} along with Scott Fitzgerald Gray and James Introcaso. Mike has freelanced for a bunch of RPG companies including Wizards of the Coast, Kobold Press, Pelgrane Press, and Sasquash Games. Mike's been playing RPGs since the mid 80s and writing for and about RPGs since 2008." ] }, - "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!", - "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.", - "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", { - "type": "insetReadaloud", - "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?\"" + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00136.webp" + }, + "altText": "Photo of Gabe Hicks", + "maxWidth": 250 + }, + "{@b Gabe Hicks} is an east coast game designer whose credits include {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json} from MCDM, {@i Uk'otoa} by Darrington Press, {@i The Mwangi Expanse} by Paizo, and {@i Flames of Freedom} by Andrews McMeel. He has worked as Game Master for Roll20, Team Liquid, Jaspers Game Day, CRFoundation, and plenty of other organizations. \"If it exists, you can make a mimic out of it.\"" ] }, - "Everly Westmore offers the characters free rooms for life! Fern Woodsmith 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 Fawning, 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 Fawning, their bodies serve as fertilizer for more crystals." + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00138.webp" + }, + "altText": "Photo of H.H. Carlan", + "maxWidth": 250 + }, + "{@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." + ] + } ] - }, + } + ] + }, + { + "type": "section", + "name": "License", + "page": 38, + "entries": [ + "OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.", { - "type": "entries", - "name": "Advancement", - "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." + "type": "list", + "style": "list-decimal", + "columns": 2, + "page": 38, + "items": [ + "Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\" or \"Your\" means the licensee in terms of this agreement.", + "The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.", + "Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.", + "Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.", + "Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.", + "Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.", + "Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.", + "Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.", + "Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.", + "Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.", + "Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.", + "Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.", + "Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.", + "Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "COPYRIGHT NOTICE", + "page": 38, + "entries": [ + "", + "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" + ] + } + ] + } + ] + } ] } ] diff --git a/book/MCDM Productions; Arcadia Issue 7.json b/book/MCDM Productions; Arcadia Issue 7.json index 5afecbc18..1a26c232b 100644 --- a/book/MCDM Productions; Arcadia Issue 7.json +++ b/book/MCDM Productions; Arcadia Issue 7.json @@ -3728,7 +3728,7 @@ "name": "Domain Statistics", "page": 11, "entries": [ - "If you're using the domain rules from {@link Kingdoms & Warfare|https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf} {@footnote *|Currently unconverted for 5eTools, tracked as {@code BREW-281}.} in your game, the Pickling Guild could be an NPC or villainous realm in your game with the following statistics.", + "If you're using the domain rules from {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json} in your game, the Pickling Guild could be an NPC or villainous realm in your game with the following statistics.", { "type": "entries", "name": "Title", @@ -3835,7 +3835,7 @@ "type": "item", "name": "Swamp Mother (Special Unit)", "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the Pickling Guild musters the Swamp Mother, a special unit formed of shambling mounds. (See the \"Domains & Intrigue\" chapter in {@footnote Kingdoms & Warfare|Currently unconverted for 5eTools, tracked as {@code BREW-281}.})." + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the Pickling Guild musters the Swamp Mother, a special unit formed of shambling mounds. (See the \"Domains & Intrigue\" chapter in {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json})." ] }, { diff --git a/collection/Various; Lyra's Legendarium.json b/collection/Various; Lyra's Legendarium.json index 1885b658c..95025c424 100644 --- a/collection/Various; Lyra's Legendarium.json +++ b/collection/Various; Lyra's Legendarium.json @@ -39,7 +39,7 @@ ] }, "internalCopies": [ - "suclass" + "subclass" ], "edition": "one", "status": "ready", From 3a8fea3e5f2260d9042e85ba083f3b87cb61c8b7 Mon Sep 17 00:00:00 2001 From: Giddy Date: Sun, 8 Dec 2024 21:19:00 +0000 Subject: [PATCH 2/6] BREW-783 - Free League; The Lord of the Rings Roleplaying (#2310) Co-authored-by: Lyra [he/him] <52298102+revilowaldow@users.noreply.github.com> --- ...ue; The Lord of the Rings Roleplaying.json | 33559 ++++++++++++++++ 1 file changed, 33559 insertions(+) create mode 100644 collection/Free League; The Lord of the Rings Roleplaying.json diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json new file mode 100644 index 000000000..0a76d48de --- /dev/null +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -0,0 +1,33559 @@ +{ + "_meta": { + "sources": [ + { + "json": "TLotRR", + "abbreviation": "TLotRR", + "full": "The Lord of the Rings Roleplaying", + "authors": [ + "Free League", + "Middle-earth Enterprises", + "Sophisticated Games" + ], + "convertedBy": [ + "Giddy", + "Lyra [he/him]" + ], + "version": "1.0.0", + "partnered": true, + "url": "https://marketplace.dndbeyond.com/category/DB0000154", + "dateReleased": "2024-11-26", + "color": "616734" + } + ], + "internalCopies": [ + "monsterFluff", + "raceFluff", + "itemFluff", + "race", + "monster" + ], + "featCategories": { + "VtCom": "Common Virtues", + "VtBar": "Virtues of the Bardings", + "VtDwa": "Virtues of the Dwarves", + "VtElf": "Virtues of the Elves", + "VtHob": "Virtues of the Hobbits", + "VtMBr": "Virtues of the Men of Bree", + "VtNRg": "Virtues of the Rangers of the North", + "Craft": "Craft", + "B10L": "Beyond 10th Level" + }, + "optionalFeatureTypes": { + "FS:C": "Fighting Style; Captain" + }, + "currencyConversions": { + "M-E": [ + { + "coin": "g", + "mult": 0.01 + }, + { + "coin": "s", + "mult": 0.1 + }, + { + "coin": "c", + "mult": 1, + "isFallback": true + } + ] + }, + "edition": "classic", + "dateAdded": 1732983778, + "dateLastModified": 1732983778, + "_dateLastModifiedHash": "aaaaaaaaaa" + }, + "class": [ + { + "name": "Captain", + "source": "TLotRR", + "page": 45, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "con", + "cha" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "insight", + "intimidation", + "persuasion", + "travel|TLotRR" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "ring-mail|TLotRR" + ], + "b": [ + "Hide Armor|PHB" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item ring-mail|TLotRR} or (b) {@item Hide Armor|PHB|hide armour}", + "(a) a martial melee weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two {@filter simple melee weapons|items|source=phb;tlotrr|category=basic|type=simple weapon;melee weapon=sand}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Leadership|Captain|TLotRR|1|TLotRR", + "Fighting Style|Captain|TLotRR|2|TLotRR", + "Craft or Virtue|Captain|TLotRR|2|TLotRR", + { + "classFeature": "Captain Title|Captain|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Valiant|Captain|TLotRR|3|TLotRR", + "Virtue|Captain|TLotRR|4|TLotRR", + "Extra Attack|Captain|TLotRR|5|TLotRR", + "Aura of Valour|Captain|TLotRR|6|TLotRR", + "Craft or Virtue|Captain|TLotRR|6|TLotRR", + { + "classFeature": "Captain Title feature|Captain|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Captain|TLotRR|8|TLotRR", + "Aura of Courage|Captain|TLotRR|10|TLotRR", + "Craft or Virtue|Captain|TLotRR|10|TLotRR" + ], + "subclassTitle": "Title", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Champion", + "source": "TLotRR", + "page": 48, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "str", + "con" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "hunting|TLotRR", + "intimidation", + "perception" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "ring-mail|TLotRR" + ], + "b": [ + "Hide Armor|PHB" + ], + "c": [ + "leather shirt|TLotRR", + { + "item": "longbow|PHB", + "displayName": "great bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item ring-mail|TLotRR} or (b) {@item Hide Armor|PHB|hide armour} or (c) {@item leather shirt|TLotRR}, {@item Longbow|PHB|great bow}, and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}", + "(a) a martial melee weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two simple melee weapons" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "or": [ + { + "str": 13, + "dex": 13 + } + ] + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Fighting Style|Champion|TLotRR|1|TLotRR", + "Surge of Vigour|Champion|TLotRR|1|TLotRR", + "Craft or Virtue|Champion|TLotRR|2|TLotRR", + { + "classFeature": "Champion Way|Champion|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Champion|TLotRR|4|TLotRR", + "Extra Attack|Champion|TLotRR|5|TLotRR", + "Craft or Virtue|Champion|TLotRR|6|TLotRR", + { + "classFeature": "Champion Way feature|Champion|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Champion|TLotRR|8|TLotRR", + "Indomitable|Champion|TLotRR|9|TLotRR", + "Extra Attack (2)|Champion|TLotRR|10|TLotRR" + ], + "subclassTitle": "Way", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Messenger", + "source": "TLotRR", + "page": 51, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "cha" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "short sword", + "swords" + ], + "weaponProficiencies": [ + { + "simple": true, + "shortsword|phb": true, + "sword|TLotRR": true + } + ], + "tools": [ + "A tool of your choice" + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "explore|TLotRR", + "hunting|TLotRR", + "insight", + "intimidation", + "old lore|TLotRR", + "perception", + "performance", + "persuasion", + "riddle|TLotRR", + "stealth", + "travel|TLotRR" + ], + "count": 4 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + "shortsword|PHB" + ], + "b": [ + "sword|TLotRR" + ] + }, + { + "a": [ + "leather shirt|TLotRR" + ], + "b": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "Any one tool and any simple melee weapon", + "(a) a {@item Shortsword|PHB|short sword} or (b) a {@item sword|TLotRR}", + "(a) {@item Leather shirt|TLotRR} or (b) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "explore|TLotRR", + "hunting|TLotRR", + "insight", + "intimidation", + "old lore|TLotRR", + "perception", + "performance", + "persuasion", + "riddle|TLotRR", + "stealth", + "travel|TLotRR" + ] + } + } + ], + "tools": [ + "A tool of your choice" + ], + "toolProficiencies": [ + { + "any": 1 + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Sneak Attack" + ], + "rows": [ + [ + "\u2014" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 3d6}" + ] + ] + } + ], + "classFeatures": [ + "Folk-Lore|Messenger|TLotRR|1|TLotRR", + "Tireless and Swift|Messenger|TLotRR|1|TLotRR", + "Unarmoured Defence|Messenger|TLotRR|1|TLotRR", + "Craft or Virtue|Messenger|TLotRR|2|TLotRR", + "Sneak Attack|Messenger|TLotRR|2|TLotRR", + "Errand Runner|Messenger|TLotRR|3|TLotRR", + { + "classFeature": "Messenger Path|Messenger|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Messenger|TLotRR|4|TLotRR", + "Uncanny Dodge|Messenger|TLotRR|5|TLotRR", + "Craft or Virtue|Messenger|TLotRR|6|TLotRR", + "Tireless and Swift improvement|Messenger|TLotRR|6|TLotRR", + { + "classFeature": "Messenger Path feature|Messenger|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Messenger|TLotRR|8|TLotRR", + "Tireless and Swift improvement|Messenger|TLotRR|10|TLotRR", + "Craft or Virtue|Messenger|TLotRR|10|TLotRR" + ], + "subclassTitle": "Path", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scholar", + "source": "TLotRR", + "page": 54, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "int", + "wis" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "6": 2, + "8": 3 + } + }, + { + "name": "Crafts", + "category": [ + "Craft" + ], + "progression": { + "1": 1, + "3": 2, + "5": 3, + "7": 4, + "9": 5 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "tools": [ + "Two tools of your choice among {@item calligrapher's supplies|PHB}, {@item cartographer's tools|PHB}, {@item herbalism kit|PHB}, a {@item musical instrument|SCAG}, {@item navigator's tools|PHB}, or {@item pipe|TLotRR|pipes}." + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "herbalism kit", + "musical instrument", + "navigator's tools", + "pipe|TLotRR" + ], + "count": 2 + } + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "investigation", + "medicine", + "nature", + "Old Lore|TLotRR", + "performance", + "Riddle|TLotRR", + "Travel|TLotRR" + ], + "count": 3 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + "healer's kit|phb", + { + "equipmentType": "weaponSimpleMelee" + }, + { + "equipmentType": "toolArtisan", + "quantity": 2 + } + ] + }, + { + "a": [ + "leather shirt|TLotRR" + ], + "b": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "A {@item healer's kit|PHB}, any simple melee weapon, and any two tools", + "(a) {@item Leather shirt|TLotRR} or (b) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "int": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "investigation", + "medicine", + "nature", + "Old Lore|TLotRR", + "performance", + "Riddle|TLotRR", + "Travel|TLotRR" + ], + "count": 1 + } + } + ], + "tools": [ + "One of the tools from the class' tools list" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "herbalism kit", + "musical instrument", + "navigator's tools", + "pipe|TLotRR" + ], + "count": 1 + } + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Craft Slots" + ], + "rows": [ + [ + 1 + ], + [ + 1 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ] + ] + } + ], + "classFeatures": [ + "Crafts|Scholar|TLotRR|1|TLotRR", + { + "classFeature": "Rhymes of Lore|Scholar|TLotRR|1|TLotRR", + "tableDisplayName": "Rhymes of Lore (d6)" + }, + "Unarmoured Defence|Scholar|TLotRR|1|TLotRR", + "Cunning Mind|Scholar|TLotRR|2|TLotRR", + { + "classFeature": "Hands of a Healer|Scholar|TLotRR|2|TLotRR", + "tableDisplayName": "Hands of a Healer (d6)" + }, + "Expertise|Scholar|TLotRR|3|TLotRR", + { + "classFeature": "Scholar Tradition|Scholar|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Scholar|TLotRR|4|TLotRR", + "Rhymes of Lore (d8)|Scholar|TLotRR|5|TLotRR", + "Unending Rhymes|Scholar|TLotRR|5|TLotRR", + "Virtue|Scholar|TLotRR|6|TLotRR", + { + "classFeature": "Scholar Tradition feature|Scholar|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Scholar|TLotRR|8|TLotRR", + "Hands of a Healer (d8)|Scholar|TLotRR|9|TLotRR", + "Expertise|Scholar|TLotRR|10|TLotRR", + "Rhymes of Lore (d10)|Scholar|TLotRR|10|TLotRR", + "Unfailing Rhymes|Scholar|TLotRR|10|TLotRR" + ], + "subclassTitle": "Tradition", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Treasure Hunter", + "source": "TLotRR", + "page": 57, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "int" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Craft or Virtue", + "category": [ + "Craft", + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "6": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "short sword", + "swords" + ], + "weaponProficiencies": [ + { + "simple": true, + "shortsword|phb": true, + "sword|TLotRR": true + } + ], + "tools": [ + "A tool of your choice among {@item cartographer's tools|PHB}, a gaming set, or {@item thieves' tools|PHB}" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cartographer's tools", + "gaming set", + "thieves' tools" + ], + "count": 2 + } + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "investigation", + "Old Lore|TLotRR", + "perception", + "persuasion", + "Riddle|TLotRR", + "sleight of hand", + "stealth", + "Travel|TLotRR" + ], + "count": 4 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + "leather shirt|TLotRR", + { + "equipmentType": "weaponSimpleMelee" + }, + { + "equipmentType": "toolArtisan", + "quantity": 1 + } + ] + }, + { + "a": [ + "shortsword|PHB" + ], + "b": [ + "sword|TLotRR" + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponSimpleMelee" + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "{@item Leather shirt|TLotRR}, any simple melee weapon, and any one tool", + "(a) a {@item Shortsword|PHB|short sword} or (b) a {@item sword|TLotRR}", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) any simple melee weapon" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "investigation", + "Old Lore|TLotRR", + "perception", + "persuasion", + "Riddle|TLotRR", + "sleight of hand", + "stealth", + "Travel|TLotRR" + ], + "count": 1 + } + } + ], + "tools": [ + "One of the tools from the class' tools list" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cartographer's tools", + "gaming set", + "thieves' tools" + ], + "count": 1 + } + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Sneak Attack" + ], + "rows": [ + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 4d6}" + ], + [ + "{@dice 4d6}" + ], + [ + "{@dice 5d6}" + ], + [ + "{@dice 5d6}" + ] + ] + } + ], + "classFeatures": [ + "Expertise|Treasure Hunter|TLotRR|1|TLotRR", + "Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR", + "Cunning Action|Treasure Hunter|TLotRR|2|TLotRR", + { + "classFeature": "Treasure Hunter Speciality|Treasure Hunter|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Treasure Hunter|TLotRR|4|TLotRR", + "Uncanny Dodge|Treasure Hunter|TLotRR|5|TLotRR", + "Craft or Virtue|Treasure Hunter|TLotRR|6|TLotRR", + { + "classFeature": "Treasure Hunter Speciality feature|Treasure Hunter|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Treasure Hunter|TLotRR|8|TLotRR", + "Expertise|Treasure Hunter|TLotRR|9|TLotRR", + "Reliable Talent|Treasure Hunter|TLotRR|10|TLotRR" + ], + "subclassTitle": "Speciality", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Warden", + "source": "TLotRR", + "page": 60, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "str", + "wis" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "Explore|TLotRR", + "Hunting|TLotRR", + "insight", + "investigation", + "nature", + "perception", + "Travel|TLotRR" + ], + "count": 3 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "Hide Armor|PHB" + ], + "b": [ + "leather shirt|TLotRR" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "longbow|PHB", + "displayName": "great bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item Hide Armor|PHB|hide armour} or (b) {@item leather shirt|TLotRR}", + "(a) a martial weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Longbow|PHB|great bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two simple melee weapons" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "wis": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Shadow-Lore|Warden|TLotRR|1|TLotRR", + "Warded Lands|Warden|TLotRR|1|TLotRR", + "Craft or Virtue|Warden|TLotRR|2|TLotRR", + "Fighting Style|Warden|TLotRR|2|TLotRR", + { + "classFeature": "Warden Oath|Warden|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Rumour of the Earth|Warden|TLotRR|3|TLotRR", + "Virtue|Warden|TLotRR|4|TLotRR", + "Warded Lands improvement|Warden|TLotRR|4|TLotRR", + "Extra Attack|Warden|TLotRR|5|TLotRR", + "Craft or Virtue|Warden|TLotRR|6|TLotRR", + "Shadow-Lore improvement|Warden|TLotRR|6|TLotRR", + "Warded Lands improvement|Warden|TLotRR|6|TLotRR", + { + "classFeature": "Warden Oath feature|Warden|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Warden|TLotRR|8|TLotRR", + "Warded Lands improvement|Warden|TLotRR|8|TLotRR", + "Long Stride|Warden|TLotRR|9|TLotRR", + "Craft or Virtue|Warden|TLotRR|10|TLotRR", + "Shadow-Lore improvement|Warden|TLotRR|10|TLotRR", + "Warded Lands improvement|Warden|TLotRR|10|TLotRR" + ], + "subclassTitle": "Oath", + "hasFluff": true, + "hasFluffImages": true + } + ], + "classFluff": [ + { + "name": "Captain", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding." + ], + "style": "quote-pull" + }, + "When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don't want others to heed your commands out of fear or obedience\u2014you want them to follow you because they trust you.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 46, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Power|TLotRR}:", + "page": 46, + "entries": [ + "When individuals are given a position of authority, either by rank, lineage, or stature, they may end up mistaking their own aggrandisement for the greater good of the people they should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/026-02-14.captain.webp" + }, + "width": 850, + "height": 1318 + } + ] + }, + { + "name": "Champion", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "War must be, while we defend our lives against a destroyer who would devour all..." + ], + "style": "quote-pull" + }, + "You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognised as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 49, + "entries": [ + { + "type": "entries", + "name": "{@reward Curse of Vengeance|TLotRR}:", + "page": 49, + "entries": [ + "Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in their spirit, their behaviour worsens, leading to more extreme violent reactions." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/027-02-15.champion.webp" + }, + "width": 850, + "height": 1342 + } + ] + }, + { + "name": "Messenger", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Elrond is sending Elves, and they will get in touch with the Rangers, and maybe with Thranduil's folk in Mirkwood." + ], + "style": "quote-pull" + }, + "The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 52, + "entries": [ + { + "type": "entries", + "name": "{@reward Wandering-Madness|TLotRR}:", + "page": 52, + "entries": [ + "Travelling afar might be the duty chosen by a Messenger, but it carries the risk of never finding a place to fight for. The Road goes ever on and on, it's true, but whither then?" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/028-02-16.messanger.webp" + }, + "width": 850, + "height": 1220 + } + ] + }, + { + "name": "Scholar", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Speak no secrets! Here is a scholar in the Ancient Tongue." + ], + "style": "quote-pull" + }, + "For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 55, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Secrets|TLotRR}:", + "page": 55, + "entries": [ + "Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use, and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire to uncover them may corrupt the heart." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/029-02-17.scholar.webp" + }, + "width": 850, + "height": 1831 + } + ] + }, + { + "name": "Treasure Hunter", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Far over the Misty Mountains cold, To dungeons deep and caverns old. We must away ere break of day, To seek the pale enchanted gold." + ], + "style": "quote-pull", + "skipMarks": true + }, + "The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 58, + "entries": [ + { + "type": "entries", + "name": "{@reward Dragon-Sickness|TLotRR}:", + "page": 58, + "entries": [ + "Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/030-02-18.treasure-hunter.webp" + }, + "width": 850, + "height": 1100 + } + ] + }, + { + "name": "Warden", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Travellers scowl at us, and countrymen give us scornful names." + ], + "style": "quote-pull" + }, + "In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 61, + "entries": [ + { + "type": "entries", + "name": "{@reward Path of Despair|TLotRR}:", + "page": 61, + "entries": [ + "Self-doubt is often the way that the Shadow chooses to reach the heart of those who oppose it. For they know that the Enemy is strong and terrible and that those they protect are too naive or weak to fend for themselves. Every day they ask themselves: will my strength be enough to prevail, or will I drag down the innocent in defeat?" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/031-02-19.warden.webp" + }, + "width": 850, + "height": 1120 + } + ] + } + ], + "subclass": [ + { + "name": "Burglar", + "shortName": "Burglar", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59, + "subclassFeatures": [ + "Burglar|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR", + "Quiet-Footed|Treasure Hunter|TLotRR|Burglar|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Chieftain", + "shortName": "Chieftain", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "page": 46, + "subclassFeatures": [ + "Chieftain|Captain|TLotRR|Chieftain|TLotRR|3|TLotRR", + "Pursuer of Foes|Captain|TLotRR|Chieftain|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Counsellor", + "shortName": "Counsellor", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "page": 52, + "subclassFeatures": [ + "Counsellor|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR", + "A Dangerous Gift|Messenger|TLotRR|Counsellor|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Forayer", + "shortName": "Forayer", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "page": 62, + "subclassFeatures": [ + "Forayer|Warden|TLotRR|Forayer|TLotRR|3|TLotRR", + "Harrier|Warden|TLotRR|Forayer|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Healing", + "shortName": "Healing", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56, + "subclassFeatures": [ + "Healing|Scholar|TLotRR|Healing|TLotRR|3|TLotRR", + "A Cure for Weariness|Scholar|TLotRR|Healing|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Herald", + "shortName": "Herald", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "page": 53, + "subclassFeatures": [ + "Herald|Messenger|TLotRR|Herald|TLotRR|3|TLotRR", + "Extra Attack|Messenger|TLotRR|Herald|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "page": 62, + "subclassFeatures": [ + "Hunter|Warden|TLotRR|Hunter|TLotRR|3|TLotRR", + "Defensive Tactics|Warden|TLotRR|Hunter|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Lore", + "shortName": "Lore", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56, + "subclassFeatures": [ + "Lore|Scholar|TLotRR|Lore|TLotRR|3|TLotRR", + "Words of Command|Scholar|TLotRR|Lore|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Sharp-Shooter", + "shortName": "Sharp-Shooter", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "page": 49, + "subclassFeatures": [ + "Sharp-Shooter|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR", + "True Shot|Champion|TLotRR|Sharp-Shooter|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Slayer", + "shortName": "Slayer", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "page": 50, + "subclassFeatures": [ + "Slayer|Champion|TLotRR|Slayer|TLotRR|3|TLotRR", + "War-Hardened|Champion|TLotRR|Slayer|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Spy", + "shortName": "Spy", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59, + "subclassFeatures": [ + "Spy|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR", + "Sharp-Eyed|Treasure Hunter|TLotRR|Spy|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Thane", + "shortName": "Thane", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "page": 47, + "subclassFeatures": [ + "Thane|Captain|TLotRR|Thane|TLotRR|3|TLotRR", + "Tireless Leader|Captain|TLotRR|Thane|TLotRR|7|TLotRR" + ], + "hasFluff": true + } + ], + "subclassFluff": [ + { + "name": "Burglar", + "shortName": "Burglar", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Burglar wants a good job, plenty of Excitement and reasonable Reward, that's how it is usually read." + ], + "skipMarks": true + } + ] + }, + { + "name": "Chieftain", + "shortName": "Chieftain", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is Aragorn son of Arathorn, chieftain of the Dúnedain of Arnor, Captain of the Host of the West..." + ] + } + ] + }, + { + "name": "Counsellor", + "shortName": "Counsellor", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...advice is a dangerous gift, even from the wise to the wise, and all courses may run ill." + ] + } + ] + }, + { + "name": "Forayer", + "shortName": "Forayer", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "From such men the Lord Denethor chose his forayers, who crossed the Anduin secretly (how or where, they would not say) to harry the Orcs and other enemies that roamed between the Ephel Dúath and the River." + ], + "skipMarks": true + } + ] + }, + { + "name": "Healing", + "shortName": "Healing", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...the leechcraft of Gondor was still wise, and skilled in the healing of wound and hurt, and all such sickness as east of the Sea mortal men were subject to." + ] + } + ] + }, + { + "name": "Herald", + "shortName": "Herald", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I was the herald of Gil-galad and marched with his host. I was at the Battle of Dagorlad before the Black Gate of Mordor, where we had the mastery..." + ] + } + ] + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I am called Strider,\" answered Aragorn. \"I came out of the North. I am hunting Orcs." + ] + } + ] + }, + { + "name": "Lore", + "shortName": "Lore", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "This only would he say, that Imladris was of old the name among the Elves of a far northern dale, where Elrond the Halfelven dwelt, greatest of lore-masters." + ] + } + ] + }, + { + "name": "Sharp-Shooter", + "shortName": "Sharp-Shooter", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "That was a mighty shot in the dark, my friend!" + ] + } + ] + }, + { + "name": "Slayer", + "shortName": "Slayer", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The day will come when they will perish and I shall go back!" + ] + } + ] + }, + { + "name": "Spy", + "shortName": "Spy", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "But it appeared that he was nobody's friend, and nobody could recollect when he had joined their party." + ] + } + ] + }, + { + "name": "Thane", + "shortName": "Thane", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "From dark Dunharrow in the dim morning/with thane and captain rode Thengel's son:/to Edoras he came, the ancient halls/of the Mark-wardens mist-enshrouded..." + ], + "skipMarks": true + } + ] + } + ], + "classFeature": [ + { + "name": "Leadership", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You possess the ability to direct others to action\u2014when under pressure, other people naturally turn to you for guidance. As an action in combat, choose a number of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you, up to twice your proficiency bonus. Each creature can gain {@book temporary hit points|PHB|9|Temporary Hit Points} equal to your Captain level + your Charisma modifier. These temporary hit points last until they are depleted or the creature finishes a short or long rest. You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + } + ] + } + ] + } + ] + }, + { + "name": "Captain Title", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you receive a title as a reward for your accomplishments. Choose {@subclass Chieftain|Captain|TLotRR|TLotRR} or {@subclass Thane|Captain|TLotRR|TLotRR}, both detailed at the end of the calling description. The title you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Valiant", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Aura of Valour", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "Starting at 6th level, whenever you or a friendly creature within 10 feet of you hit a target with a melee weapon attack, the creature can add your Charisma modifier to the damage roll. You cannot grant this bonus if you are {@condition frightened} or {@condition unconscious}." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Captain Title feature", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Captain Title feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Aura of Courage", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you and friendly creatures within 10 feet of you cannot be {@condition frightened} while you are conscious (but can still accumulate {@book Shadow points|TLotRR|7|Shadow Points} from Dread)." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + } + ] + }, + { + "name": "Surge of Vigour", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You have a limited well of stamina that you can draw on to protect yourself from harm, or to push yourself beyond your normal limits for a moment. You can use a bonus action to either take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Dodge} action, or to regain hit points equal to {@dice 1d8} + your Champion level + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, and 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Champion Way", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you choose a way that you strive to follow in your combat styles and techniques. Choose {@subclass Sharp-Shooter|Champion|TLotRR|TLotRR} or {@subclass Slayer|Champion|TLotRR|TLotRR}, both detailed at the end of the calling description. The way you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.", + "The number of attacks increases to three when you reach 10th level in this calling." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Champion Way feature", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Champion Way feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Indomitable", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 9, + "conditionImmune": [ + "charmed", + "frightened" + ], + "entries": [ + "At 9th level, you become immune to being {@condition charmed} or {@condition frightened} (but can still accumulate {@book Shadow points|TLotRR|7|Shadow Points} from Dread and Sorcery)." + ] + }, + { + "name": "Extra Attack (2)", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can attack three times whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Folk-Lore", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You possess some knowledge of the many traditional customs, beliefs, and stories of the various communities that compose the Free Peoples. Whenever you make an Intelligence check related to one of these topics, you are considered proficient in the {@skill Old Lore|TLotRR} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Likely the result of your wanderings, this information may help you when dealing with strangers, allowing you to come up with some useful facts regarding their folk or a smattering of the appropriate language." + ] + }, + { + "name": "Tireless and Swift", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, your speed increases by 5 feet while you are not wearing heavy armour. In addition, whenever you must make a fatigue saving throw during a journey (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}), you gain a bonus to the saving throw equal to your Messenger level.", + "The speed bonus increases to 10 feet when you reach 6th level in this calling. At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your {@condition exhaustion} level (if any) is decreased by 1." + ] + }, + { + "name": "Unarmoured Defence", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Where such laws hold, it is custom for ambassadors not to be assailed. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Messenger table." + ] + }, + { + "name": "Errand Runner", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "By 3rd level, the many errands you've borne during your travels have made you proficient in a little bit of everything. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Messenger Path", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you choose a path that shapes your calling as a Messenger. Choose the path of the {@subclass Counsellor|Messenger|TLotRR|TLotRR} or the path of the {@subclass Herald|Messenger|TLotRR|TLotRR}, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Uncanny Dodge", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Tireless and Swift improvement", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "The speed bonus increases to 10 feet when you reach 6th level in this calling." + ] + }, + { + "name": "Messenger Path feature", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Messenger Path feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Tireless and Swift improvement", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your {@condition exhaustion} level (if any) is decreased by 1." + ] + }, + { + "name": "Crafts", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You have learned techniques that have been passed down along the generations. These crafts do not translate into mere skill but represent obscure branches of knowledge, forgotten by most and seeming almost magical to uneducated eyes.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craft Slots:", + "entry": "The Scholar table shows how many slots you have to use your crafts. To use one of your crafts, you must expend a craft slot. You regain all expended craft slots when you finish a short or long rest." + }, + { + "type": "item", + "name": "Known Crafts:", + "entry": "You know a craft of your choice from the {@book \"Crafts\"|TLotRR|2|Crafts} list, at the end of this chapter. Each time you gain a new craft slot, you also learn another craft of your choice." + } + ] + } + ] + }, + { + "name": "Rhymes of Lore", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Rhymes of Lore are short verses created by many cultures to help them remember significant facts from ancient history which might otherwise be lost. You can use a bonus action on your turn to choose one creature (including yourself) within 30 feet of you who can hear and understand you. That creature gains one Lore die, a {@dice d6}.", + "Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after seeing the roll before deciding to use the Lore die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Lore die is rolled, it is lost. A creature can have only one Lore die at a time.", + "You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.", + "Your Rhymes of Lore die changes when you reach certain levels in this calling. The die becomes a {@dice d8} at 5th level, and a {@dice d10} at 10th level." + ] + }, + { + "name": "Unarmoured Defence", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier." + ] + }, + { + "name": "Cunning Mind", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to make an Intelligence or Wisdom check, or to take the {@action Stabilize a Creature||Help} action." + ] + }, + { + "name": "Hands of a Healer", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Beginning at 2nd level, you can use healing techniques to treat the wounds of your allies during a short rest. Choose a number of friendly creatures (including yourself) who spent one or more Hit Dice at the end of the short rest, up to twice your proficiency bonus. Each of those creatures regains an extra {@dice 1d6} hit points for each Hit Die spent.", + "The extra hit points increase to {@dice 1d8} when you reach 9th level in this calling." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 3, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 3rd level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Scholar Tradition", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you choose a tradition that determines the focus of your study. Choose {@subclass Healing|Scholar|TLotRR|TLotRR} or {@subclass Lore|Scholar|TLotRR|TLotRR} (both are detailed at the end of the calling description). The tradition you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, and again at 6th and 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Rhymes of Lore (d8)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "The die becomes a {@dice d8} at 5th level." + ] + }, + { + "name": "Unending Rhymes", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning when you reach 5th level, you regain all of your expended uses of Rhymes of Lore when you finish a short or long rest." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Scholar Tradition feature", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Scholar Tradition feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Hands of a Healer (d8)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 9, + "entries": [ + "The extra hit points increase to {@dice 1d8} when you reach 9th level in this calling." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Rhymes of Lore (d10)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "The die becomes a {@dice d10} at 10th level." + ] + }, + { + "name": "Unfailing Rhymes", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, your Rhymes of Lore mastery is such that those who listen to them are bound to succeed. When a creature adds one of your Lore dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Lore die." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 1, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 1st level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Treasure Hunter table." + ] + }, + { + "name": "Cunning Action", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ] + }, + { + "name": "Treasure Hunter Speciality", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "When you reach 3rd level, you choose a speciality to pattern your career as a Treasure Hunter after. You can choose to be a {@subclass Burglar|Treasure Hunter|TLotRR|TLotRR} or a {@subclass Spy|Treasure Hunter|TLotRR|TLotRR}. Specialities grant you features at 3rd and 7th level. Both specialties are detailed at the end of the calling description." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, and again at 6th and 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Uncanny Dodge", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Treasure Hunter Speciality feature", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Treasure Hunter Speciality feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 9, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Reliable Talent", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Shadow-Lore", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 1, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, and hunting the servants of the Shadow. Choose a kind of favoured foe: Beasts, Evil Men, Giants, Monstrosities, Orcs, or Undead.", + "You can add your Wisdom modifier to the damage roll whenever you hit one of your favoured foes, and to saving throws you make against their special abilities. Additionally, you have advantage on Wisdom ({@skill Hunting|TLotRR}) and Wisdom ({@skill Perception}) checks to find your favoured foes, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favoured foes, if they speak one at all.", + "You choose one additional favoured foe at 6th level, and again at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You are particularly familiar with the lands you have sworn to protect and are adept at travelling and surviving in such regions. Choose one warded land from among the following: Arthedain, Cardolan, Enedwaith, Eregion, Lindon, and Rhudaur (the Loremaster may wish to expand or alter this list depending on the chosen setting). When you make an Intelligence or Wisdom check related to your warded lands, your proficiency bonus is doubled if you are using a skill that you're proficient in.", + "During journeys in your warded lands, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are allowed to cover more than one role without penalties (see {@book Chapter 5|TLotRR|4|Assign Journey Roles}).", + "You have advantage on fatigue saving throws if the journey path (see {@book Chapter 5|TLotRR|4|1. Set Journey Path}) is entirely within your warded lands.", + "You can move stealthily at a normal pace, and hexes suggesting {@book difficult terrain|PHB|8|Difficult Terrain} do not slow your Company's travel (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}).", + "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." + ] + }, + "Finally, a Company including a Warden that spends a Fellowship Phase in a warded land can choose the {@action Gather Rumours|TLotRR} undertaking as a free undertaking.", + "You choose one additional warded land at 4th level, and again at 6th, 8th, and 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Also at 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + } + ] + }, + { + "name": "Rumour of the Earth", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Beginning at 3rd level, you can use your action to focus your awareness on the region around you. You can sense whether and which of your favoured foes are present within a number of miles of you equal to your Wisdom modifier (minimum of 1; double this value if you are in your warded lands). This feature doesn't reveal the creatures' location or number. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + }, + { + "name": "Warden Oath", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you swear your oath as a Warden. You might choose to be a {@subclass Forayer|Warden|TLotRR|TLotRR} or a {@subclass Hunter|Warden|TLotRR|TLotRR}, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "You choose one additional warded land at 4th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "When you reach 5th level you make two attacks when you take the {@action Attack} action on your turn, instead of one." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Shadow-Lore improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "You choose one additional favoured foe at 6th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "You choose one additional warded land at 6th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Warden Oath feature", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Warden Oath feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "You choose one additional warded land at 8th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Long Stride", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 9, + "entries": [ + "Starting at 9th level, your speed increases by 10 feet while you are not wearing heavy armour, and moving through {@book difficult terrain|PHB|8|Difficult Terrain} costs you no extra movement." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Shadow-Lore improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "You choose one additional favoured foe at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "You choose one additional warded land at 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + } + ], + "foundryClassFeature": [ + { + "name": "Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "isIgnored": true + } + ], + "subclassFeature": [ + { + "name": "Chieftain", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "As a chieftain you are both a leader and a weaponmaster, accustomed to leading your comrades by jumping first into battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Challenge|Captain|TLotRR|Chieftain|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Challenge", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can issue a challenge to a creature you can see within 10 feet of you as a bonus action. You gain advantage on melee attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}. In addition, the creature must make a Wisdom ({@skill Insight}) check (DC 8 + your proficiency bonus + your Charisma modifier). On a failed check, the creature has disadvantage on attack rolls against targets other than you for the duration, until you attack another creature, if a creature friendly to you attacks the target, or if you end your turn more than 30 feet away from the target.", + "You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Pursuer of Foes", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, creatures provoke {@action opportunity attack||opportunity attacks} from you even if they take the {@action Disengage} action. In addition, when you hit a creature with an {@action opportunity attack}, the creature's speed becomes 0 for the rest of the turn." + ] + }, + { + "name": "Thane", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have sworn service to a King and serve as one of their chosen fighters. As long as war must be, you stand ready to protect the innocent and destroy your lord's enemies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bright Blade|Captain|TLotRR|Thane|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bright Blade", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, as a bonus action, you can imbue a melee weapon that you are holding with your bravery. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). For the duration of the effect, when you hit a creature, the next attack roll against the target made by an attacker other than you has advantage if the attack is made before the start of your next turn. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends.", + "You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Tireless Leader", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you and friendly creatures within 10 feet of you suffer the effects of {@condition exhaustion} as if it was one level lower (no effects at level 1, disadvantage on ability checks at level 2, and so on)." + ] + }, + { + "name": "Sharp-Shooter", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "As King Bard proved, well-placed arrow shots can slay dragons and restore lost kingdoms. You decided to follow his path by mastering ranged weapons.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mighty Shot|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "perception": true + } + ], + "expertise": [ + {}, + { + "perception": true + } + ], + "header": 2, + "entries": [ + "When you choose this way at 3rd level, you gain proficiency in the {@skill Perception} skill. If you are already proficient, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Mighty Shot", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you have learned to put all your might into your shots. Before you make an attack with a ranged weapon, you can choose to roll the weapon's damage die and subtract the number rolled from the attack roll. If the attack hits, you roll two additional weapon damage dice on the damage roll. You can deal this extra damage only once per turn." + ] + }, + { + "name": "True Shot", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, once per turn when you take the {@action Attack} action and attack with a ranged weapon, you can forgo one of your attacks. If you do so, the next hit you score with a ranged weapon before the end of your turn is a critical hit." + ] + }, + { + "name": "Slayer", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have chosen a brutal path, maybe because you are looking to avenge a wrong you suffered. For you, the sound of battle is a joyful call.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sterner Than Steel|Champion|TLotRR|Slayer|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Battle-Fury|Champion|TLotRR|Slayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Battle-Fury", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength, a bonus to damage rolls equal to half your proficiency bonus (rounded down), and resistance to bludgeoning, piercing, and slashing damage until the start of your next turn, but attack rolls against you have advantage until your next turn." + ] + }, + { + "name": "Sterner Than Steel", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "When you choose this way at 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in the Champion calling." + ] + }, + { + "name": "War-Hardened", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, your instincts are so honed that you have advantage on initiative rolls, Strength checks, and Strength saving throws, and you cannot be {@status surprised}. To gain this benefit, you cannot be {@condition blinded}, {@condition deafened}, or {@condition incapacitated}." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "intimidation", + "performance", + "persuasion", + "riddle|TLotRR" + ], + "count": 2 + } + } + ], + "entries": [ + "When you choose this path at 3rd level, you become proficient in two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}, and {@skill Riddle|TLotRR}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Counsellor", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Wise counsel is rare to come by in the Twilight of the Third Age, as words can be distorted and put to crooked uses by the servants of the Enemy. This notwithstanding, you have chosen to oppose the Shadow by bringing your advice to all who need it.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Words of Guard and Guiding|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Words of Guard and Guiding", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can use a bonus action to make a Charisma check or take the {@action Stabilize a Creature||Help} action. In addition, whenever you use the {@action Help} action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you rather than within 5 feet of you, if the ally can hear and understand you." + ] + }, + { + "name": "A Dangerous Gift", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Intelligence ({@skill Riddle|TLotRR}) and Wisdom ({@skill Insight}) checks. In addition, you can reroll a single ability check that you fail during the Interaction stage of a council (see {@book Chapter 5|TLotRR|4|3. Interaction})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you adopt a style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + }, + { + "name": "Forth to Battle", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "weaponProficiencies": [ + { + "martial": true + } + ], + "armorProficiencies": [ + { + "medium": true, + "shield": true + } + ], + "entries": [ + "When you choose this path at 3rd level, you gain proficiency with medium armour, shields, and martial weapons. In addition, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier." + ] + }, + { + "name": "Herald", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You believe that advice alone cannot stop the Enemy. To withstand such reckless hate you need both wise words and strength to back them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Forth to Battle|Messenger|TLotRR|Herald|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Style|Messenger|TLotRR|Herald|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "expertise": [ + {}, + { + "medicine": true + }, + { + "herbalism kit": true + }, + { + "medicine": true, + "herbalism kit": true + } + ], + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in the {@skill Medicine} skill and with the {@item herbalism kit|PHB}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Healing", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Few can hope to learn as much as you will about the healing arts. Your skill can mend the body, as well as the mind and the spirit.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Scholar|TLotRR|Healing|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wise Leechcraft|Scholar|TLotRR|Healing|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Wise Leechcraft", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also starting at 3rd level, you add your Wisdom modifier (minimum of +1) to your Intelligence ({@skill Medicine}) checks, to the hit points regained for each Hit Die spent by any creature you choose as the target of your {@classFeature Hands of a Healer|Scholar|TLotRR|2|TLotRR}, and to the number of uses of your {@classFeature Rhymes of Lore|Scholar|TLotRR|1|TLotRR}. The Lore dice granted by these additional uses can only be added to Intelligence ({@skill Medicine}) checks.", + "In addition, when a creature would roll a Lore die it gained from you on an Intelligence ({@skill Medicine}) check, it instead uses the highest number possible for the die." + ] + }, + { + "name": "A Cure for Weariness", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, the healing you impart on others also shakes off their weariness. During a short rest, you can reduce a creature's {@condition exhaustion} level by one. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "old lore|TLotRR": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "expertise": [ + {}, + { + "old lore|TLotRR": true + }, + { + "calligrapher's supplies": true + }, + { + "old lore|TLotRR": true, + "calligrapher's supplies": true + } + ], + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in the {@skill Old Lore|TLotRR} skill and with {@item calligrapher's supplies|PHB}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Lore", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Some say that lore-masters risk accumulating knowledge at the expense of wisdom. You are determined to prove them wrong.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Scholar|TLotRR|Lore|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Lore-Master|Scholar|TLotRR|Lore|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Lore-Master", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, when a creature rolls a Lore die it gained from you, the creature can reroll the Lore die and use either total." + ] + }, + { + "name": "Words of Command", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, when you roll a Lore die and add the number rolled to an ability check using a skill other than {@skill Medicine}, you can obtain a magical success. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Burglar", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Yours are the venerable arts of pickpocketing, lock picking, or otherwise getting hold of the possessions of others and accessing protected areas.", + { + "type": "refSubclassFeature", + "subclassFeature": "Clever-Handed|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tree-Climber|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Clever-Handed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can use the bonus action granted by your {@classFeature Cunning Action|Treasure Hunter|TLotRR|2|TLotRR} to make a Dexterity ({@skill Sleight of Hand}) check or take the {@action use an object||utilize} action." + ] + }, + { + "name": "Tree-Climber", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.", + "In addition, you can add your Dexterity modifier to Strength ({@skill Athletics}) checks you make to climb or jump, and to the distance you cover (in feet) when you make a running jump." + ] + }, + { + "name": "Quiet-Footed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Dexterity ({@skill Sleight of Hand}) and Dexterity ({@skill Stealth}) checks if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Cunning Eye", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can add your Intelligence modifier to your Wisdom ({@skill Insight}) and Wisdom ({@skill Perception}) checks. In addition, you can use the bonus action granted by your {@classFeature Cunning Action|Treasure Hunter|TLotRR|2|TLotRR} to take the {@action Search} action." + ] + }, + { + "name": "Spy", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "The Enemy sends many agents among the Free Peoples, and you intend to spy upon them, lest they undermine your efforts to resist the Shadow.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cunning Eye|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Weak Spot|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Weak Spot", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you can use a bonus action to make an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check against a creature within 30 feet of you that you can see, contested by the target's Dexterity ({@skill Stealth}) check. If you win the contest, you can use your {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.", + "This benefit lasts for 1 minute or until you successfully use this feature against a different target." + ] + }, + { + "name": "Sharp-Eyed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Ambusher", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you excel at ambushing your enemies. You can add your Wisdom modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn. In addition, you gain the {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} feature. The extra damage is {@dice 1d6}, and it increases to {@dice 2d6} when you reach 7th level in this calling.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sneak Attack|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "stealth": true + } + ], + "expertise": [ + {}, + { + "stealth": true + } + ], + "entries": [ + "When you choose this oath at 3rd level, you gain proficiency in the {@skill Stealth} skill. If you are already proficient, or if you are in one of your warded lands, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Forayer", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You patrol the land ceaselessly seeking to ambush the servants of the Enemy, for they are found in many places, not in Mordor only.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ambusher|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Harrier", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can use the {@action Hide} action as a bonus action on your turn." + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "hunting|TLotRR": true + } + ], + "expertise": [ + {}, + { + "hunting|TLotRR": true + } + ], + "entries": [ + "When you choose this oath at 3rd level, you gain proficiency in the {@skill Hunting|TLotRR} skill. If you are already proficient, or when tracking your favoured foes, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Hunter", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have chosen to prey upon the enemies of the Free Peoples, as a hunter relentlessly seeks a dangerous quarry.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Warden|TLotRR|Hunter|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Prey|Warden|TLotRR|Hunter|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Hunter's Prey", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "entries", + "name": "Foe-Hammer:", + "entries": [ + "Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, you can roll one additional weapon damage die on the damage roll if it's below its hit points maximum. You can deal this extra damage only once per turn." + ] + }, + { + "type": "entries", + "name": "Goblin-Cleaver:", + "entries": [ + "Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon." + ] + }, + { + "type": "entries", + "name": "Troll-Killer:", + "entries": [ + "Once on each of your turns when you make a weapon attack against a Large or larger creature, you can make another attack with the same weapon against the same creature." + ] + } + ] + } + ] + }, + { + "name": "Defensive Tactics", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 7, + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "dex", + "con", + "int", + "cha" + ] + } + } + ], + "header": 2, + "entries": [ + "At 7th level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "entries", + "name": "Multiattack Defence:", + "entries": [ + "When a creature hits or misses you with an attack, you add your proficiency bonus to your AC against all subsequent attacks made by that creature for the rest of the turn." + ] + }, + { + "type": "entries", + "name": "Stout Resistance:", + "entries": [ + "You gain proficiency in a saving throw of your choice." + ] + }, + { + "type": "entries", + "name": "Swift to Fly:", + "entries": [ + "You can use the {@action Disengage} action as a bonus action on your turn." + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Great Weapon Fighting", + "source": "TLotRR", + "page": 46, + "featureType": [ + "FS:C" + ], + "entries": [ + "When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can treat any roll of 4 or less on a damage die as a 5. The weapon must have the {@itemProperty 2H||two-handed} or {@itemProperty V||versatile} property for you to gain this benefit." + ] + }, + { + "name": "Protection", + "source": "TLotRR", + "page": 46, + "featureType": [ + "FS:C" + ], + "entries": [ + "When a creature you can see hits you or a target other than you that is within 5 feet of you with a melee attack, you can use your reaction to add your proficiency bonus to the target's AC for that attack, potentially causing the attack to miss. You must be wielding a {@item shield|PHB} or a {@itemProperty F||finesse} weapon." + ] + } + ], + "background": [ + { + "name": "A Life of Toil", + "source": "TLotRR", + "page": 33, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "mason's tools": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Athletics}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Mason's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Secretive, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Merchant Family", + "source": "TLotRR", + "page": 36, + "prerequisite": [ + { + "race": [ + { + "name": "Elf" + } + ] + } + ], + "skillProficiencies": [ + { + "persuasion": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Persuasion}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "Water vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Fair-spoken, Lordly" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Patient Hunter", + "source": "TLotRR", + "page": 30, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "hunting|tlotrr": true, + "nature": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "leatherworker's tools", + "woodcarver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Hunting|TLotRR}, {@skill Nature}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Leatherworker's tools|PHB} or {@item woodcarver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Bold, Fierce" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Penetrating Gaze", + "source": "TLotRR", + "page": 33, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "investigation": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Investigation}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Pipe|TLotRR|Pipes}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Wary, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Bitter Exile", + "source": "TLotRR", + "page": 32, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Old Lore|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "A {@item musical instrument|SCAG} of your choice" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Fierce, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Bucklander", + "source": "TLotRR", + "page": 38, + "prerequisite": [ + { + "race": [ + { + "name": "Hobbit" + } + ] + } + ], + "skillProficiencies": [ + { + "hunting|tlotrr": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Hunting|TLotRR}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Carpenter's tools|PHB} or water vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Rustic, Wary" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "By Hammer and Anvil", + "source": "TLotRR", + "page": 29, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "smith's tools": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Intimidation}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Smith's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Proud, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Counsellor", + "source": "TLotRR", + "page": 42, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "riddle|tlotrr": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Riddle|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Pipe|TLotRR|Pipes}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Secretive, Subtle" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Crossroads of the North", + "source": "TLotRR", + "page": 40, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cobbler's tools", + "leatherworker's tools", + "weaver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Persuasion}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Cobbler's tools|PHB}, {@item leatherworker's tools|PHB}, or {@item weaver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Faithful, Generous" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Dragon Stories", + "source": "TLotRR", + "page": 29, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Old Lore|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "A {@item musical instrument|SCAG} of your choice" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Eager, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Eloquent Orator", + "source": "TLotRR", + "page": 32, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "persuasion": true, + "riddle|tlotrr": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Persuasion}, {@skill Riddle|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Calligrapher's supplies|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Cunning, Lordly" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Far Trader", + "source": "TLotRR", + "page": 33, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Deception}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "Land vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Cunning, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Far-Reaching Herald", + "source": "TLotRR", + "page": 43, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Athletics}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "Land vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Bold, True-hearted" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Forest-Dweller", + "source": "TLotRR", + "page": 40, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "nature": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Nature}, {@skill Stealth}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Herbalism kit|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Cunning, Rustic" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gate-Warden", + "source": "TLotRR", + "page": 41, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "intimidation": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "woodcarver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Intimidation}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Carpenter's tools|PHB} or {@item woodcarver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Inquisitive, Patient" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Gifted Senses", + "source": "TLotRR", + "page": 30, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "investigation": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "brewer's supplies", + "cook's utensils" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Investigation}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Brewer's supplies|PHB} or {@item cook's utensils|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Generous, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Healing Hands", + "source": "TLotRR", + "page": 30, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "medicine": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "herbalism kit", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Medicine}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Herbalism kit|PHB} or water vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Bold, Generous" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Hunter of Orcs", + "source": "TLotRR", + "page": 43, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "hunting|tlotrr": true, + "stealth": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "leatherworker's tools", + "woodcarver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Hunting|TLotRR}, {@skill Stealth}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Leatherworker's tools|PHB} or {@item woodcarver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Bold, Stern" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Keeper of Lore", + "source": "TLotRR", + "page": 43, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "investigation": true, + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Investigation}, {@skill Old Lore|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Calligrapher's supplies|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Honourable, True-hearted" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Maker of Ships", + "source": "TLotRR", + "page": 36, + "prerequisite": [ + { + "race": [ + { + "name": "Elf" + } + ] + } + ], + "skillProficiencies": [ + { + "acrobatics": true, + "athletics": true + } + ], + "toolProficiencies": [ + { + "carpenter's tools": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Acrobatics}, {@skill Athletics}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Carpenter's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Eager, Lordly" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "No Longer Free from Care and Fear", + "source": "TLotRR", + "page": 41, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "deception": true, + "investigation": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "gaming set", + "musical instrument" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Deception}, {@skill Investigation}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "A {@item gaming set|PHB} or a {@item musical instrument|SCAG} of your choice" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Inquisitive, Rustic" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Off with Dwarves", + "source": "TLotRR", + "page": 41, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "animal handling": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "entries": [ + { + 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In the long hours you spent hammering on the anvil under the close scrutiny of your master, you have learnt that it is possible to create amazing things, but it is only by putting your heart into your work that you can succeed in creating a masterpiece." + ] + }, + { + "name": "Counsellor", + "source": "TLotRR", + "entries": [ + "You have been taught that the Enemy thrives upon secrecy and deception. For the plans of his servants to be laid bare, their honey-tongued lies must be exposed and their twisted words unravelled. Fortunately, you can see through their tricks quite well, and you can recognise honesty in all Men, Elves, and Dwarves." + ] + }, + { + "name": "Crossroads of the North", + "source": "TLotRR", + "entries": [ + "Your family has run a tailoring business in Bree since forever, serving the needs of Bree-landers and wanderers alike. Your grandfather even says he once had Elves on his doorstep\u2014and indeed, their coin was as good as anyone else's. You worked in the family business when you were younger, until a great desire came upon you to follow the Road and see where all those strangers and their gold come from." + ] + }, + { + "name": "Dragon Stories", + "source": "TLotRR", + "entries": [ + "Your family told many tales of Smaug the Dragon, from its arrival long ago to its death at the hand of your lord, King Bard. After his victory your family reclaimed their ancestral home in Dale. But now, the only dragons in Dale grace the painted signs of inns, and so you have left your home in search of adventure." + ] + }, + { + "name": "Eloquent Orator", + "source": "TLotRR", + "entries": [ + "The hardships endured by your folk during two ages of the world have inspired many songs. But the words that come easier to your lips are those recounting feats of great cunning, not those about deeds of valour. It is by your ingenuity that you seek the fall of your adversaries." + ] + }, + { + "name": "Far Trader", + "source": "TLotRR", + "entries": [ + "By the reckoning of the Dwarves, you were only a stripling when you left your home to follow your kin along the trading roads. You have since seen many places and met different folks eager to trade goods for the product of Dwarven handiwork, and your heart burns with a desire to see more." + ] + }, + { + "name": "Far-Reaching Herald", + "source": "TLotRR", + "entries": [ + "You wandered the far corners of the Northern Realm and travelled to places unknown to most before you reached 14 years of age. Many miles and many weeks spent in the Wild have made you strong and fit. Your talents have been noticed, and you have become a carrier of tidings, at the service of the many Rangers spread across one of the most dangerous realms of the world." + ] + }, + { + "name": "Forest-Dweller", + "source": "TLotRR", + "entries": [ + "Your kin dwell in the Chetwood, east of Bree. Most of the forest is wholesome, but parts of it\u2014especially near the Midgewater Marshes\u2014have their own perils. As a child you learned to find food that was safe to eat near certain old trees that whispered to one another in the night. It was worth creeping out of Archet and risking the dangers of the wood, though, because on some nights, you could hear Elves singing in the wind." + ] + }, + { + "name": "Gate-Warden", + "source": "TLotRR", + "entries": [ + "Great care is kept in the Bree-land to keep out of its borders anyone, or anything, that would make trouble. In addition to your ordinary job as a woodworker you served as one of the gate-wardens, and spent many cold, lonely nights on watch, with only the stars and hooting owls for company." + ] + }, + { + "name": "Gifted Senses", + "source": "TLotRR", + "entries": [ + "You are the first to notice when things are out of place, or just don't smell or sound right. Others have learned to pay attention to your intuition, and invite you to help them, since you may see something they missed. Little did you realise how far from home this would carry you." + ] + }, + { + "name": "Healing Hands", + "source": "TLotRR", + "entries": [ + "You have long served on a trading boat from Esgaroth, first leaving the Long Lake when you were very young. Once, staying for months in a distant town in Dorwinion, waiting for a caravan from the East to arrive, you fell victim to a foreign sickness, and were succoured by a lady speaking a strange tongue. She saved your life, and taught you how to save others in time of need." + ] + }, + { + "name": "Hunter of Orcs", + "source": "TLotRR", + "entries": [ + "Orcs raid the lone-lands of Eriador from their lairs in the mountains, causing great destruction. You protect the isolated farmsteads and communities, forcing the Orcs back to their holes. Then the cycle begins anew. Your heart cries for vengeance, but your mind fears there will be no end to this war." + ] + }, + { + "name": "Keeper of Lore", + "source": "TLotRR", + "entries": [ + "The history of your people is long and often obscure, and recorded only in Rivendell, away from the eyes of most of your kin. You've taken on the responsibility of telling tales of lost Arnor to whoever you meet, to spread the memory of the bitter struggle of your folk. Fortunately, Elrond has noticed and appreciated your efforts, and allowed you to visit the Last Homely House to learn." + ] + }, + { + "name": "Maker of Ships", + "source": "TLotRR", + "entries": [ + "You studied your chosen craft under the expert shipbuilders of Círdan; but though the long firth of Lune stirs your heart, you feel the world is wide, and you have lived your life on its edge. Perhaps it is time to go where no ship can take you..." + ] + }, + { + "name": "No Longer Free from Care and Fear", + "source": "TLotRR", + "entries": [ + "Many years ago you discovered that the Bree-land is far from being safe, but is rather a small island surrounded by unseen foes. You haven't told anyone as they won't believe you. But you know for sure, because you have listened to the stories that the Rangers tell when they trust somebody. Now you know that a Shadow is returning, and the day when you will go out and seek the Rangers is near." + ] + }, + { + "name": "Off with Dwarves", + "source": "TLotRR", + "entries": [ + "Once, Dwarwen travellers passing through Bree on their way to the Blue Mountains took you with them to care for their ponies. You became friends, if that is a word that can describe the grudging respect you earned from that stern folk. When you returned home to Bree you realised that you developed a wanderlust that will never allow you to sit idle in Bree anymore." + ] + }, + { + "name": "On Patrol", + "source": "TLotRR", + "entries": [ + "Your aunt was a Shirriff, and often brought you along with her when she went 'beating the bounds', that is, when she was appointed to watch the Shire's borders for Outsiders. More often than not, her watch included a visit to The Ivy Bush, a small inn on the Bywater Road. There, you heard the best stories over deep mugs of excellent beer." + ] + }, + { + "name": "Protector of the Land", + "source": "TLotRR", + "entries": [ + "Your people did not always live scattered across the lone-lands. Long ago, they were rulers, nobles and artisans of great kingdoms that existed here. Those realms failed and now you've only the land itself. Keep it safe, and it will do the same for you." + ] + }, + { + "name": "Restless Farmer", + "source": "TLotRR", + "entries": [ + "You were born into a family of farmers in the Southfarthing, where the best {@item pipe|TLotRR}-weed grows. To satisfy your curiosity\u2014and your parents' expectations\u2014you started to work at a very early age, learning a lot from farmhands and traders. From time to time, you feel your closeness to the earth move you, awakening a desire to sleep in the fields, under a canopy of stars." + ] + }, + { + "name": "Sky-Watcher", + "source": "TLotRR", + "entries": [ + "When aboard ship, you study the skies and predict the weather. With much practice, you became adept at this, and can detect a storm brewing hundreds of miles away. Now, when you are at home in the Havens, you notice strange movements in the air coming from the south-east, where lies Mordor, the Land of Shadows." + ] + }, + { + "name": "The Call of the Sea", + "source": "TLotRR", + "entries": [ + "No Elf could live by the Sea and not be moved by it. The crashing of waves is a second heartbeat to you; but you do not want to depart Middle-earth yet, for you feel that you have some purpose to fulfil before you sail away. You are not certain what lies in your future, but you are committed to finding out." + ] + }, + { + "name": "The Grief of Azanulbizar", + "source": "TLotRR", + "entries": [ + "A great war was fought between the Dwarves and the Orcs of the Misty Mountains about 170 years ago. The parents and grandparents of most Dwarves, including yours, remember the horrors of that war; you have vowed to mete out justice to all Orc-kind." + ] + }, + { + "name": "Too Many Paths to Tread", + "source": "TLotRR", + "entries": [ + "Your father was a mason and you were supposed to take his place in his workshop in Hardbottle at the age of 33. But before that time, a mysterious wanderlust took you and you were away from home for months. When you came back, you renounced your position, to the outrage of your whole neighbourhood. But you know that secretly your father approves; he always dreamed of leaving the Shire to 'go and see Elves'!" + ] + }, + { + "name": "Tookish Blood", + "source": "TLotRR", + "entries": [ + "Yours is a honourable family of potters from the Marish, Eastfarthing. One day, something Tookish stirred in your blood and overcame your respectability. It first happened on your way home one night, when you spotted some outlandish folk around a bright campfire. When you described them to your grandmother, she told you they were Dwarves, on their way to the Blue Mountains. From that night you started to shun well-trodden paths, hoping to meet other wayfarers secretly crossing the Shire." + ] + }, + { + "name": "Tower Guard", + "source": "TLotRR", + "entries": [ + "Your folk guards the Tower Hills, lest the Enemy benefit from great secrets hidden there. Sometimes, you have been tasked with keeping the boldest of the little folk away from the towers, and by Mithrandir's advice, you keep a secret watch on their border. You know not what destiny these Hobbits have, but a fondness for them grows in your heart." + ] + }, + { + "name": "Up the Greenway", + "source": "TLotRR", + "entries": [ + "Your grandfather was not born around here. He made a long journey up from the South, across the Gap of Rohan from beyond the Isen. He crossed the river at Tharbad with his wife and children and settled here by Bree-hill. The North is cold and wild compared to the southern lands, but the tales your grandfather used to tell about the fierce kings of the South never made you doubt his choice." + ] + }, + { + "name": "Visitor to the Mountains", + "source": "TLotRR", + "entries": [ + "Not content to stay in your homeland, you were drawn to the Blue Mountains and its folk. Most Dwarves want nothing to do with an overcurious Elf, but a few taught you enough for you to appreciate their skills and love for beautiful objects. You wonder what you could learn in other lands, and now prepare for a longer journey." + ] + }, + { + "name": "Watcher on the Border", + "source": "TLotRR", + "entries": [ + "Interested in the edges of things, especially maps, you were often sent to the borders of the land of your folk to keep watch on the servants of the Enemy or the simple people who live there. You've learned that the reach of the Shadow has grown, but that some simple people will not falter, though the days may grow dark." + ] + }, + { + "name": "Witty Gentlehobbit", + "source": "TLotRR", + "entries": [ + "You come from a well-to-do family of landed Westfarthing gentry, living in a Hobbit-hole in Michel Delving. It is rumoured that your great-grandfather once vanished, only to show up three days later at the local inn, talking of a giant Tree-man he had seen on the North Moors. Some believe your family's fortune is based on the giant's hoard your ancestor discovered, but you have been able to dispel such rumours with your humorous remarks." + ] + }, + { + "name": "Wordweaver", + "source": "TLotRR", + "entries": [ + "King Bard earned his throne by accomplishing a feat deemed unthinkable by most, setting an example for generations to come. But it is another deed that caught your interest and fired your imagination: that of the witty halfling who crossed words with Smaug the Golden in his lair. While you yourself do not expect to ever see a living Dragon, you look forward to your chance to win renown with your cunning." + ] + } + ], + "race": [ + { + "name": "Barding", + "source": "TLotRR", + "page": 28, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 1, + "cha": 1 + } + ], + "feats": [ + { + "anyFromCategory": { + "category": [ + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ] + } + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true, + "dalish|TLotRR": true + } + ], + "weaponProficiencies": [ + { + "longbow|phb": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 18\u201340 years of age. Bardings rarely become adventurers before their 18th year, and retire in their forties, when they return home to serve their family and folk." + ] + }, + { + "type": "entries", + "name": "Archers of Dale", + "entries": [ + "You have proficiency with the {@item longbow|PHB|great bow}." + ] + }, + { + "type": "entries", + "name": "Starting Virtue", + "entries": [ + "You gain one cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "type": "entries", + "name": "Trading People", + "entries": [ + "You have proficiency in the {@skill Persuasion} skill." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Dalish|TLotRR}, a language that can be described as a very old form of the {@language Westron|TLotRR|Common Speech}." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Prosperous", + "entries": [ + "The city of Dale and nearby Esgaroth are successful trading towns. Those among the Bardings who choose a life of adventure are usually members of less affluent families\u2014yet, their wealth is still superior to that of most of the denizens of Eriador.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Dragon Stories|TLotRR}", + "{@background By Hammer and Anvil|TLotRR}", + "{@background Healing Hands|TLotRR}", + "{@background Gifted Senses|TLotRR}", + "{@background A Patient Hunter|TLotRR}", + "{@background Wordweaver|TLotRR}" + ] + } + ] + } + ], + "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 + } + ] + } + ] + }, + { + "name": "Bree-Hobbit", + "source": "TLotRR", + "page": 183, + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Hobbit Elusiveness", + "items": { + "type": "entries", + "name": "Bree-Hobbit Curiosity", + "entries": [ + "You have proficiency in the {@skill Insight} skill." + ] + } + }, + { + "mode": "appendArr", + "items": { + "type": "entries", + "name": "Cultural Virtues", + "entries": [ + "Bree-hobbits pick their cultural virtues from the following list, rather than the options typical for {@race Hobbit|TLotRR|hobbits}:", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Bree-Pony|TLotRR}", + "{@feat Desperate Courage|TLotRR}", + "{@feat Small Folk|TLotRR}", + "{@feat Strange as News from Bree|TLotRR}", + "{@feat The Art of Smoking|TLotRR}", + "{@feat Tough as Old Tree-Roots|TLotRR}" + ] + } + ] + } + } + ] + } + }, + "skillProficiencies": [ + { + "insight": true + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarf", + "source": "TLotRR", + "page": 31, + "edition": "one", + "size": [ + "M" + ], + "speed": 25, + "ability": [ + { + "con": 2 + } + ], + "traitTags": [ + "Language Proficiency", + "Tool Proficiency", + "Weapon Proficiency" + ], + "languageProficiencies": [ + { + "Westron|TLotRR": true, + "Khuzdul|TLotRR": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "jeweler's tools", + "mason's tools", + "smith's tools" + ] + } + } + ], + "weaponProficiencies": [ + { + "battle axe|tlotrr": true, + "greataxe|phb": true, + "mattock|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 50\u2013100 years of age. Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, many among them choose to dedicate themselves solely to the perfection of their crafts." + ] + }, + { + "type": "entries", + "name": "Axes of the Dwarves", + "entries": [ + "You have proficiency with the {@item battle axe|TLotRR}, {@item greataxe|PHB|great axe}, and {@item mattock|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Endurance of the Dwarves", + "entries": [ + "Your hit point maximum increases by 1, and it increases by an additional 1 every time you gain a level." + ] + }, + { + "type": "entries", + "name": "Make Light of Burdens", + "entries": [ + "Armour doesn't impose disadvantage on your fatigue saving throws, and your carrying capacity (including the weight you can carry before you are {@variantrule Encumbrance|TLotRR|encumbered or heavily encumbered}, and the weight you can push, drag or lift) is doubled." + ] + }, + { + "type": "entries", + "name": "Tool Proficiencies", + "entries": [ + "You have proficiency with the {@item artisan's tools|PHB} of your choice: {@item jeweler's tools|PHB}, {@item mason's tools|PHB}, or {@item smith's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Khuzdul|TLotRR}, the secret language of the Dwarves." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Prosperous", + "entries": [ + "With the fabulous Dragon-hoard of Erebor reclaimed and their kingdom restored, the Dwarves of Durin's Folk are the richest of the seven houses.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bitter Exile|TLotRR}", + "{@background Eloquent Orator|TLotRR}", + "{@background Far Trader|TLotRR}", + "{@background The Grief of Azanulbizar|TLotRR}", + "{@background A Life of Toil|TLotRR}", + "{@background A Penetrating Gaze|TLotRR}" + ] + } + ] + } + ], + "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 + } + ] + } + ] + }, + { + "name": "Elf", + "source": "TLotRR", + "page": 34, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2 + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "Westron|TLotRR": true, + "Sindarin|TLotRR": true + } + ], + "conditionImmune": [ + "disease" + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 100\u2013500 years of age. Elves may leave their homes at any time after they reach adulthood (at about a century of age). Adventurers older than 300 years are rare, as in time all Elves find the sea-longing that lies deep within their hearts to become irresistible." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Elves have slender builds and are taller than most Men, standing well over 6 feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Elvish Dreams", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit as from 8 hours of sleep." + ] + }, + { + "type": "entries", + "name": "Elven-Skill", + "entries": [ + "By virtue of their birthright, Elves are capable of reaching levels of finesse unattainable by mortals. If you are not {@condition miserable|TLotRR} and make an ability check that lets you add your proficiency bonus, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Immortal Folk", + "entries": [ + "You are immune to ageing and disease." + ] + }, + { + "type": "entries", + "name": "Keen Eyes of the Elves", + "entries": [ + "You have proficiency in the {@skill Perception} skill, and dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Westron|TLotRR} and {@language Sindarin|TLotRR}, the Grey-elven tongue." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background The Call of the Sea|TLotRR}", + "{@background Maker of Ships|TLotRR}", + "{@background A Merchant Family|TLotRR}", + "{@background Sky-Watcher|TLotRR}", + "{@background Tower Guard|TLotRR}", + "{@background Visitor to the Mountains|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hobbit", + "source": "TLotRR", + "page": 37, + "edition": "one", + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "dex": 2 + } + ], + "traitTags": [ + "Amphibious", + "Language Proficiency", + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity score increases by 2." + ] + }, + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 25\u201360 years of age. Hobbits do not abandon their comfortable lives easily, but when they do they usually wait for their coming of age at 33. A particularly reckless fellow might feel the call to adventure when in their tweens, as Hobbits call their twenties." + ] + }, + { + "type": "entries", + "name": "Hobbit Elusiveness", + "entries": [ + "You have proficiency in the {@skill Stealth} skill." + ] + }, + { + "type": "entries", + "name": "Hobbit-Sense", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against Shadow." + ] + }, + { + "type": "entries", + "name": "Pipe-Weed Lore", + "entries": [ + "You have proficiency with {@item pipe|TLotRR|pipes}." + ] + }, + { + "type": "entries", + "name": "Unobtrusive", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You speak, read and write {@language Westron|TLotRR}, preserving the use of a few words and names of your own forgotten tongue." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Common", + "entries": [ + "Hobbits live in peace, their land is well-tilled and their borders protected, but theirs is an isolated island in the middle of a desolate region, and trading is an uncommon occurrence.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Subculture", + "entries": [ + "All Hobbits display the traits described so far, but in their wandering days the Shire-folk were divided into three distinct groups: the Fallohides, the Harfoots, and the Stoors. Although those branches today are blended together in most families, there is a tendency for an individual Hobbit to display some characteristics that can be traced back to one of the three ancestral origins. Choose one of these subcultures." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bucklander|TLotRR}", + "{@background On Patrol|TLotRR}", + "{@background Restless Farmer|TLotRR}", + "{@background Too Many Paths to Tread|TLotRR}", + "{@background Tookish Blood|TLotRR}", + "{@background Witty Gentlehobbit|TLotRR}" + ] + } + ] + } + ], + "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 + } + ] + } + ] + }, + { + "name": "Man of Bree", + "source": "TLotRR", + "page": 40, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 1, + "cha": 1 + } + ], + "feats": [ + { + "anyFromCategory": { + "category": [ + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ] + } + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies": [ + { + "insight": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 18\u201340 years of age. Actual adventurers from Bree-land are rare indeed. If they leave their villages at all, they do it when the vigour of youth is in their limbs, and usually return home to settle down before their fortieth year." + ] + }, + { + "type": "entries", + "name": "Pipe-Weed Lore", + "entries": [ + "You have proficiency with {@item pipe|TLotRR|pipes}." + ] + }, + { + "type": "entries", + "name": "See Through a Brick Wall in Time", + "entries": [ + "You have proficiency in the {@skill Insight} skill." + ] + }, + { + "type": "entries", + "name": "Starting Virtue", + "entries": [ + "You gain one cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You speak, read and write {@language Westron|TLotRR}, albeit slightly altered in a local dialect." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Common", + "entries": [ + "Bree-land is not as wealthy as it once was, but these days the inhabitants of the four villages are no more rustic than their neighbours in the Shire, and no less well-off.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Crossroads of the North|TLotRR}", + "{@background Forest-Dweller|TLotRR}", + "{@background Gate-Warden|TLotRR}", + "{@background No Longer Free from Care and Fear|TLotRR}", + "{@background Off with Dwarves|TLotRR}", + "{@background Up the Greenway|TLotRR}" + ] + } + ] + } + ], + "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 + } + ] + } + ] + }, + { + "name": "Ranger of the North", + "source": "TLotRR", + "page": 42, + "edition": "one", + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "choose": { + "weighted": { + "weights": [ + 2, + 1, + 1 + ], + "from": [ + "str", + "con", + "wis" + ] + } + } + }, + { + "str": 1, + "con": 1, + "wis": 1, + "choose": { + "from": [ + "dex", + "int", + "cha" + ] + } + } + ], + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "Explore|TLotRR", + "Hunting|TLotRR", + "Old Lore|TLotRR", + "perception", + "stealth", + "Travel|TLotRR" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true, + "sindarin|TLotRR": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 20\u201350 years of age. Rangers take to the Wild around the age of twenty, but may begin to go on adventures even at a younger age. They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties." + ] + }, + { + "type": "entries", + "name": "Wandering Folk", + "entries": [ + "You have proficiency in two of the following skills of your choice: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, {@skill Old Lore|TLotRR}, {@skill Perception}, {@skill Stealth}, or {@skill Travel|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Sindarin|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Frugal", + "entries": [ + "Rangers rarely wear or carry anything whose worth cannot be measured in a practical way. Their gear or garments are never considered precious for the gleam of stone or gold, but for their capability to endure long journeys and strenuous fights.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Counsellor|TLotRR}", + "{@background Far-Reaching Herald|TLotRR}", + "{@background Hunter of Orcs|TLotRR}", + "{@background Keeper of Lore|TLotRR}", + "{@background Protector of the Land|TLotRR}", + "{@background Watcher on the Border|TLotRR}" + ] + } + ] + } + ], + "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 + } + ] + } + ] + } + ], + "subrace": [ + { + "name": "Fallohide", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Fallohide", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harfoot", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Harfoot", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stoor", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Stoor", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Blue Mountain", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "int": 1 + } + ], + "skillProficiencies": [ + { + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Songs of the Halls", + "entries": [ + "You gain proficiency in the {@skill Old Lore|TLotRR} skill, and with a {@item musical instrument|SCAG} of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Erebor", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "cha": 1 + } + ], + "languageProficiencies": [ + { + "dalish|TLotRR": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "jeweler's tools", + "mason's tools", + "smith's tools" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Wrights of the Mountain", + "entries": [ + "You gain proficiency with the artisan's tools of your choice: {@item jeweler's tools|PHB}, {@item mason's tools|PHB}, or {@item smith's tools|PHB}. If you are already proficient with the tools of your choice, you add double your proficiency bonus to checks you make with them. Additionally, whenever you make an Intelligence check related to the origin of jewellery, metal-work, or stone-work, you are considered proficient in the {@skill Old Lore|TLotRR} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ] + }, + { + "type": "entries", + "name": "Extra Language", + "entries": [ + "You can speak, read, and write {@language Dalish|TLotRR}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Iron Hill", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "str": 1 + } + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true, + "shield": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Shod with Iron", + "entries": [ + "You have proficiency with all armour and shields." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wandering", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "wis": 1 + } + ], + "skillProficiencies": [ + { + "travel|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Wandering People", + "entries": [ + "You gain proficiency in the {@skill Travel|TLotRR} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lindon", + "source": "TLotRR", + "raceName": "Elf", + "raceSource": "TLotRR", + "page": 35, + "ability": [ + { + "dex": 1, + "int": 1 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "nature", + "old lore|tlotrr", + "performance" + ] + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "anyMusicalInstrument", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Elven-Lore", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Nature}, {@skill Old Lore|TLotRR}, or {@skill Performance}." + ] + }, + { + "type": "entries", + "name": "Shipwrights and Singers", + "entries": [ + "You have proficiency with the tools of your choice: {@item carpenter's tools|PHB}, water vehicles, or a {@item musical instrument|SCAG} of your choice." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Frugal", + "entries": [ + "The Fair Folk of Eriador live in harmony with Middle-earth and have little or no use for those things that others consider precious. They lack nothing, and craft beautiful things using the richest materials, but they don't profit from their wealth the way other folks do.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + } + ], + "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 + } + ] + } + ] + }, + { + "name": "Fallohide", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "cha": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "anyMusicalInstrument" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Skill in Language and Song", + "entries": [ + "You have proficiency with the tools of your choice: {@item calligrapher's supplies|PHB}, {@item cartographer's tools|PHB}, or a {@item musical instrument|SCAG}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harfoot", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "wis": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "herbalism kit", + "mason's tools", + "weaver's tools" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Skilful with Tools", + "entries": [ + "You have proficiency with the {@item artisan's tools|PHB} of your choice: {@item herbalism kit|PHB}, {@item mason's tools|PHB}, or {@item weaver's tools|PHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stoor", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "con": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "woodcarver's tools", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Riverside Dweller", + "entries": [ + "You have proficiency with the tools of your choice: {@item carpenter's tools|PHB}, water vehicles, or {@item woodcarver's tools|PHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "raceFluff": [ + { + "name": "Barding", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "quote", + "entries": [ + "He was a descendant in long line of Girion, Lord of Dale, whose wife and child had escaped down the Running River from the ruin long ago." + ], + "skipMarks": true + }, + "The Bardings are Northmen of noble origins hailing from Wilderland, far off to the east. They rebuilt their city of Dale from its ashes after the slaying of the Dragon Smaug and they earned a new prosperity trading with nearby kingdoms of Elves and Dwarves.", + "Each year, Barding merchants reach new faraway lands, as they look outside their borders to expand their trade and influence. Sometimes, warriors follow in their wake, hoping to prove their mettle against worthy adversaries, inspired by their King's slaying of the Dragon.", + { + "type": "entries", + "name": "Description", + "page": 28, + "entries": [ + "Strong in body and fearless in spirit, the Northmen are the denizens of Middle-earth that many consider to be nearest in kin to the Men of the West. They are strong-limbed, with fair hair, although dark or even black hair is not unknown. Barding men tend to keep beards, and often let their hair grow to reach their shoulders. Women adventurers braid their hair in long, tight tresses.", + "When abroad they may be recognised by their gear, as they often carry equipment of superior make. Unlike most denizens of Wilderland, Bardings prefer to use swords over axes, and naturally favour the bow, after the example of their King." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "page": 28, + "entries": [ + "Like most Northmen, Bardings often name their children after a renowned ancestor or relative, or choose a name beginning with the same sound or sharing one element with that of the father (whose name is often given with their first name when introduced formally\u2014for example, Lifstan, son of Leiknir, or Ingrith, daughter of Ingolf).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names:", + "entries": [ + "Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Dagny, Dalla, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gundrid, Gunnhild, Halla, Halldis, Hild, Holma, Inga, Ingirun, Ingrith, Kelda, Lif, Linhild, Ragna, Runa, Saldis, Sigga, Signy, Solveig, Thora, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Vigdis, Walda." + ] + }, + { + "type": "item", + "name": "Sample Male Names:", + "entries": [ + "Aegir, Arn, Brandulf, Domarr, Erland, Farald, Gautarr, Hafgrim, Hjalmar, Ingolf, Ketilmund, Kol, Kolbeinn, Leiknir, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Oddmarr, Ornolf, Ottarr, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Torwald, Ulfarr, Unnarr, Valbrand." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Barding.webp" + }, + "width": 1700, + "height": 1139 + } + ] + }, + { + "name": "Bree-Hobbit", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Fallohide)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Fallohide)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Harfoot)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Harfoot)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Stoor)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Stoor)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Dwarf", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i Only on the Road would travellers be found, most often Dwarves, hurrying along on business of their own, and with no help and few words to spare for strangers.}", + "The Dwarves are an ancient and proud folk, whose customs and traditions are mostly unknown to outsiders. A dwindling people, they have recently recovered some of their lost greatness, and a Dwarven King reigns once again under the Lonely Mountain, in Wilderland.", + "Many Dwarves cross into Eriador from the East, on their way to their mines in the Blue Mountains. They can often be seen marching along the East-West Road that runs through the Shire and ends at the Grey Havens.", + { + "type": "entries", + "name": "Description", + "entries": [ + "The Dwarves are exceedingly strong for their height, and hard to break or corrupt, but often at odds with other folks over old quarrels or new slights. They are short and stocky, with robust limbs and heads crowned with long hair and longer beards that give them their typically elderly appearance. When on a journey or in battle they plait their forked beards and thrust them into their belts.", + "In battle most Dwarves use axes and swords, but those belonging to their easternmost kin wield heavy two-handed mattocks, a weapon derived from their mining tools." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "All Dwarves receive a true name at birth that they do not reveal to members of other folks, and adopt another name in the tradition of their neighbours. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves, and are used almost exclusively by them. Dwarves of renown are sometimes given an honorific title, celebrating an exceptional deed or distinctive quality (for example, Thorin Oakenshield or Dáin Ironfoot).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr" + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Ai, Anar, Beli, Bláin, Borin, Burin, Bruni, Farin, Flói, Frár, Frerin, Frór, Ginar, Gróin, Grór, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Nár, Niping, Nói, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar" + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf.webp" + }, + "width": 1700, + "height": 1284 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf 2.webp" + }, + "width": 850, + "height": 473 + } + ] + }, + { + "name": "Dwarf (Blue Mountain)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "The folk who now inhabit these ancient mountains are more likely to be scholars or musicians than miners." + ] + } + } + } + } + }, + { + "name": "Dwarf (Erebor)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "For many long years, the Dwarves were denied the Lonely Mountain, as the Dragon made it its lair. But with the death of Smaug, the kingdom lives again and riches flow down the river, as in the songs of old." + ] + } + } + } + } + }, + { + "name": "Dwarf (Iron Hill)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Your family has worked in the mines beneath the Iron Hills for generations, earning a living by chasing veins of the ore for which those mountains are named." + ] + } + } + } + } + }, + { + "name": "Dwarf (Wandering)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Those Dwarves who didn't go east to Erebor and the Iron Hills or west to the Blue Mountains carve out a living as wandering craftsmen and traders. With no forge of their own, they take work where they can find it, but always look north to the lost realm of their ancestors, seeking to restore their place in the world and glory to their lost kingdom." + ] + } + } + } + } + }, + { + "name": "Elf", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i 'Yes, it is Elves,' said Frodo. 'One can meet them sometimes in the Woody End.'}", + "The Fair Folk of Eriador have dwelt in the Westlands since before the drowning of Beleriand. They are all members of the Firstborn, displaying a wisdom beyond the reach of Men. They rarely leave their sanctuaries in the Grey Havens, for these are their fading years.", + "More and more leave Middle-earth sailing West on grey ships, never to return. Those who still remain live mostly along the western coasts, where once were found great kingdoms of their kindred.", + { + "type": "entries", + "name": "Description", + "entries": [ + "All Elves are endowed with tremendous vitality and great vigour. They are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.", + "In battle, most Elves carry bows and spears. Many wield swords too, but by ancient tradition some still favour axes." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "For the most part, Elves bear names fashioned in their own, fair tongue\u2013the Sindarin speech.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Aranel, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Amras, Aredhel, Beleganor, Belegon, Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pelegorn, Sargon." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Elf.webp" + }, + "width": 1700, + "height": 1266 + } + ] + }, + { + "name": "Elf (Lindon)", + "source": "TLotRR", + "_copy": { + "name": "Elf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "The Elves of Lindon are an ancient and wise folk, ruled by Círdan the Shipwright. Wandering Companies can at times be encountered on the roads leading east beyond the Tower Hills in spring and autumn." + ] + } + } + } + } + }, + { + "name": "Hobbit", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i ...he wished to go and see the great mountains, and hear the pine-trees and the waterfalls, and explore the caves, and wear a sword instead of a walking-stick.}", + "Hobbits are a small and merry folk, possessing a love for time-honoured traditions and respectable ways, and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an unchanging world, as they have since anyone can remember. At least, in their land, the Shire.", + "But since the return of Mr Bilbo Baggins from his adventure with a group of Dwarves and a travelling Wizard, something has changed. Stories about remote lands, dark woods, Giants, Elves, and forgotten halls beneath the earth have started to circulate among Hobbits of a more adventurous sort. And with every year, another one or two discreetly disappear to go and have adventures.", + { + "type": "entries", + "name": "Description", + "entries": [ + "Hobbits are much smaller than Men, even smaller than Dwarves, and might be mistaken for children of Men by those who do not know of their existence. They have never been warlike, but for all their gentle appearance they are surprisingly tough, and difficult to intimidate or kill. A merry folk, Hobbits possess a cheerful spirit and a friendliness that makes them good companions.", + "When pushed to resort to weapons, Hobbits choose short swords and hunting bows, which they can shoot with uncanny precision." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "Hobbit names are composed of a first name and a family name. First names for men are usually simple and short, with women being often given names of flowers or precious stones, but among the older families a custom survives of giving more heroic and high-sounding names, whose origin can be traced back to a time before the Shire.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Adaldrida, Amaranth, Asphodel, Belba, Bell, Berylla, Camellia, Daisy, Eglantine, Estella, Gilly, Hanna, Lily, Malva, Marigold, May, Melilot, Menegilda, Mentha, Mirabella, Myrtle, Pearl, Peony, Pervinca, Pimpernel, Primrose, Primula, Prisca, Rosamunda, Ruby, Salvia." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Andwise, Berilac, Bungo, Cottar, Doderic, Dudo, Erling, Fastred, Ferumbras, Folco, Gorhendad, Griffo, Halfred, Hamson, Ilberic, Isembold, Isengar, Longo, Marmadas, Marroc, Mungo, Odo, Orgulas, Otho, Posco, Reginard, Robin, Rudigar, Sadoc, Saradas, Tobold, Tolman." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "entries": [ + "Baggins, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Grubb, Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Smallburrow, Took, Twofoot, Whitfoot." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Hobbit.webp" + }, + "width": 1700, + "height": 1280 + } + ] + }, + { + "name": "Hobbit (Fallohide)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Originally a northerly branch, Fallohides were bold and adventurous, possessing more skill in language and song than any other craft." + ] + } + } + } + } + }, + { + "name": "Hobbit (Harfoot)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Harfoots were friendly with Dwarves in ancient times, sharing their love of living underground and possessing neat and nimble hands." + ] + } + } + } + } + }, + { + "name": "Hobbit (Stoor)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Heavier in build than most Hobbits, Stoors favoured riversides and were more familiar with Men than most Hobbits." + ] + } + } + } + } + }, + { + "name": "Man of Bree", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i \"...four miles along the Road you'll come upon a village, Bree under Bree-hill, with doors looking westward.\"}", + "The inhabitants of the Bree-land and its four villages lying about Bree-hill are the descendants of the ancient people that first dwelt in the region known today as Eriador, the Lonelands. Few have survived the turmoils that have ravaged the area, but they are still there now.", + "Today, the Men of Bree live at an old meeting of ways, and even if the traffic was far greater in former days, travellers of various sorts still make their way along those roads. Whoever enters the common room of the Inn of Bree is sure to hear strange tales and news from afar, and maybe be swept away by them.", + { + "type": "entries", + "name": "Description", + "entries": [ + "Most Men of Bree are brown-haired and rather short, and tend to be stocky and broad. This, combined with their cheerful disposition, is the reason why they do not appear as outlandish as most foreigners do to their neighbours, the inhabitants of the Shire. But like Hobbits, their appearance can be deceiving: the Men of Bree can be simple and friendly, but they are independent and wise in their own way.", + "Not being of a warlike disposition, the Bree-folk favour simple weapons, derived from everyday tools and hunting implements." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "The Men of Bree use names that to foreign ears sound similar to those used by Hobbits in the Shire (Hobbits beg to differ, of course).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose, Sage, Tilly, Violet." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy, Perry, Sid, Tom, Harry." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "entries": [ + "Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot, Thistlewool, Wayward." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Man of Bree.webp" + }, + "width": 1700, + "height": 1230 + } + ] + }, + { + "name": "Ranger of the North", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i ...in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin.}", + "The Rangers of the North are a secret people, severely diminished in number with the passing of a thousand years. They wander in disguise among the ruins of what was once their kingdom of Arnor, tirelessly patrolling its many paths and roads.", + "While the years have lengthened, the task of the Rangers has always been the same: to keep the folk of Eriador free from care and fear. They labour secretly, keeping to themselves, and rarely giving their names to the travellers they save or to the folk whose farms they guard at night, when evil things come out from dark places.", + { + "type": "entries", + "name": "Description", + "entries": [ + "The Rangers are the last descendants in the North of the Dúnedain, kings among Men that once came to Middle-earth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men. They are often silent and grim of countenance, and look wise and mature beyond their years.", + "When in the Wild, the Rangers of the North wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, with ample hoods that can be cast over a worn helm." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "The Rangers of the North retain an ancient tradition of naming their children using the Sindarin speech.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan, Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Ranger of the North.webp" + }, + "width": 1700, + "height": 1175 + } + ] + } + ], + "feat": [ + { + "name": "Against the Unseen", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Elves can perceive creatures that dwell in the wraith-world, be they spirits or ghosts, even when they are normally {@condition invisible} to the eyes of the living and appear only as a chilling whisper of voices. You have learnt to strengthen your heart against such terrors.", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws, and you cannot be {@condition frightened} by Undead creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Art of Disappearing", + "source": "TLotRR", + "page": 86, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "expertise": [ + { + "stealth": true + } + ], + "entries": [ + "Hobbits are said to have little or no magic about them, but the way they can choose to disappear quickly and quietly can be described by others only as supernatural. You have learnt to choose exactly the right moment to turn away from the attention of others, sometimes unconsciously anticipating the need to disappear.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any Dexterity ({@skill Stealth}) check you make.", + "You can try to hide even when you are only lightly obscured from the creature from which you are hiding." + ] + } + ], + "hasFluff": true + }, + { + "name": "Baruk Khazâd!", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The {@language Khuzdul|TLotRR|secret tongue of the Dwarves} is guarded as a treasure of the past, yet their battle-cry is well-known and feared by their foes.", + { + "type": "list", + "items": [ + "You can use a bonus action on your turn to force each hostile creature that can hear and see you within 30 feet of you to make a Charisma ({@skill Intimidation}) check (DC 8 + your proficiency bonus + your choice of your Strength or Charisma modifier). On a failed check, the creature becomes {@condition frightened} of you until the end of your next turn. {@action Attack} rolls against creatures {@condition frightened} in this way have advantage. Once you use this virtue, you cannot use it again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Beast-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the Loremaster's discretion, such as delivering a letter, or a verbal message to someone who can also speak with beasts.", + "In addition, as an action you can spend a craft slot and choose a beast that you can see within 30 feet of you. It must be able to see and hear you. Make a Wisdom ({@skill Animal Handling}) check, contested by the target's Wisdom ({@skill Insight}) check. If you win the contest, the beast is {@condition charmed} by you for 24 hours or until you or your companions do anything harmful to it. If you obtain a magical success and the target is a beast with a challenge rating of 1/8 or lower, you can make the beast permanently {@condition charmed} by you, until you dismiss it, harm it, or make another beast permanently charmed by you. A beast automatically wins the contest if its Intelligence score is 4 or higher. When you reach 5th level, you can affect one additional beast, or two additional beasts at 9th level." + ], + "hasFluff": true + }, + { + "name": "Brave at a Pinch", + "source": "TLotRR", + "page": 86, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "One of the Wise once said that you have to put a Hobbit in a tight place before you find out what is in them. You prefer to avoid finding yourself in one, but you are also sure you would be able to take good care of yourself in the circumstances.", + { + "type": "list", + "items": [ + "Whenever a hostile creature or harmful effect imposes a condition on you, you suffer one or more levels of {@condition exhaustion}, or you drop to half or less of your maximum hit points, you gain inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Bree-Pony", + "source": "TLotRR", + "page": 88, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "Bree-ponies are very similar to their owners, the Bree-folk\u2014they don't seem to have anything special compared to their peers in other parts of Middle-earth, and yet some of them display uncommon courage and exceptional memory. You have acquired an unusually brave and intelligent beast that follows you everywhere.", + { + "type": "list", + "items": [ + "Your pony uses your proficiency bonus rather than its own, and adds your proficiency bonus to each of its ability scores, AC, and to any ability check or saving throw that it makes.", + "Your pony has a number of Hit Dice equal to your character level instead of its normal Hit Dice (minimum 2).", + "Your pony obeys your commands. In combat, it takes its turn on your initiative and acts and moves as you direct it (no action required by you), or on its own if you are absent or {@condition incapacitated}. It cannot make {@action opportunity attack||opportunity attacks}, and its only action options are {@action Dash}, {@action Disengage}, and {@action Dodge}, unless you spend an action on your turn to command it to take another action. If your pony dies, you can acquire a new one during the next Yule Fellowship Phase." + ] + } + ], + "hasFluff": true + }, + { + "name": "Broken Spells", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "In ancient times, the Dwarves made mighty spells. You have been taught fragments of old enchantments that retain some power to this day.", + { + "type": "list", + "items": [ + "Choose any combination of three skills or tools you are proficient with. Whenever you make an ability check that uses one of the chosen proficiencies, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Confidence", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "Overcoming difficulties has reinforced your spirit and renewed your faith in a brighter future.", + { + "type": "list", + "items": [ + "You gain proficiency in saving throws using Intelligence, Wisdom, or Charisma (your choice)." + ] + } + ] + }, + { + "name": "Craft", + "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", + "category": [ + "Craft" + ], + "progression": { + "*": 1 + } + } + ] + }, + { + "name": "Dark for Dark Business", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "Your kind is not troubled by mere darkness in itself, as most members of other cultures are. On the contrary, you have grown to like the dark better than the light, finding yourself at ease in its cold embrace.", + { + "type": "list", + "items": [ + "Dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight.", + "When you are in dim light, in darkness, or underground, and you make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Deadly Archery", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Elves possess a natural talent for hitting the mark when using their bows. You have honed this talent almost to perfection, and your arrows find their target with uncanny precision.", + { + "type": "list", + "items": [ + "As a bonus action, you can give yourself advantage on your next ranged weapon attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn." + ] + } + ], + "hasFluff": true + }, + { + "name": "Defiance", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Many realms have risen and fallen in the Lone-lands of Eriador since the Elder Days. Only ruins remain to mark their boundaries. Yet, the Bree-men have endured, revealing an unexpected reserve of strength and vigour in the face of adversity.", + { + "type": "list", + "items": [ + "As a bonus action, you can spend one Hit Die to heal yourself." + ] + } + ], + "hasFluff": true + }, + { + "name": "Desperate Courage", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have lived all your life on the edge of the Wild, but the worst news that has come to Bree in your time concerned only brigands or packs of hungry wolves. You don't know yet what the likes of you can do against the Shadow in the East, but you are sure you will stand against it, no matter the cost.", + { + "type": "list", + "items": [ + "Whenever you gain Shadow points, you also gain inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Dour-Handed", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "Your blows have become more forceful and your aim steadier, allowing you to do greater harm.", + { + "type": "list", + "items": [ + "You gain a +1 bonus to weapon damage rolls using Strength." + ] + } + ] + }, + { + "name": "Dragon-Slayer", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "The legend of Bard the Bowman has inspired many young men and women from Dale, so much that they long to prove their worth with the killing of a great monster. As many more before you, you have long pondered on the ways to deal with creatures of size, hoping one day to gain renown defeating them.", + { + "type": "list", + "items": [ + "You have advantage on attack rolls against Large or larger creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Durin's Way", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "The Dwarves have fought many wars in deep places beneath the earth. You have been taught how to best defend yourself while fighting underground. As a result, you know how to exploit corners, darkness and other natural obstacles to your advantage.", + { + "type": "list", + "items": [ + "When you have half or three-quarters cover, you gain an additional +1 bonus to AC and Dexterity saving throws.", + "Other creatures do not gain advantage on attack rolls against you as a result of being unseen by you." + ] + } + ], + "hasFluff": true + }, + { + "name": "Dwarf-Friend", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "The days of the Dragon have forged a strong alliance between the Bardings and the Dwarves of Erebor.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any Charisma ({@skill Persuasion}) check you make. In addition, you have advantage on Charisma ({@skill Persuasion}) checks made when interacting with Dwarves.", + "Increase the Fellowship rating of your Company by 1.", + "When you are within 5 feet of a friendly Dwarf and at least one of you isn't {@condition incapacitated}, and a creature you or the Dwarf can see attacks you or the Dwarf, you can spend a Fellowship point to impose disadvantage on the attack roll." + ] + } + ], + "hasFluff": true + }, + { + "name": "Elbereth Gilthoniel!", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The name of Elbereth, the Queen of the Stars, is revered by all the Eldar still dwelling in Middle-earth. You have resorted to calling on her name in moments of great need, asking the Kindler to bestow her grace upon you.", + { + "type": "list", + "items": [ + "When you are not {@condition miserable|TLotRR} and make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Elvish Spirit", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "The spirit of Elves is so strong that their bodies recover swiftly from many ills and injuries. You can recover from your exertions while awake, finding repose in the secret way of your folk.", + { + "type": "list", + "items": [ + "If you meditate for at least 4 hours, you can reduce your {@condition exhaustion} level by 1 and regain all lost hit points. You cannot use this virtue if you've had a long rest within the last 24 hours, or if you have 0 hit points. Once you use this virtue, you cannot use it again until you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Endurance of the Ranger", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "They say that a Ranger with a clear trail to follow can never be weary. You hope the saying will prove true, as it will be your fate to often travel in haste, to seek distant lands on urgent errands or to relentlessly hunt your enemies.", + { + "type": "list", + "items": [ + "You have advantage on Constitution saving throws." + ] + } + ], + "hasFluff": true + }, + { + "name": "Fierce Shot", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "The Black Arrow that brought down Smaug the Dragon may have been fated to do so, but the hand that sent it flying so fiercely was exceedingly strong. When you throw a spear or bend your bow, you make sure that your grip is steady and your aim true.", + { + "type": "list", + "items": [ + "When making an attack with a ranged weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", + "If you move no more than half your speed on the same turn and you hit a creature with a ranged weapon attack, you can use a bonus action to cause the attack to deal {@damage 1d4} extra damage of the weapon's type." + ] + } + ], + "hasFluff": true + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You can choose a fighting style option from the Champion's {@classFeature Fighting Style|Champion|TLotRR|1|TLotRR} feature. As normal, you cannot take a Fighting Style option more than once.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + }, + { + "name": "Foresight of their Kindred", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "The Rangers of the North still possess a measure of the foresight that their ancestors possessed in full. In the Twilight of the Third Age, this gift manifests as a sense of watchfulness, and of fear, arising to warn a Ranger of a danger that has not yet come to pass.", + { + "type": "list", + "items": [ + "You have a number of foresight points equal to your Wisdom modifier (minimum 1). Whenever you or a creature that you can see make an ability check, attack roll, or saving throw, you can spend one foresight point to reroll the {@dice d20} and must use the new roll. You can choose to spend one of your foresight points after the roll, but before the outcome is determined. You can also spend one foresight point after a roll on the Journey Events table. Roll a {@dice d20}, and then choose whether the Loremaster uses their roll or yours. You regain your expended foresight points when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Friendly and Familiar", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "expertise": [ + { + "insight": true + } + ], + "entries": [ + "Since you started your adventures, you have realised that your folk's custom of trading with foreigners may help you in your endeavours. Your nice manners and friendly demeanour easily gain the sympathies of those you meet, and your ability to inquire about the doings of strangers without letting curiosity get the better of you provides you with many opportunities to learn from those you meet along the way.", + { + "type": "list", + "items": [ + "Increase the Fellowship rating of your Company by 1.", + "Your proficiency bonus is doubled for any Wisdom ({@skill Insight}) check you make. In addition, you have advantage on the first Charisma ({@skill Persuasion}) check you make when interacting with Dwarves, Elves, Hobbits, and Men (other than the Dúnedain)." + ] + } + ], + "hasFluff": true + }, + { + "name": "Gleam of Wrath", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your folk have seen many defeats, and many fruitless victories in their wars against the Shadow. The deadly rage that your kindred harbour for the Enemy infuses your weapons with a gleam of chill flame.", + { + "type": "list", + "items": [ + "As a bonus action, you can make a melee weapon that you are wielding emit dim light in a radius equal to its reach until the start of your next turn. The light is sunlight. While the weapon gleams, it also deals radiant damage instead of its normal type.", + "When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add it as extra radiant damage." + ] + } + ], + "hasFluff": true + }, + { + "name": "Hand-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "This craft is not meant to cover the whole range of abilities of smiths, wrights, and other artisans, but reflects a talent for making things with superior skill and cunning. During a Fellowship Phase, you can spend a craft slot and choose a non-magical item in your possession. You must be proficient with the tools related to the item you choose, and you might also need access to special materials or locations, such as a forge. If a feature lets you add double your proficiency bonus with a tool, you can select two item related to that tool instead of one. Then, choose one of the following options for each item:", + { + "type": "list", + "items": [ + "If it's a suit of armour or a shield, it is upgraded with a reward (see {@book Chapter 4|TLotRR|3|Rewards List}). When you reach 5th level, a creature also gains a +1 bonus to Armour Class while wearing or holding it.", + "If it's a weapon, it is upgraded with a reward. If you can obtain a magical success with the tools used, the weapon can also become magical. When you reach 5th level, a creature also gains a +1 bonus to attack and damage rolls made with it.", + "If it's any other item, choose a skill somehow related to the item, for example {@skill Stealth} if the item is a cloak, or {@skill Athletics} if the item is a pair of boots. A creature holding or wearing the item gains a Blessing die (see {@book Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items}) on ability checks using that skill. If you can obtain a magical success with the tools used, the item can instead become a Marvellous Artefact with a blessing affecting the chosen skill (see {@book Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items})." + ] + }, + "Each of the above options can only be chosen once for each item, and you cannot regain a craft slot expended in this way until the next Fellowship Phase, when you can withdraw the bonuses granted by that slot and regain the slot, if you wish." + ], + "hasFluff": true + }, + { + "name": "Hardiness", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Your determination and stamina have improved through hardship and toil.", + { + "type": "list", + "items": [ + "Your hit point maximum increases by an amount equal to your level when you gain this virtue. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point." + ] + } + ] + }, + { + "name": "Heir of Arnor", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The days of your folk have darkened, and not many of you remain; but ever the memory of the Kings is passed from generation to generation. An artefact going back to the days of Lost Arnor has been in your family's possession for unbroken generations. Now you have been deemed worthy to become its keeper.", + { + "type": "list", + "items": [ + "With the help of the Loremaster, use the {@book rules in Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items} from {@i The Lord of the Rings Roleplaying} to create either a Wondrous Item, or a Famous Weapon possessing a single enchanted reward. The item is generally of Númenórean craftsmanship, but might even be of Elven or Dwarven make. If it is a Famous Weapon, it can be upgraded with up to two non-enchanted rewards, as if it was a normal item." + ] + } + ], + "hasFluff": true + }, + { + "name": "High Destiny", + "source": "TLotRR", + "page": 83, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Stories tell that those who belong to the race of Dale are destined for greatness, a fact proven true by your King and his story. Do you share the same destiny of those of the line of Girion?", + { + "type": "list", + "items": [ + "You have advantage on death saving throws.", + "Whenever you become stable, you also regain 1 hit point." + ] + } + ], + "hasFluff": true + }, + { + "name": "Hit Die", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "repeatable": true, + "entries": [ + "You gain a Hit Die, a {@dice d6}, and your hit points maximum increases by {@dice 1d6} (or 4) + your Constitution modifier.", + { + "type": "entries", + "name": "Special", + "entries": [ + "You may take this feature multiple times." + ] + } + ] + }, + { + "name": "Leech-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "You are skilled, according to ancient traditions, in the healing of wounds and sickness. As an action, you can spend a craft slot to tend to a creature within 5 feet of you and make a {@dc 10} Intelligence ({@skill Medicine}) check. You can spend one use of a {@item healer's kit|PHB} to replace the {@dice d20} roll with a 10. If you succeed, the creature regains a number of hit points equal to your check result minus 10 (minimum 1 hit point).", + "When you reach 5th level, on a successful check you can alternatively cure the target of one disease or neutralise one poison affecting it." + ], + "hasFluff": true + }, + { + "name": "Mastery", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 1 + } + ] + } + ], + "expertise": [ + { + "anyProficientSkill": 1 + }, + { + "anyProficientTool": 1 + } + ], + "entries": [ + "You have practised certain skills until they have become as natural as breathing.", + { + "type": "list", + "items": [ + "You gain one skill, tool, or weapon proficiency of your choice.", + "Choose one of your skill or tool proficiencies. You gain Expertise with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it." + ] + } + ] + }, + { + "name": "Memory of Ancient Days", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "Long centuries and uncounted generations of Men seem but a little while to the Elves. Your memories go back to a time before Eriador became desolate, and your knowledge of the land is returning to you now that you are travelling again outside the boundaries of your realm.", + { + "type": "list", + "items": [ + "You can give yourself a bonus to {@book pathfinding checks|TLotRR|4|2. Make Pathfinding Checks} equal to your Intelligence modifier (minimum of +1).", + "When you are targeted by a journey event, the roll on the Journey Events table is done as if you were in a Border Land if you are in a Wild Land, and as if you were in a Wild Land if you are in a Dark Land." + ] + } + ], + "hasFluff": true + }, + { + "name": "Nimbleness", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Your skill (or fortune?) in battle has increased with your growth in experience.", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC. You lose this bonus if you are {@condition incapacitated} or wielding a shield." + ] + } + ] + }, + { + "name": "Prowess", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 2 + }, + "hidden": true + }, + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + }, + "hidden": true + } + ], + "entries": [ + "Adventuring has honed your inborn talents.", + { + "type": "list", + "items": [ + "Increase one ability score of your choice by 2, or two ability scores of your choice by 1, to a maximum of 20." + ] + } + ] + }, + { + "name": "Reward", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "repeatable": true, + "entries": [ + "You choose a reward (see {@book Chapter 4|TLotRR|3|Rewards}).", + { + "type": "entries", + "name": "Special", + "entries": [ + "You may take this feature multiple times." + ] + } + ] + }, + { + "name": "Royalty Revealed", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your kin belong to a bloodline of kings, but they have learnt to hide from their enemies in the twilight years of their kingdom. Should you choose to reveal your heritage, your noble bearing will cause your allies to cast away their doubts. You reveal yourself by shouting an ancestral battle-cry, or unsheathing a weapon of high lineage, or by showing a device or coat of arms.", + { + "type": "list", + "items": [ + "As a bonus action, you can choose to reveal your lineage. When you do so, choose a number of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you, up to twice your proficiency bonus. Until the end of your next turn, each creature gains advantage on attack rolls and Charisma ({@skill Intimidation}) checks, and is immune to being {@condition frightened}. It also gains temporary hit points equal to your choice of your Strength or Charisma modifier (minimum 1). These temporary hit points last until they are depleted or the creature finishes a short or long rest. Once you use this virtue, you cannot use it again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Rune-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You can now read and write runic inscriptions. You can use the runes to convey secret messages to other creatures who know them, or whom you previously instructed in their meaning.", + "At the end of a short or long rest, you can spend a craft slot and choose a magical item in the Company's possession. Make an Intelligence ({@skill Old Lore|TLotRR}) check. The DC is 10 for a Marvellous Artefact, 15 for a Wondrous Item, or 20 for a Famous Weapon or Armour. If you succeed, you learn all there is to be discovered about the item's qualities, and whether it is cursed or not.", + "In addition, during a Fellowship Phase, you can spend a craft slot to inscribe runes of power on a non-magical item of your choice, or on two items when you reach 5th level. You must be proficient with the tools related to the substance of which the item you choose is made ({@item smith's tools|PHB} for metal, {@item woodcarver's tools|PHB} for wood, etc.). While a creature holds or wears the item, it gains a +1 bonus to saving throws. If the item is a shield or a weapon, you may attribute it a bane instead (see {@book Chapter 7|TLotRR|6|Famous Weapons and Armour}). Choose a creature type among Evil Men, Orcs, Spiders, Trolls, Undead, or Wolves. If the item has one or more rewards, their effects are doubled against bane creatures (for example, a Keen weapon scores a critical hit on a roll of 18\u201320 against bane creatures). The runes can only be inscribed once on each item, and you cannot regain a craft slot expended in this way until the next Fellowship Phase, when you can cancel the runes inscribed with that slot and regain the slot, if you wish." + ], + "hasFluff": true + }, + { + "name": "Small Folk", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Hobbits are a little people, but their resourcefulness far exceeds their stature. You have learnt how to exploit your small size to your advantage in a fight.", + { + "type": "list", + "items": [ + "Medium or larger creatures cannot gain advantage on attack rolls against you while you are not {@condition incapacitated}.", + "You don't provoke {@action opportunity attack||opportunity attacks} from Medium or larger creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You gain the {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} feature. The extra damage is {@dice 1d6}.", + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Song-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You have been trained in the art of singing, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of the mighty singers of old. As an action, you can spend a craft slot and make a Charisma ({@skill Performance}) check, contested by the Intelligence ({@skill Riddle|TLotRR}) check of each creature of your choice within 30 feet of you that can hear you. A creature can choose to fail its ability check if it wishes. For each target against which you win the contest, choose one of the following options:", + { + "type": "list", + "items": [ + "You can suppress any effect causing the target to be {@condition charmed} or {@condition frightened} until the end of your next turn. This effect ends if the target can no longer hear you.", + "You can make the target indifferent about creatures of your choice that it is hostile towards until the end of your next turn. The target also has disadvantage on Wisdom ({@skill Perception}) checks made to perceive any creature other than you for the same duration. This effect ends if the target can no longer hear you, it is harmed, or if it witnesses any of its friends being harmed.", + "Until the end of your next turn, whenever the target makes an attack roll or a saving throw, the target must roll a {@dice d4} and either add the number rolled to the attack roll or saving throw (if the target is friendly to you), or subtract it (if the target is hostile). This effect ends if the target can no longer hear you." + ] + }, + "When you reach 5th level, you can use a bonus action on each of your turns to extend the duration of each of these effects on all targets until the end of your next turn, up to 1 minute." + ], + "hasFluff": true + }, + { + "name": "Speech-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You are a student of {@language Sindarin|TLotRR} and {@language Quenya|TLotRR}, the Ancient Tongue, and have advantage on Charisma checks when interacting with Elves.", + "In addition, as an action you can spend a craft slot and choose a creature other than an Elf, or a Wizard, or a similarly powerful creature, within 30 feet of you who can hear you. Then, choose one of the following options:", + { + "type": "list", + "items": [ + "Make a Charisma ({@skill Intimidation}) check contested by the target's Charisma ({@skill Intimidation}) check. A target has advantage on this check if it is Large or larger or if it cannot understand you. If you win the contest, the target is {@condition frightened} of you for 1 minute. The {@condition frightened} target can make a Charisma ({@skill Intimidation}) check against your passive Charisma ({@skill Intimidation}) score at the end of each of its turns, ending the effect on itself on a success. When you reach 5th level, you can target one additional creature, or two additional creatures at 9th level.", + "Make a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check contested by the target's Wisdom ({@skill Insight}) check. A target has advantage on this check if it is immune to being {@condition charmed} or if it cannot understand you. If you win the contest, you can speak a one-word command that the target must follow on its next turn, if it can and if the command is not directly harmful to it. Once the target has executed the command, it ends its turn. Some typical commands include {@i \"Fall!\"} (the target falls {@condition prone}), {@i \"Flee!\"} (the target moves away from you), and {@i \"Halt!\"} (the target doesn't move and takes no actions), and the effect may be considered a Misdeed depending on the circumstances. When you reach 5th level, you can target one additional creature, or two additional creatures at 9th level." + ] + } + ], + "hasFluff": true + }, + { + "name": "Stone-Hard", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "The Dwarves were made to be strong to endure, for they came unto the world when a great evil ruled Middle-earth. As long as your spirit supports your strength you can resist any hurt of body more hardily than most.", + { + "type": "list", + "items": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Stout-Hearted", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Living for many a year under the ever-present menace of Smaug the Dreadful has made the Bardings a courageous race. After all, there are not many creatures more fearsome than a great Dragon...", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws, and you cannot be {@condition frightened} by non-undead creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Strange as News from Bree", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "skillProficiencies": [ + { + "investigation": true + } + ], + "expertise": [ + {}, + { + "investigation": true + } + ], + "entries": [ + "It is indeed true that the affairs of the four villages are the chief concern of the Bree-folk, but the most inquisitive among the inhabitants are always ready to gather what tidings come from distant lands. You have learnt that listening to the strange tales that travellers often talk about can prove to be very precious.", + { + "type": "list", + "items": [ + "You gain proficiency in the {@skill Investigation} skill. If you are already proficient, you add double your proficiency bonus to checks you make with it.", + "During each Fellowship Phase, you can receive a rumour from the Loremaster." + ] + } + ], + "hasFluff": true + }, + { + "name": "Strength of Will", + "source": "TLotRR", + "page": 91, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have been raised in a land dotted with desolate ruins and burial mounds. You have heard the dead whisper with cold voices out of lonely barrows, while ghostly lights dance on haunted hills. When your will strengthens your heart, there is hardly anything in this world that can dismay you.", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws.", + "Whenever you must make a Charisma saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (minimum +1)." + ] + } + ], + "hasFluff": true + }, + { + "name": "Sure at the Mark", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "weaponProficiencies": [ + { + "improvised": true + } + ], + "entries": [ + "Hobbits are nimble and keen-eyed, qualities that make them good archers. You have honed this natural talent to perfection, so much so that you just need to stoop for a stone to find yourself armed with a deadly weapon.", + { + "type": "list", + "items": [ + "You are proficient with improvised weapons.", + "When making a ranged attack with an improvised weapon, you can use your choice of your Strength or your Dexterity modifier for the attack and damage rolls.", + "As a bonus action, you can give yourself advantage on your next ranged attack roll on the current turn. You can use this bonus action only if you haven't taken reactions during this turn, and after you use the bonus action, you cannot take reactions until the start of your next turn." + ] + } + ], + "hasFluff": true + }, + { + "name": "The Art of Smoking", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "expertise": [ + { + "pipe|TLotRR": true + } + ], + "entries": [ + "You have mastered the art of smoking pipe-weed, and you always carry your {@item pipe|TLotRR} with you, as well as a bag of tobacco, for using it grants you patience and clarity of mind.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any ability check you make with {@item pipe|TLotRR|pipes}.", + "You can use your {@item pipe|TLotRR} to gain inspiration a number of times equal to your proficiency bonus, instead of once, before you need to finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "The Language of Birds", + "source": "TLotRR", + "page": 83, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "Stories told in the North say how Dalemen can become so wise as to comprehend the speech of birds, and so by understanding their song be forewarned of impending threats, or be able to spot a weakness in their enemies' defences.", + { + "type": "list", + "items": [ + "You can comprehend and verbally communicate with birds, and you can obtain a magical success on any Intelligence ({@skill Nature}) and Wisdom ({@skill Animal Handling}) check related to birds.", + "When you are outside and you make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Three is Company", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "The Wise say that it is sometimes best to trust to friendship than to great wisdom. This is particularly true for Hobbits, as everyone knows that it is hardly possible to separate them from their friends. You have given your trust to your fellow Company members, and a true friendship has grown from the bond unifying you.", + { + "type": "list", + "items": [ + "Increase the Fellowship rating of your Company by 1.", + "Whenever you or a companion you can see spend a Fellowship point, choose a number of companions (which can include yourself) who can see or hear you, up to your proficiency bonus. Each of those companions gains inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Tough as Old Tree-Roots", + "source": "TLotRR", + "page": 88, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "They say that Hobbits are difficult to dismay or kill, and that they recover their health at a prodigious pace if allowed to enjoy some peace and quiet. You have discovered that you recover wonderfully from falls and bruises (at the cost of some considerable pain).", + { + "type": "list", + "items": [ + "When you would roll one or more Hit Dice to regain hit points, you instead use the highest number possible for each die." + ] + } + ], + "hasFluff": true + }, + { + "name": "Untameable Spirit", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "conditionImmune": [ + "charmed" + ], + "entries": [ + "Dwarves were made from their beginning to resist any form of domination. You have strengthened your resolve against all but the most subtle of the weapons of the Enemy.", + { + "type": "list", + "items": [ + "You are immune to being {@condition charmed}.", + "You have advantage on Intelligence saving throws." + ] + } + ], + "hasFluff": true + }, + { + "name": "Virtue", + "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", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "*": 1 + } + } + ] + }, + { + "name": "Ways of the Wild", + "source": "TLotRR", + "page": 91, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "explore|tlotrr", + "hunting|tlotrr", + "travel|tlotrr" + ] + } + } + ], + "entries": [ + "The Rangers of the North roam ceaselessly, hunting for wicked things and guarding all frontiers. For you the Wild has become as familiar as the road that leads home is familiar to Hobbits, and the land itself may reveal useful tidings.", + { + "type": "list", + "items": [ + "During a journey, you can take on multiple roles without penalties.", + "You gain proficiency in one of the following skills of your choice: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, or {@skill Travel|TLotRR}. If you are already proficient in each of them, you add double your proficiency bonus to checks you make with one of them of your choice.", + "When you make a Wisdom check using a skill in which you are proficient, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Weapon-Craft", + "source": "TLotRR", + "page": 66, + "category": "Craft", + "weaponProficiencies": [ + { + "choose": { + "fromFilter": "type=martial weapon;simple weapon|miscellaneous=mundane" + } + } + ], + "entries": [ + "Choose a type of weapon. You gain proficiency with this weapon if you don't already have it. When you attack with that type of weapon and the weapon is {@itemProperty F||finesse} or ranged, you can use your choice of your Intelligence, Wisdom, or Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", + "In addition, when you hit a creature with the chosen weapon, you can spend a craft slot to roll a number of additional weapon damage dice on the damage roll. The number of additional weapon damage dice is equal to your proficiency bonus." + ], + "hasFluff": true + }, + { + "name": "Wood-Craft", + "source": "TLotRR", + "page": 66, + "category": "Craft", + "entries": [ + "You are familiar with the difficulties encountered when crossing wild lands, and with the ways of overcoming them. You can make an Intelligence ({@skill Nature}) check in place of any Wisdom ({@skill Explore|TLotRR}) or Wisdom ({@skill Hunting|TLotRR}) check.", + "In addition, you can spend 1 hour and a craft slot to make an Intelligence ({@skill Nature}), Wisdom ({@skill Explore|TLotRR}), or Wisdom ({@skill Hunting|TLotRR}) check (your choice). The DC is determined by the terrain type the Company is currently traversing (as if a journey event was taking place there; see {@book Chapter 5|TLotRR|4|Event Resolution}). The check has disadvantage if it is autumn or winter. If you succeed, choose one of the following options:", + { + "type": "list", + "items": [ + "Choose a number of creatures equal to your check result minus the terrain DC (minimum 1), which can include yourself. For 1 hour, each of those creatures has a +5 bonus to its Dexterity ({@skill Stealth}) checks. When you reach 5th level, the bonus increases to +10. If you obtain a magical success, the creatures also leave behind no tracks or other traces of their passage for the duration.", + "Choose a number of creatures equal to your check result minus the terrain DC (minimum 1), which can include yourself. For 8 hours, each of those creatures has a +5 bonus to its passive Wisdom ({@skill Perception}) score. When you reach 5th level, the bonus increases to +10. If you obtain a magical success, the creatures also gain {@sense tremorsense|MM} out to a range of 60 feet for the duration.", + "You forage a number of pounds of food and gallons of water equal to your check result minus the terrain DC (minimum 1). The food lasts for 24 hours, or 48 hours when you reach 5th level. If you obtain a magical success, each pound of food foraged in this way also restores 1 hit point to the creature eating it during a short or long rest." + ] + } + ], + "hasFluff": true + } + ], + "featFluff": [ + { + "name": "Against the Unseen", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I also will come,\" said Legolas, \"for I do not fear the Dead." + ] + } + ] + }, + { + "name": "Art of Disappearing", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They possessed from the first the art of disappearing swiftly and silently, when large folk whom they do not wish to meet came blundering by..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Baruk Khazâd!", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Baruk Khazâd! Khazâd ai-mênu!\" An axe swung and swept back. Two Orcs fell headless. The rest fled." + ], + "skipMarks": true + } + ] + }, + { + "name": "Beast-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...and he has much lore of herbs and beasts, and birds are especially his friends." + ] + } + ] + }, + { + "name": "Brave at a Pinch", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "he is one of the best, one of the best\u2014as fierce as a dragon in a pinch." + ], + "skipMarks": true + } + ] + }, + { + "name": "Bree-Pony", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Bill the pony was with them, and as before he had a good deal of baggage, but he trotted along beside Sam and seemed well content." + ], + "skipMarks": true + } + ] + }, + { + "name": "Broken Spells", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...they spoke fragments of broken spells of opening..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dark for Dark Business", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "We like the dark,\" said the Dwarves. \"Dark for dark business! There are many hours before dawn." + ] + } + ] + }, + { + "name": "Deadly Archery", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...their small knives...would have been of no use against the arrows of the Elves that could hit a bird's eye in the dark." + ], + "skipMarks": true + } + ] + }, + { + "name": "Defiance", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Few had survived the turmoils of the Elder Days; but when the Kings returned again over the Great Sea they had found the Bree-men still there..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Desperate Courage", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Are you still willing to help me?\" \"I am,\" said Mr. Butterbur. \"More than ever." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dragon-Slayer", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I am Bard, and by my hand was the dragon slain and your treasure delivered." + ] + } + ] + }, + { + "name": "Durin's Way", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dwarf-Friend", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Nowhere are there any men so friendly to us as the Men of Dale." + ] + } + ] + }, + { + "name": "Elbereth Gilthoniel!", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Elbereth Gilthoniel!\" sighed Legolas as he looked up." + ], + "skipMarks": true + } + ] + }, + { + "name": "Elvish Spirit", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world." + ], + "skipMarks": true + } + ] + }, + { + "name": "Endurance of the Ranger", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Hardy is the race of Elendil!" + ] + } + ] + }, + { + "name": "Fierce Shot", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The great bow twanged...the arrow...smote and vanished, barb, shaft and feather..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Foresight of their Kindred", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "And I say to you: if you pass the doors of Moria, beware!" + ] + } + ] + }, + { + "name": "Friendly and Familiar", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...they were more friendly and familiar with Hobbits, Dwarves, Elves, and other inhabitants of the world about them than was (or is) usual with Big People." + ], + "skipMarks": true + } + ] + }, + { + "name": "Gleam of Wrath", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The Elves were the first to charge...Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them." + ], + "skipMarks": true + } + ] + }, + { + "name": "Hand-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The lesser rings were only essays in the craft before it was full-grown, and to the Elven-smiths they were but trifles\u2013yet still to my mind dangerous for mortals..." + ] + } + ] + }, + { + "name": "Heir of Arnor", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is the ring of Barahir,\" he said, \"the token of our kinship from afar; and here also are the shards of Narsil." + ] + } + ] + }, + { + "name": "High Destiny", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Bard is not lost!\" he cried. \"He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion..." + ] + } + ] + }, + { + "name": "Leech-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Alas!\" he cried. \"It was this accursed knife that gave the wound. Few now have the skill in healing to match such evil weapons. But I will do what I can." + ] + } + ] + }, + { + "name": "Memory of Ancient Days", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "But it is not your own Shire,\" said Gildor. \"Others dwelt here before hobbits were; and others will dwell here again when hobbits are no more." + ], + "skipMarks": true + } + ] + }, + { + "name": "Royalty Revealed", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. \"Elendil!\" he cried." + ], + "skipMarks": true + } + ] + }, + { + "name": "Rune-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "These look like good blades...They were not made by any troll, nor by any smith among men in these parts and day; but when we can read the runes on them, we shall know more about them." + ] + } + ] + }, + { + "name": "Small Folk", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "For they are a little people, smaller than Dwarves..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Song-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...for in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song..." + ] + } + ] + }, + { + "name": "Speech-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...for their forefathers had learned the Sindarin tongue, and this they handed on to their children as a matter of lore, changing little with the passing of the years." + ] + } + ] + }, + { + "name": "Stone-Hard", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They are a tough, thrawn race for the most part, secretive, laborious, retentive of the memory of injuries..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Stout-Hearted", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "To the lineage of Gondor he added the fearless spirit of the Northmen..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strange as News from Bree", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Strange as News from Bree was still a saying in the Eastfarthing, descending from those days, when news from North, South, and East could be heard in the inn..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strength of Will", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Does he feel no fear?\" muttered the Dwarf." + ], + "skipMarks": true + } + ] + }, + { + "name": "Sure at the Mark", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They shot well with the bow, for they were keen-eyed and sure at the mark. Not only with bows and arrows." + ], + "skipMarks": true + } + ] + }, + { + "name": "The Art of Smoking", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "And certainly it was from Bree that the art of smoking the genuine weed spread in the recent centuries..." + ], + "skipMarks": true + } + ] + }, + { + "name": "The Language of Birds", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he found he could understand its tongue, for he was of the race of Dale." + ], + "skipMarks": true + } + ] + }, + { + "name": "Three is Company", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "We hobbits ought to stick together, and we will. I shall go, unless they chain me up." + ], + "skipMarks": true + } + ] + }, + { + "name": "Tough as Old Tree-Roots", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They are a remarkable race,\" said the Warden, nodding his head. \"Very tough in the fibre, I deem." + ] + } + ] + }, + { + "name": "Untameable Spirit", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Though they could be slain or broken, they could not be reduced to shadows enslaved to another will..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Ways of the Wild", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Where sight fails the earth may bring us rumour,\" said Aragorn. \"The land must groan under their hated feet." + ] + } + ] + }, + { + "name": "Weapon-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...and though we still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, we esteem a warrior, nonetheless, above men of other crafts." + ] + } + ] + }, + { + "name": "Wood-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Let us be thankful that they are not hunting us: for they use poisoned arrows, it is said, and they are woodcrafty beyond compare." + ] + } + ] + } + ], + "reward": [ + { + "name": "Curse of Vengeance", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Spiteful:", + "entry": "You often repay real or imagined wrongs with vicious rudeness. Depending on the provocation, you may simply be very impolite, or downright insulting." + }, + { + "type": "item", + "name": "Brutal:", + "entry": "You react violently to provocations and show little restraint under most circumstances." + }, + { + "type": "item", + "name": "Cruel:", + "entry": "You don't care if your actions cause pain and suffering to others, and are needlessly savage with your enemies." + }, + { + "type": "item", + "name": "Murderous:", + "entry": "You become murderous when you start to consider killing as a perfectly natural way to achieve a goal or simply to make things go your way." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Dragon-Sickness", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grasping:", + "entry": "If you become grasping, you seek to accumulate gold and precious items above all else, just for the sake of possessing them." + }, + { + "type": "item", + "name": "Mistrustful:", + "entry": "When your prized possessions start to weigh you down and become a treasure to be guarded, even the good advice of friends appears to mask dubious intentions." + }, + { + "type": "item", + "name": "Deceitful:", + "entry": "You feel no shame in misleading others with lies and stratagems, as long as your machinations further your ends and corrupted needs." + }, + { + "type": "item", + "name": "Thieving:", + "entry": "You have discovered that anything you desire can be yours\u2014you just have to take it. You have earned the right to take all you want when you sacrificed the love of your peers and your own self-respect." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Lure of Power", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Resentful:", + "entry": "You risk becoming bitter and angry with the people you ought to lead. You often feel that you risk your life for individuals that fail to see the wisdom of your words." + }, + { + "type": "item", + "name": "Arrogant:", + "entry": "You don't miss an opportunity to underline your own importance, often belittling your peers and companions." + }, + { + "type": "item", + "name": "Overconfident:", + "entry": "Overconfidence denotes overweening pride, a sentiment that blinds you to your own limits and weaknesses. You endeavour to do anything you set your mind upon, regardless of the consequences that might befall others." + }, + { + "type": "item", + "name": "Tyrannical:", + "entry": "You escalate your actions and desires to the level of a just cause. Your disregard for the lives of others is so profound that you go to any lengths to achieve your ends, regardless of the cost or methods employed to accomplish them. Any dissenting opinion is considered as utter betrayal." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Lure of Secrets", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Haughty:", + "entry": "You don't easily recognise the wisdom found in the words and actions of others, and tend to turn aside all advice and offers of help." + }, + { + "type": "item", + "name": "Scornful:", + "entry": "You treat the propositions of others with disdain, making use of every opportunity to mock them for their presumed inadequacy." + }, + { + "type": "item", + "name": "Scheming:", + "entry": "You keep your thoughts and intentions to yourself at all times, never giving advice and heeding only your own judgement. You might sometimes agree with the propositions of others, but only to be free to follow your own choices later." + }, + { + "type": "item", + "name": "Traitorous:", + "entry": "When you become traitorous you cannot be trusted to keep your word. You are ready to betray your own friends and allies, if it would turn to your advantage." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Path of Despair", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Troubled:", + "entry": "You feel a sense of disquiet that makes it hard for you to read a situation clearly and offer counsel to others." + }, + { + "type": "item", + "name": "Wavering:", + "entry": "Caution can be the enemy of action, and when you become wavering you cannot set your mind upon a choice quickly and effectively. You vacillate between the various options you see before you." + }, + { + "type": "item", + "name": "Guilt-ridden:", + "entries": [ + "The curse of those who defend others is to feel remorse when their actions go amiss, pushing you to refuse any daring course of action." + ] + }, + { + "type": "item", + "name": "Fearful:", + "entry": "When you become fearful you are so beset by worries and concerns that you cannot force yourself to risk doing anything that will potentially endanger yourself and those you care for." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Wandering-Madness", + "source": "TLotRR", + "page": 146, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Idle:", + "entry": "It takes a lot to stir idle adventurers into action. You are easily distracted, and must be cajoled to fully participate in endeavours." + }, + { + "type": "item", + "name": "Forgetful:", + "entry": "Being forgetful indicates that you are often daydreaming and absent-minded, and find it difficult to remember even important things." + }, + { + "type": "item", + "name": "Uncaring:", + "entry": "When you become uncaring you lose touch with the world outside of yourself. You cannot bring yourself to feel compassion, and quickly lose interest in matters that do not concern you directly." + }, + { + "type": "item", + "name": "Cowardly:", + "entry": "You care only for your own safety under any circumstances, and will go to any lengths to save yourself when a threat arises." + } + ] + } + ], + "hasFluff": true + } + ], + "rewardFluff": [ + { + "name": "Curse of Vengeance", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"I wish I had Gandalf here! Curse him for his choice of you!...As for you, I will throw you to the rocks!\" he cried and lifted Bilbo in his arms." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dragon-Sickness", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he fell under the Dragon-sickness, and took most of the gold and fled with it, and died of starvation in the Waste, deserted by his companions." + ], + "skipMarks": true + } + ] + }, + { + "name": "Lure of Power", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "It is by our own folly that the Enemy will defeat us,\" cried Boromir. \"How it angers me! Fool! Obstinate fool! Running wilfully to death and ruining our cause." + ] + } + ] + }, + { + "name": "Lure of Secrets", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." + ] + } + ] + }, + { + "name": "Path of Despair", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Now the Company is all in ruin. It is I that have failed. Vain was Gandalf's trust in me. What shall I do now?" + ] + } + ] + }, + { + "name": "Wandering-Madness", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I feel I need a holiday, a very long holiday, as I have told you before. Probably a permanent holiday: I don't expect I shall return." + ] + } + ] + } + ], + "baseitem": [ + { + "name": "Ale or Mead, cup", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Ale or Mead, jug", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 6, + "currencyConversion": "M-E" + }, + { + "name": "Axe", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 50, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "S", + "dmg2": "1d8", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Battle Axe", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Bowls", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 8, + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Bread, loaf", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Cheese, hunk", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 5, + "currencyConversion": "M-E" + }, + { + "name": "Clarinet", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 120, + "currencyConversion": "M-E" + }, + { + "name": "Darts", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 1.5, + "value": 3, + "currencyConversion": "M-E" + }, + { + "name": "Feast (per person)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 100, + "currencyConversion": "M-E" + }, + { + "name": "Fiddle", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 1, + "value": 250, + "currencyConversion": "M-E" + }, + { + "name": "Hammer", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 20, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "hammer": true, + "weapon": true + }, + { + "name": "Harp", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 300, + "currencyConversion": "M-E" + }, + { + "name": "Heavy Hammer", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "hammer": true, + "weapon": true + }, + { + "name": "Herbalism Kit", + "source": "TLotRR", + "page": 74, + "type": "T", + "rarity": "none", + "weight": 3, + "value": 50, + "currencyConversion": "M-E", + "entries": [ + "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.", + "If you are proficient with the herbalism kit, during each Fellowship Phase you can collect medicinal plants and use them to create a number of herbal remedies equal to your proficiency bonus, or twice as much if a feature lets you add double your proficiency bonus with the herbalism kit.", + "A remedy can be expended to gain advantage on an Intelligence ({@skill Medicine}) check, or it can be consumed as an action to gain advantage on saving throws against disease and poison for 1 hour." + ] + }, + { + "name": "Leather Corslet", + "source": "TLotRR", + "page": 72, + "type": "LA", + "rarity": "none", + "weight": 10, + "value": 450, + "currencyConversion": "M-E", + "ac": 12, + "dexterityMax": 3, + "armor": true, + "entries": [ + "A close-fitting shirt of hardened leather with long sleeves." + ] + }, + { + "name": "Leather Shirt", + "source": "TLotRR", + "page": 72, + "type": "LA", + "rarity": "none", + "weight": 8, + "value": 100, + "currencyConversion": "M-E", + "ac": 11, + "dexterityMax": 4, + "armor": true, + "entries": [ + "A lightweight garment of hardened leather, providing some protection to its wearer while allowing for great freedom of movement." + ] + }, + { + "name": "Long Sword", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 200, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Mattock", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 10, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "P", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Meat, chunk", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 3, + "currencyConversion": "M-E" + }, + { + "name": "Pipe", + "source": "TLotRR", + "page": 74, + "type": "T", + "rarity": "none", + "weight": 0.5, + "value": 10, + "currencyConversion": "M-E", + "entries": [ + "Pipes are made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. A character that has proficiency with a pipe practises the art of smoking and likely has some skill at blowing smoke-rings. Smoking a pipe can aid you in efforts at introspection, and in friendly chatting with fellow practitioners of the art.", + "If you are proficient with pipes, you can spend one use of pipe-weed and at least one hour smoking your pipe to gain inspiration. You cannot use a pipe again in this way until you finish a long rest." + ] + }, + { + "name": "Pipe-weed, Longbottom Leaf (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 30, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Old Toby (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Southern Star (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Southlinch (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 10, + "currencyConversion": "M-E" + }, + { + "name": "Pocket-Handkerchief", + "source": "TLotRR", + "page": 71, + "type": "G", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E", + "entries": [ + "A handkerchief is typically a hemmed square of thin fabric which can be carried in the pocket." + ] + }, + { + "name": "Quoits", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 4, + "value": 2, + "currencyConversion": "M-E" + }, + { + "name": "Rations, Cram", + "source": "TLotRR", + "page": 74, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 10, + "currencyConversion": "M-E", + "entries": [ + "Cram is a biscuitish cake that keeps good indefinitely, made by the Bardings for long journeys. Albeit certainly not entertaining (and in fact, mostly a chewing exercise), it is doubtlessly sustaining and very nutritious: one pound of cram counts as two pounds of food.", + "If you are a {@race Barding|TlotRR} (or you have been taught the recipe by a {@race Barding|TlotRR}) and you are proficient with {@item cook's utensils|PHB}, during each Fellowship Phase you can prepare a number of cram rations equal to 5 times your proficiency bonus (10 times your proficiency bonus during a Yule Fellowship Phase), or twice as much if a feature lets you add double your proficiency bonus with {@item cook's utensils|PHB}." + ] + }, + { + "name": "Ring-Mail", + "source": "TLotRR", + "page": 72, + "type": "HA", + "rarity": "none", + "weight": 50, + "value": 500, + "currencyConversion": "M-E", + "ac": 15, + "armor": true, + "stealth": true, + "entries": [ + "This armour is leather armour with heavy rings sewn into it. The rings help reinforce the armour against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor." + ] + }, + { + "name": "Scale Armour", + "source": "TLotRR", + "page": 72, + "type": "MA", + "rarity": "none", + "weight": 40, + "value": 500, + "currencyConversion": "M-E", + "ac": 14, + "armor": true, + "stealth": true, + "entries": [ + "This armour consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets." + ] + }, + { + "name": "Staff", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 2, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d4", + "dmgType": "B", + "dmg2": "1d6", + "staff": true, + "weapon": true + }, + { + "name": "Summer Smoke Ring Festival Pipe", + "source": "TLotRR", + "page": 189, + "type": "T", + "rarity": "unknown", + "weight": 0.5, + "value": 100, + "currencyConversion": "M-E", + "entries": [ + "An elegantly crafted pipe inlaid with silver accents and a pearl stem. The pipe is worth 1 gold piece and grants advantage on ability checks using it.", + "Pipes are made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. A character that has proficiency with a pipe practises the art of smoking and likely has some skill at blowing smoke-rings. Smoking a pipe can aid you in efforts at introspection, and in friendly chatting with fellow practitioners of the art.", + "If you are proficient with pipes, you can spend one use of pipe-weed and at least one hour smoking your pipe to gain inspiration. You cannot use a pipe again in this way until you finish a long rest." + ] + }, + { + "name": "Sword", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 150, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "F", + "V" + ], + "dmg1": "1d6", + "dmgType": "S", + "dmg2": "1d8", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Trumpet", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 350, + "currencyConversion": "M-E" + }, + { + "name": "Wine, bottle (Elven or Dorwinion)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 100, + "currencyConversion": "M-E" + }, + { + "name": "Wine, cup", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 2, + "currencyConversion": "M-E" + }, + { + "name": "Wine, cup (Elven or Dorwinion)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + } + ], + "item": [ + { + "name": "Mithril Mail-shirt", + "source": "TLotRR", + "page": 134, + "baseItem": "chain shirt|phb", + "type": "MA", + "rarity": "unknown (magic)", + "weight": 10, + "ac": 14, + "dexterityMax": 4, + "grantsProficiency": true, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "A Mithril {@item Chain Shirt|PHB|mail-shirt} is half its normal weight, and can be worn under normal clothes. When you are wearing it, your base Armour Class is 14 + your Dexterity modifier (max 4), and you are considered proficient with it if you have proficiency with light armour." + ] + } + ], + "magicvariant": [ + { + "name": "Ancient Close Fitting Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Ancient Close Fitting ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You have a {=bonusAc} bonus to AC while wearing this armour. While you're wearing it, any critical hit against you becomes a normal hit." + ] + } + }, + { + "name": "Ancient Cunning Make Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Ancient Cunning Make ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "weightMult": 0.5, + "dexterityMax": 3, + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You have a {=bonusAc} bonus to AC while wearing this armour. This armour is half the normal weight. If it normally imposes disadvantage on fatigue saving throws, this version doesn't. Otherwise, the maximum Dexterity modifier you can add to your AC when you wear it increases by 1." + ] + } + }, + { + "name": "Archet Hunting Bow", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Archet Hunting ", + "source": "TLotRR", + "page": 190, + "rarity": "unknown (magic)", + "entries": [ + "When making a weapon attack roll with an Archet hunting bow, you can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. In addition, when you score a critical hit with an Archet hunting bow, you can roll one additional weapon damage die and add it to the extra damage." + ] + }, + "hasFluff": true + }, + { + "name": "Biting Dart Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Biting Dart ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. If you hit a bane creature using this weapon, it also has disadvantage on attack rolls until the end of your next turn." + ] + } + }, + { + "name": "Cleaving Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Cleaving ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You can make one melee attack with this magic weapon as a bonus action on each of your turns." + ] + } + }, + { + "name": "Close-fitting Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Close-fitting ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "A skilful smith has made this armour more difficult to overcome with critical hits. While you're wearing it, any critical hit against you becomes a normal hit." + ] + } + }, + { + "name": "Cunning-make Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Cunning-make ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "weightMult": 0.5, + "dexterityMax": 3, + "stealth": false, + "entries": [ + "A skilled craftsman has made this armour lighter or less cumbersome than its lesser counterparts. The armour is half the normal weight. If it normally imposes disadvantage on fatigue saving throws, this version doesn't. Otherwise, the maximum Dexterity modifier you can add to your AC when you wear it increases by 1." + ] + } + }, + { + "name": "Fell Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + }, + { + "type": "A" + }, + { + "type": "A|XPHB" + } + ], + "excludes": { + "property": [ + "A", + "A|XPHB" + ] + }, + "inherits": { + "namePrefix": "Fell ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "Hard and straight, a critical hit from this weapon is more dangerous. When you score a critical hit with this weapon, you can roll two additional weapon damage dice and add them to the extra damage.", + "You cannot apply this reward to a weapon that has the {@itemProperty A|PHB|ammunition} property, but you can apply it to one piece of ammunition instead, that you can choose to expend after you roll the die for the attack roll, but before the Loremaster tells you whether you hit or miss. You can always recover this piece of ammunition at the end of a battle." + ] + } + }, + { + "name": "Flame of Hope Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Flame of Hope ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While you hold this magic weapon drawn, it creates an aura in a 10-foot radius around you. Whenever you or a friendly creature in the aura must make a saving throw during combat, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1)." + ] + } + }, + { + "name": "Foe-Slaying Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Foe-Slaying ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "When you hit a bane creature with this magic weapon, you can roll one additional weapon damage die, or two additional dice if it is of Elven craftsmanship." + ] + } + }, + { + "name": "Gleam of Terror Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Gleam of Terror ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can cause the weapon emit dim light in a radius equal to its reach until the start of your next turn. The light is sunlight. While the weapon gleams, it also deals radiant damage instead of its normal type." + ] + } + }, + { + "name": "Grievous Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Grievous ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "bonusWeaponDamage": "+1", + "entries": [ + "The weapon is strong and heavy, inflicting more harm on its targets. You gain a {=bonusWeaponDamage} bonus to damage rolls with this weapon." + ] + } + }, + { + "name": "Hammering Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Hammering ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, when you hit a creature with it, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or fall {@condition prone}." + ] + } + }, + { + "name": "Hollow Steel Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Hollow Steel ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "no {@book Bane|TLotRR|6|3. Select Banes} required" + } + ] + }, + "You can make one ranged attack with this magic weapon as a bonus action on each of your turns." + ] + } + }, + { + "name": "Keen Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Keen ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "Sharp or better-balanced, this weapon is now more likely to produce a critical hit when hitting its target. Attacks using this weapon score a critical hit on a roll of 19\u201320.", + { + "type": "inset", + "page": 79, + "name": "Keen Weapons Using The One Ring Dice", + "entries": [ + "If you are using a set of {@i The One Ring} Success Dice, a Keen weapon scores a critical hit also when the dice show two or more 5 results, or three 5 results if you have disadvantage on the roll. A {@item Superior Keen weapon|TLotRR} additionally scores a critical hit against bane creatures when the dice show two or more 4 results, or three 4 results if you have disadvantage." + ] + } + ] + } + }, + { + "name": "Luminescence Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Luminescence ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. The weapon glows with a pale, cold light when a bane creature is within 500 feet of it, shedding dim light in a radius equal to its reach. While the weapon is glowing, you and any of your companions within 30 feet of you that can see you cannot be {@status surprised} by these creatures, and have advantage on initiative rolls." + ] + } + }, + { + "name": "Reinforced Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item reinforced shield|TLotRR}}.", + "The shield's structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "Reinforced ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + "The shield's structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease. While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ] + } + }, + { + "name": "Rune-Scored Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusAc} bonus to AC and saving throws while you wear this armour." + ] + } + }, + { + "name": "Rune-Scored Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item rune-scored shield|TLotRR}}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While holding this shield, you gain a +1 bonus to AC (in addition to the shield's normal bonus to AC) and saving throws." + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While holding this shield, you gain a {=bonusAc} bonus to AC (in addition to the shield's normal bonus to AC) and saving throws." + ] + } + }, + { + "name": "Rune-Scored Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a {=bonusSavingThrow} bonus to saving throws." + ] + } + }, + { + "name": "Straight Flight Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Straight Flight ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack roll with this magic weapon, your target gains no benefit from cover, other than {@book total cover|PHB|9|Cover}, and you suffer no disadvantage due to long range." + ] + } + }, + { + "name": "Superior Fell Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + }, + { + "type": "A" + }, + { + "type": "A|XPHB" + } + ], + "inherits": { + "namePrefix": "Superior Fell ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with this weapon. This increases to three additional dice if it is of Elven craftsmanship, or to four additional dice against bane creatures (if Númenórean).", + "You cannot apply this enchanted reward to a weapon that has the {@itemProperty AF|DMG|ammunition} property, but you can apply it to one piece of ammunition instead, in the same way as Fell (see {@book Chapter 4|TLotRR|3|Fell (Weapon)})." + ] + } + }, + { + "name": "Superior Grievous Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Superior Grievous ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. The bonus to damage rolls increases to +2 if it is of Dwarven craftsmanship, or to +3 against bane creatures (if Númenórean)." + ] + } + }, + { + "name": "Superior Keen Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Superior Keen ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "critThreshold": 19, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven, Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Elven)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, attacks using this weapon score a critical hit on a roll of 19\u201320, or 18\u201320 against bane creatures (if Elven)." + ] + } + }, + { + "name": "Superior Reinforced Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item superior reinforced shield|TLotRR}}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "While holding this shield, you have a +1 bonus to AC. The bonus increases to +2 if the shield is of Dwarven or Elven craftsmanship, or to +3 against attacks from bane creatures (if Númenórean). This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "Superior Reinforced ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "While holding this shield, you have a {=bonusAc} bonus to AC. The bonus increases to +2 if the shield is of Dwarven or Elven craftsmanship, or to +3 against attacks from bane creatures (if Númenórean). This bonus is in addition to the shield's normal bonus to AC." + ] + } + } + ], + "itemFluff": [ + { + "name": "Archet Hunting Bow", + "source": "TLotRR", + "entries": [ + "Purchasing a famed Archet hunting bow is not a matter of simply paying the right price. Player-heroes wishing to acquire a bow will need to both prove themselves worthy and perform some great deed of service to the people of Archet. For example, a Player-hero may address some danger in the {@book Chetwood|TLotRR|8|The Chetwood} or the {@book Weather Hills|TLotRR|8|The Weather Hills}, protecting a group of woodsmen who have encountered some trouble while felling trees in the forest, or anything else the Loremaster deems appropriate to their campaign.", + "Once a Player-hero has proven worthy, they must then demonstrate that they are a skilled archer by spending three days on a solitary hunt in the Chetwood, and returning with a buck of no less than ten points (a {@dc 20} Wisdom ({@skill Hunting|TLotRR}) check; the Player-hero can make two rolls each day, and has three days to complete the task).", + "After completing this, the Player-hero can choose the Archet hunting bow as their next reward, or replace one of their rewards with it." + ] + }, + { + "name": "Axe", + "source": "TLotRR", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/035-02-23.weapons1.webp" + }, + "title": "Left: Dagger, Sword, Long Sword; Right: Axe, Battle Axe, Great Axe", + "width": 1700, + "height": 641 + } + ] + }, + { + "name": "Battle Axe", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR" + } + }, + { + "name": "Long Sword", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR" + } + }, + { + "name": "Mattock", + "source": "TLotRR", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/036-02-24.weapons2.webp" + }, + "title": "Left: Short Spear, Great Spear, Mattock; Right: Bow, Great Bow", + "width": 1700, + "height": 619 + } + ] + }, + { + "name": "Sword", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR", + "_mod": { + "images": { + "mode": "prependArr", + "items": { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/067-06-08.sword.webp" + }, + "title": "Sword", + "width": 850, + "height": 156 + } + } + } + } + } + ], + "language": [ + { + "name": "Adûnaic", + "source": "TLotRR", + "page": 201, + "type": "rare", + "typicalSpeakers": [ + "Númenóreans" + ], + "entries": [ + "The Númenórean language, spoken by the Men of Númenor during the Second Age." + ] + }, + { + "name": "Black Speech", + "source": "TLotRR", + "page": 158, + "type": "rare", + "typicalSpeakers": [ + "Wights", + "Wraiths", + "The Wight-King" + ], + "entries": [ + "Created by Sauron to be the sole language of all the servants of Mordor, replacing the many different varieties of {@language Orkish|TLotRR} and other languages used by his servants" + ] + }, + { + "name": "Dalish", + "source": "TLotRR", + "page": 28, + "type": "standard", + "typicalSpeakers": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf (Erebor)|TLotRR|Dwarves of Erebor}" + ], + "script": "Common", + "entries": [ + "A very old form of the {@language Westron|TLotRR|Common Speech}." + ] + }, + { + "name": "Dunlendish", + "source": "TLotRR", + "page": 149, + "type": "standard", + "typicalSpeakers": [ + "Southerners", + "Dunlendings" + ], + "entries": [ + "The Dunland Tongue." + ] + }, + { + "name": "Khuzdul", + "source": "TLotRR", + "page": 32, + "type": "secret", + "typicalSpeakers": [ + "{@race Dwarf|TLotRR|Dwarves}" + ], + "script": "Dwarvish", + "entries": [ + "The secret language of the Dwarves." + ] + }, + { + "name": "Orkish", + "source": "TLotRR", + "page": 151, + "type": "standard", + "typicalSpeakers": [ + "Orcs" + ], + "entries": [ + { + "type": "quote", + "entries": [ + "A general term for the jumble of languages used by the Orcs, composed from corrupted borrowings from other languages of Middle-earth." + ], + "from": "The Lord of the Rings, Appendix F - The Languages and Peoples of the Third Age" + } + ] + }, + { + "name": "Quenya", + "source": "TLotRR", + "page": 65, + "type": "rare", + "typicalSpeakers": [ + "{@race Elf|TLotRR|Elves}", + "{@feat Speech-Craft|TLotRR|Speech-Crafters}" + ], + "script": "Elven", + "entries": [ + "The Ancient elven tongue." + ] + }, + { + "name": "Sindarin", + "source": "TLotRR", + "page": 34, + "type": "standard", + "typicalSpeakers": [ + "{@race Elf|TLotRR|Elves}", + "{@race Ranger of the North|TLotRR|Rangers of the North}" + ], + "script": "Elven", + "entries": [ + "The Grey-elven tongue." + ] + }, + { + "name": "Warg-speech", + "source": "TLotRR", + "page": 162, + "type": "rare", + "typicalSpeakers": [ + "Wargs", + "Werewolves", + "Gandalf" + ], + "entries": [ + "While not much is known about this language, it is described as queer, sounding \"like animal noises turned into talk\"." + ] + }, + { + "name": "Westron", + "source": "TLotRR", + "page": 27, + "type": "standard", + "typicalSpeakers": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf|TLotRR|Dwarves}", + "{@race Elf|TLotRR|Elves}", + "{@race Hobbit|TLotRR|Hobbits}", + "{@race Man of Bree|TLotRR|Men of Bree}", + "{@race Ranger of the North|TLotRR|Rangers of the North}", + "Evil Men", + "Orcs", + "Stone Trolls", + "Wights", + "Wraiths" + ], + "script": "Common", + "entries": [ + "Different languages can provide intriguing roleplaying opportunities, if the Loremaster and the players are interested. This shouldn't get in the way of the fun, however. While Tolkien used the linguistic differences among the various realms of Middle-earth to good narrative effect, he also found it simpler to avoid steep cultural barriers and gave most ethnic groups (even Orcs and other more fantastical creatures, like Ents) at least a passing knowledge of what constituted a 'lingua franca,' the so-called Common Speech, or Westron. This allows players who don't want to deal with the complex relations between the various peoples and their languages to ignore the entire subject altogether without damaging the setting. But if you are willing to explore this angle, it is certainly worth investigating." + ] + } + ], + "monster": [ + { + "name": "Adelard Took", + "isNamedCreature": true, + "source": "TLotRR", + "page": 189, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "hobbit" + ] + }, + "int": 10, + "wis": 10, + "cha": 14, + "tool": { + "pipe|tlotrr": "+6" + }, + "passive": 10, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Champion Smoker" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Bold, Honourable" + ] + } + ], + "hasFluff": true + }, + { + "name": "Arin", + "isNamedCreature": true, + "source": "TLotRR", + "page": 182, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item Chain Shirt|PHB|mail-shirt}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 35 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 14, + "cha": 9, + "save": { + "con": "+4", + "cha": "+3" + }, + "skill": { + "athletics": "+5", + "intimidation": "+1", + "perception": "+6", + "stealth": "+4", + "special": "{@skill Explore|TLotRR} {@skillCheck explore 6}, {@skill Hunting|TLotRR} {@skillCheck hunting 6}, {@skill Travel|TLotRR} {@skillCheck travel 6}" + }, + "passive": 16, + "languages": [ + "Sindarin", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Strength of Will", + "entries": [ + "Arin has advantage on saving throws against being {@condition frightened}, and she gains a bonus to these saving throws equal to her Wisdom modifier." + ] + }, + { + "name": "Occupation", + "entries": [ + "Ranger" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Faithful, Fair-spoken" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Arin makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@dice 1d10 + 3}) if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Arin adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Ash", + "isNamedCreature": true, + "source": "TLotRR", + "page": 200, + "_copy": { + "name": "Wolf-chieftain", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "(the|a) wolf-chieftain", + "with": "Ash", + "flags": "i" + } + } + }, + "hasFluff": true + }, + { + "name": "Balin, Son of Fundin", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "languages": [ + "Khuzdul", + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Adventurer, Envoy" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Eager, Honourable" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Balin, Son of Fundin.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Barnabas Butterbur", + "alias": [ + "Barliman" + ], + "isNamedCreature": true, + "source": "TLotRR", + "page": 124, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 10, + "wis": 14, + "cha": 12, + "skill": { + "insight": "+6", + "investigation": "+2", + "perception": "+3" + }, + "tool": { + "brewer's supplies": "+4" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Innkeeper" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Patient, Rustic" + ] + } + ], + "hasFluff": true + }, + { + "name": "Barrow-wight", + "source": "TLotRR", + "page": 158, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + { + "ac": 15, + "from": [ + "{@item ring-mail|TLotRR}" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 10, + "con": 16, + "int": 10, + "wis": 14, + "cha": 16, + "skill": { + "intimidation": "+5", + "stealth": "+2" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Barrow-wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Barrow-wight drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Barrow-wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Barrow-wight can use its Strike Fear or its Wight Song. It then makes two long sword attacks. It can use its icy touch in place of one long sword attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands." + ] + }, + { + "name": "Icy Touch", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw, taking 5 ({@damage 1d10}) necrotic damage on a failed save." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Barrow-wight's choice that is within 60 feet of the Barrow-wight and aware of it gains 1 Shadow point from Dread, resisted by a {@dc 13} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Barrow-wight's Strike Fear for the next 24 hours." + ] + }, + { + "name": "Wight Song", + "entries": [ + "The Barrow-wight chants a low, chilling song to subdue a creature other than an Elf or a Wizard within 30 feet of it that can hear it with the dark enchantment of its voice. The target gains 2 Shadow points from Sorcery, resisted by a {@dc 13} Intelligence saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 1 minute or until it takes damage, or someone uses an action to shake it awake. If the save fails by 5 or more, the target is {@condition unconscious} for 1 hour instead and cannot be shaken awake. A creature that successfully saves against the effect is {@condition stunned} until the end of the Barrow-wight's next turn unless it succeeds by 5 or more, and is immune to the Barrow-wight's song for the next 24 hours." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned", + "unconscious" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ], + "hasFluff": true + }, + { + "name": "Beinion", + "isNamedCreature": true, + "source": "TLotRR", + "page": 182, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item Chain Shirt|PHB|mail-shirt}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 35 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 14, + "cha": 9, + "save": { + "con": "+4", + "cha": "+3" + }, + "skill": { + "athletics": "+5", + "intimidation": "+1", + "perception": "+6", + "stealth": "+4", + "special": "{@skill Explore|TLotRR} {@skillCheck explore 6}, {@skill Hunting|TLotRR} {@skillCheck hunting 6}, {@skill Travel|TLotRR} {@skillCheck travel 6}" + }, + "passive": 16, + "languages": [ + "Sindarin", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Strength of Will", + "entries": [ + "Beinion has advantage on saving throws against being {@condition frightened}, and he gain a bonus to these saving throws equal to his Wisdom modifier." + ] + }, + { + "name": "Occupation", + "entries": [ + "Ranger" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Faithful, True-hearted" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Beinion makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@dice 1d10 + 3}) if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Beinion adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Bilbo Baggins", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "hobbit" + ] + }, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Retired adventurer, Burglar" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Cunning, Fair-spoken" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Bilbo Baggins.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Búrzgul", + "isNamedCreature": true, + "source": "TLotRR", + "page": 200, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 10, + "cha": 14, + "skill": { + "insight": "+2", + "intimidation": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "Búrzgul deals an extra 10 ({@damage 3d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Búrzgul that isn't incapacitated and Búrzgul doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, Búrzgul has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Búrzgul makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Long Rest)", + "entries": [ + "Each creature of Búrzgul's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of Búrzgul's next turn. Búrzgul can then make one attack as a bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Búrzgul adds 2 to its AC against one melee attack that would hit it. To do so, Búrzgul must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Cave-troll Slinker", + "source": "TLotRR", + "page": 156, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 34, + "formula": "4d10 + 12" + }, + "speed": { + "walk": 40 + }, + "str": 17, + "dex": 10, + "con": 16, + "int": 5, + "wis": 9, + "cha": 7, + "save": { + "str": "+5", + "con": "+5" + }, + "skill": { + "intimidation": "+2", + "stealth": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": "9 (14 when relying on smell)", + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "3", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Cave-troll Slinker takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The Cave-troll Slinker has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Cave-troll Slinker makes two melee attacks: one with its bite and one with its great club." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "attachedItems": [ + "greatclub|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Círdan the Shipwright", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Emissary, Lore-master" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Lordly, Patient" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Cirdan the Shipwright.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fell Wraith", + "source": "TLotRR", + "page": 159, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + 13 + ], + "hp": { + "average": 26, + "formula": "4d8 + 8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 16, + "con": 14, + "int": 10, + "wis": 12, + "cha": 14, + "skill": { + "stealth": "+7" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from weapons that aren't enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the undead", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Fell Wraith to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Fell Wraith drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the Fell Wraith has disadvantage on attack rolls, ability checks, and saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Fell Wraith can use its Strike Fear. It then makes a melee attack." + ] + }, + { + "name": "Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage, or 7 ({@damage 1d8 + 3}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Fell Wraith's choice that is within 60 feet of the Fell Wraith and aware of it gains 1 Shadow point from Dread, resisted by a {@dc 12} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Fell Wraith's Strike Fear for the next 24 hours." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Fell Wraith.webp" + }, + "attachedItems": [ + "sword|tlotrr" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fitch Talltree", + "isNamedCreature": true, + "source": "TLotRR", + "page": 190, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 19, + "formula": "3d8 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 14, + "int": 10, + "wis": 16, + "cha": 9, + "save": { + "cha": "+1" + }, + "skill": { + "insight": "+5", + "intimidation": "+1", + "nature": "+4", + "perception": "+7", + "special": "{@skill Hunting|TLotRR} {@skillCheck hunting 7}" + }, + "passive": 17, + "languages": [ + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Occupation", + "entries": [ + "Forester" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Fierce, Rustic" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Fitch Talltree makes two melee attacks or two ranged attacks." + ] + }, + { + "name": "Archet Hunting Bow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If Fitch Talltree scores a critical hit, he rolls damage dice three times, instead of twice." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Defiance", + "entries": [ + "As a bonus action, Fitch Talltree can spend one Hit Die to heal himself." + ] + } + ], + "attachedItems": [ + "archet hunting shortbow|TLotRR", + "dagger|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Footpad", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 11, + "from": [ + "{@item leather shirt|TLotRR}" + ] + } + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 11, + "con": 12, + "int": 10, + "wis": 10, + "cha": 10, + "passive": 10, + "languages": [ + "Westron" + ], + "cr": "1/8", + "trait": [ + { + "name": "Gang Tactics", + "entries": [ + "The Footpad has advantage on an attack roll against a creature if at least one of the Footpad's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + } + ], + "attachedItems": [ + "dagger|phb" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Gandalf the Grey", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "wizard" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Adventurer, Wizard" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Bold, Cunning" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Gandalf the Grey.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gilraen the Fair", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "languages": [ + "Sindarin", + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Counsellor, Seer" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Grim, Wary" + ] + } + ], + "hasFluff": true + }, + { + "name": "Goblin Archer", + "source": "TLotRR", + "page": 152, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 13, + "from": [ + "orc-leather" + ] + } + ], + "hp": { + "average": 9, + "formula": "2d6 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 14, + "con": 12, + "int": 10, + "wis": 10, + "cha": 8, + "skill": { + "perception": "+2", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Nimble Escape", + "entries": [ + "The Goblin Archer can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Goblin Archer deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Goblin Archer that isn't incapacitated and the Goblin Archer doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Goblin Archer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Jagged Knife", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage." + ] + }, + { + "name": "Bow of Horn", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target cannot regain hit points and has disadvantage on death saving throws while {@condition poisoned} in this way." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Goblin Archer.webp" + }, + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Goblin Archer (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Goblin Archer can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Goldberry", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ranger" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "River-daughter" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Absent-minded, Fair-spoken" + ] + } + ], + "languageTags": [ + "XX" + ], + "hasFluff": true + }, + { + "name": "Great Cave-troll", + "source": "TLotRR", + "page": 155, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d10 + 50" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 8, + "con": 20, + "int": 5, + "wis": 9, + "cha": 7, + "save": { + "str": "+8", + "con": "+8" + }, + "skill": { + "intimidation": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 9, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "6", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Great Cave-troll takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Cave-troll makes two melee attacks, only one of which can be with its bite. It can use its Strike Fear instead of its bite." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Great Cave-troll has advantage on attack rolls against it and cannot use this attack against other targets." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Great Cave-troll's choice that is within 60 feet of the Great Cave-troll and aware of it gains 2 Shadow points from Dread, resisted by a {@dc 16} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Great Cave-troll's Strike Fear for the next 24 hours." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled", + "stunned" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true + }, + { + "name": "Great Orc Bodyguard", + "source": "TLotRR", + "page": 152, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 18, + "from": [ + "heavy orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 8, + "wis": 10, + "cha": 10, + "skill": { + "intimidation": "+2", + "perception": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Great Orc Bodyguard takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Horrible Strength", + "entries": [ + "A melee weapon deals one extra die of its damage when the Great Orc Bodyguard hits with it (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Great Orc Bodyguard has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Orc Bodyguard makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Battle Axe", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, the Great Orc Bodyguard can move up to its speed toward a hostile creature that it can see." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "attachedItems": [ + "battle axe|tlotrr", + "spear|phb" + ], + "traitTags": [ + "Aggressive", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "_versions": [ + { + "name": "Great Orc Bodyguard (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Great Orc Bodyguard can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Great Orc Chief", + "source": "TLotRR", + "page": 151, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 18, + "from": [ + "heavy orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 12, + "con": 18, + "int": 10, + "wis": 12, + "cha": 16, + "skill": { + "insight": "+3", + "intimidation": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "4", + "trait": [ + { + "name": "Horrible Strength", + "entries": [ + "A melee weapon deals one extra die of its damage when the Great Orc Chief hits with it (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Great Orc Chief has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Orc Chief makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Heavy Scimitar", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Great Orc Chief's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Great Orc Chief's next turn. The Great Orc Chief can then make one attack as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, the Great Orc Chief can move up to its speed toward a hostile creature that it can see." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Great Orc Chief adds 2 to its AC against one melee attack that would hit it. To do so, the Great Orc Chief must see the attacker and be wielding a melee weapon." + ] + }, + { + "name": "Redirect Attack", + "entries": [ + "When a creature the Great Orc Chief can see hits it with an attack, the Great Orc Chief chooses another Orc within 5 feet of it. The two Orcs swap places, and the chosen Orc becomes the target instead." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Aggressive", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "_versions": [ + { + "name": "Great Orc Chief (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Great Orc Chief can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Highway Robber", + "source": "TLotRR", + "page": 150, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item leather corslet|TLotRR}" + ] + } + ], + "hp": { + "average": 22, + "formula": "4d8 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 12, + "int": 10, + "wis": 11, + "cha": 10, + "skill": { + "perception": "+2", + "stealth": "+5" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Ambusher", + "entries": [ + "In the first round of combat, the Highway Robber has advantage on attack rolls against any creature it has {@status surprised}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the Highway Robber surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Highway Robber makes two melee attacks or two ranged attacks." + ] + }, + { + "name": "Short Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Bow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Ambusher" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Hound of Sauron", + "alias": [ + "Werewolf" + ], + "source": "TLotRR", + "page": 164, + "size": [ + "L" + ], + "type": "beast", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d10 + 14" + }, + "speed": { + "walk": 50 + }, + "str": 18, + "dex": 15, + "con": 15, + "int": 8, + "wis": 12, + "cha": 10, + "skill": { + "intimidation": "+4", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Warg-speech" + ], + "cr": "4", + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Hound of Sauron has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Hound of Sauron has advantage on an attack roll against a creature if at least one of the Hound of Sauron's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Hound of Sauron makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must make a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 14}) and the Hound of Sauron cannot use its claws on another target." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Jalin", + "source": "TLotRR", + "page": 227, + "_copy": { + "name": "Southerner Champion", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the Southerner Champion", + "with": "Jalin", + "flags": "i" + }, + "trait": { + "mode": "prependArr", + "items": { + "name": "Anguished", + "entries": [ + "Jalin is {@condition miserable|TLotRR}, and has disadvantage on all ability checks, attack rolls, and saving throws.", + "If a Jalin's {@dice d20} roll is a 1 or 2, the roll is a failure regardless of the DC for any ability check, attack roll, or saving throw." + ] + } + } + } + }, + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "hasFluff": true + }, + { + "name": "John Ferny", + "isNamedCreature": true, + "source": "TLotRR", + "page": 186, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 10, + "wis": 10, + "cha": 12, + "skill": { + "deception": "+5", + "insight": "+2", + "perception": "+2", + "sleight of hand": "+2" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Horse-trader, Ostler" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Cunning, Secretive" + ] + } + ], + "hasFluff": true + }, + { + "name": "Lady Elwen - Fell Wraith", + "isNamedCreature": true, + "source": "TLotRR", + "page": 228, + "_copy": { + "name": "Fell Wraith", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the Fell Wraith", + "with": "Lady Elwen", + "flags": "i" + }, + "_": [ + { + "mode": "addSkills", + "skills": { + "intimidation": 1, + "perception": 1 + } + } + ], + "languages": { + "mode": "replaceArr", + "replace": "Black Speech", + "items": [ + "Sindarin" + ] + } + } + }, + "speed": { + "walk": 0, + "fly": { + "number": 35, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 2, + "con": 15, + "wis": 13, + "cha": 15, + "passive": 13, + "hasFluff": true + }, + { + "name": "Marsh-dwellers", + "source": "TLotRR", + "page": 160, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + 12 + ], + "hp": { + "average": 22, + "formula": "4d8 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 15, + "con": 12, + "int": 7, + "wis": 10, + "cha": 6, + "skill": { + "intimidation": "+0", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "1/2", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Marsh-dweller to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Marsh-dweller drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Marsh-dweller has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Marsh-dweller makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 11}) and the Marsh-dweller cannot use its claws on another target." + ] + } + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "hasFluff": true + }, + { + "name": "Nameless Thing", + "source": "TLotRR", + "page": 165, + "size": [ + "H", + "G" + ], + "type": "monstrosity", + "ac": [ + { + "special": "See Table 06" + } + ], + "hp": { + "special": "See {@table Table 06. Characteristics|TLotRR|Table 06}" + }, + "speed": { + "walk": 20, + "burrow": 10, + "climb": 20, + "swim": 20 + }, + "str": { + "special": "See Table 06" + }, + "dex": { + "special": "See Table 06" + }, + "con": { + "special": "See Table 06" + }, + "int": 1, + "wis": 7, + "cha": 3, + "skill": { + "stealth": "PB + dex" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 8, + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "See Table 06", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The Nameless Thing can breathe air and water." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Nameless Thing has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Nameless Thing makes two attacks: one with its primary natural weapon and one with its secondary natural weapon." + ] + } + ], + "traitTags": [ + "Amphibious", + "Sunlight Sensitivity" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "hasFluff": true + }, + { + "name": "Orc Guard", + "source": "TLotRR", + "page": 154, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 26, + "formula": "4d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 14, + "int": 8, + "wis": 10, + "cha": 10, + "skill": { + "perception": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc Guard deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc Guard that isn't incapacitated and the Orc Guard doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc Guard has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Orc Guard makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc Guard.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc Guard (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc Guard can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Orc Soldier", + "source": "TLotRR", + "page": 154, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "orc leather", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 12, + "int": 9, + "wis": 10, + "cha": 9, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc Soldier deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc Soldier that isn't incapacitated and the Orc Soldier doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc Soldier has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc Soldier.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc Soldier (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc Soldier can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Orc-chieftain", + "source": "TLotRR", + "page": 153, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 10, + "cha": 12, + "skill": { + "intimidation": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc-chieftain deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc-chieftain that isn't incapacitated and the Orc-chieftain doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc-chieftain has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Orc-chieftain makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Orc-chieftain's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Orc-chieftain's next turn. The Orc-chieftain can then make one attack as a bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Orc-chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the Orc-chieftain must see the attacker and be wielding a melee weapon." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc-chieftain.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc-chieftain (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc-chieftain can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Oswald Breeker", + "isNamedCreature": true, + "source": "TLotRR", + "page": 188, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 14, + "wis": 14, + "cha": 9, + "skill": { + "insight": "+4", + "intimidation": "+1", + "investigation": "+4", + "special": "{@skill Old Lore|TLotRR} {@skillCheck old_lore 6}" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Wealthy landowner" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Grim, Secretive" + ] + } + ], + "hasFluff": true + }, + { + "name": "Ruffian Leader", + "source": "TLotRR", + "page": 150, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 11, + "from": [ + "{@item leather shirt|TLotRR}" + ] + } + ], + "hp": { + "average": 32, + "formula": "5d8 + 10" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 11, + "con": 14, + "int": 10, + "wis": 10, + "cha": 11, + "skill": { + "intimidation": "+2" + }, + "passive": 10, + "languages": [ + "Westron" + ], + "cr": "1/2", + "trait": [ + { + "name": "Gang Tactics", + "entries": [ + "The Ruffian Leader has advantage on an attack roll against a creature if at least one of the Ruffian Leader's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Ruffian Leader makes two melee attacks." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Ruffian Leader's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Ruffian Leader's next turn. The Ruffian Leader can then make one attack as a bonus action." + ] + } + ], + "attachedItems": [ + "dagger|phb", + "greatclub|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Sabian", + "isNamedCreature": true, + "source": "TLotRR", + "page": 230, + "_copy": { + "name": "Highway Robber", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the highway robber", + "with": "Sabian", + "flags": "i" + } + } + }, + "hasFluff": true + }, + { + "name": "Southerner Champion", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "{@item scale armour|TLotRR}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 9, + "wis": 11, + "cha": 13, + "skill": { + "intimidation": "+3" + }, + "passive": 10, + "languages": [ + "Dunlendish", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Reckless Hate", + "entries": [ + "At the start of its turn, the Southerner Champion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Southerner Champion makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Battle Axe", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "attachedItems": [ + "battle axe|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Southerner Raider", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item hide armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d8 + 3" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 12, + "int": 9, + "wis": 11, + "cha": 9, + "skill": { + "intimidation": "+1" + }, + "passive": 10, + "languages": [ + "Dunlendish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Reckless Hate", + "entries": [ + "At the start of its turn, the Southerner Raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Axe", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage, or 6 ({@damage 1d8 + 2}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "attachedItems": [ + "axe|tlotrr", + "spear|phb" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Stone-troll Chief", + "source": "TLotRR", + "page": 157, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d10 + 32" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 8, + "con": 18, + "int": 7, + "wis": 7, + "cha": 8, + "save": { + "str": "+8", + "con": "+7" + }, + "skill": { + "intimidation": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "5", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Stone-troll Chief takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Sunlight Curse", + "entries": [ + "The Stone-troll Chief becomes {@condition petrified} if it ends its turn in sunlight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Stone-troll Chief makes two melee attacks. It cannot use its great club if it is grappling a creature." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Stone-troll Chief has advantage on attack rolls against it and cannot use this attack against other targets." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Stone-troll Chief's choice that is within 30 feet of it and can hear it gains advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Stone-troll Chief's next turn. The Stone-troll Chief can then make one attack as a bonus action." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Stone-troll Chief.webp" + }, + "attachedItems": [ + "greatclub|phb" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stone-troll Robber", + "source": "TLotRR", + "page": 156, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 57, + "formula": "6d10 + 24" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 8, + "con": 18, + "int": 7, + "wis": 7, + "cha": 7, + "save": { + "str": "+6", + "con": "+6" + }, + "skill": { + "intimidation": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "4", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Stone-troll Robber takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Sunlight Curse", + "entries": [ + "The Stone-troll Robber becomes {@condition petrified} if it ends its turn in sunlight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Stone-troll Robber makes two melee attacks. It cannot use its great club if it is grappling a creature." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 14}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Stone-troll Robber has advantage on attack rolls against it and cannot use this attack against other targets." + ] + } + ], + "attachedItems": [ + "greatclub|phb" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "The Wight-king", + "isNamedCreature": true, + "source": "TLotRR", + "page": 197, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + { + "ac": 17, + "from": [ + "{@item Splint Armor|PHB|mail hauberk}" + ] + } + ], + "hp": { + "average": 68, + "formula": "8d8 + 32" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 10, + "con": 18, + "int": 12, + "wis": 14, + "cha": 18, + "save": { + "con": "+7" + }, + "skill": { + "intimidation": "+7", + "stealth": "+3" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "5", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Wight-king to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Wight-king drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Wight-king has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Wight-king can use its Strike Fear or its Wight Song. It then makes two long sword attacks. It can use its Icy Touch in place of one long sword attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Icy Touch", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) necrotic damage, and the target must make a {@dc 15} Constitution saving throw, taking 6 ({@damage 1d12}) necrotic damage on a failed save." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Wight-king's choice that is within 60 feet of the Wight-king and aware of him gains 2 Shadow points from Dread, resisted by a {@dc 15} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Wight-king's Strike Fear for the next 24 hours." + ] + }, + { + "name": "Wight Song", + "entries": [ + "The Wight-king chants a low, chilling song to subdue a creature other than an Elf or a Wizard within 30 feet of him who can hear him with the dark enchantment of his voice. The target gains 3 Shadow points from Sorcery, resisted by a {@dc 15} Intelligence saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 1 minute or until it takes damage, or someone uses an action to shake it awake. If the save fails by 5 or more, the target is {@condition unconscious} for 1 hour instead and cannot be shaken awake. A creature that successfully saves against the effect is {@condition stunned} until the end of the Wight-king's next turn unless it succeeds by 5 or more, and is immune to the Wight-king's song for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Darker than Darkness {@recharge}", + "entries": [ + "As a bonus action, the Wight-king can summon a magical darkness spreading from a point of the Wight-king's choice to fill a 30-foot-radius sphere for 1 minute. The darkness spreads around corners. Non-magical light cannot illuminate this darkness." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned", + "unconscious" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ], + "hasFluff": true + }, + { + "name": "Tom Bombadil", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ranger" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "The Master" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Absent-minded, Merry" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Tom Bombadil.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wild Wolf", + "alias": [ + "Warg" + ], + "source": "TLotRR", + "page": 162, + "size": [ + "M" + ], + "type": "beast", + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d8 + 3" + }, + "speed": { + "walk": 50 + }, + "str": 14, + "dex": 14, + "con": 12, + "int": 5, + "wis": 12, + "cha": 7, + "skill": { + "intimidation": "+0", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "languages": [ + "Warg-speech" + ], + "cr": "1/4", + "trait": [ + { + "name": "Fear of Fire", + "entries": [ + "If a Wild Wolf takes fire or radiant damage, it must succeed on a Charisma ({@skill Intimidation}) check ({@dc 10} + damage taken) or be {@condition frightened} until the end of its next turn." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Wild Wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Wild Wolf has advantage on an attack roll against a creature if at least one of the Wild Wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must make a {@dc 12} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Wild Wolf.webp" + }, + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wolf-chieftain", + "alias": [ + "Warg-chieftain" + ], + "source": "TLotRR", + "page": 163, + "size": [ + "L" + ], + "type": "beast", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 37, + "formula": "5d10 + 10" + }, + "speed": { + "walk": 50 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 7, + "wis": 12, + "cha": 8, + "skill": { + "intimidation": "+3", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "languages": [ + "Warg-speech" + ], + "cr": "1", + "trait": [ + { + "name": "Fear of Fire", + "entries": [ + "If a Wolf-chieftain takes fire or radiant damage, it must succeed on a Charisma ({@skill Intimidation}) check ({@dc 10} + damage taken) or be {@condition frightened} until the end of its next turn." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Wolf-chieftain has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Wolf-chieftain has advantage on an attack roll against a creature if at least one of the Wolf-chieftain's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must make a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + } + ], + "monsterFluff": [ + { + "name": "Adelard Took", + "source": "TLotRR", + "entries": [ + "A young, vigorous Hobbit, Adelard loves blowing smoke rings above everything else. He was inspired by {@creature Balin, son of Fundin|TLotRR}, who Adelard met several times at Bag End. Balin taught him a smoking trick or two (Dwarves are in general less experienced smokers than Hobbits, but show some great ingenuity when it comes to blowing smoke rings). His prize-winning trick is a large mushroom-shaped cloud he dubbed 'the umbrella'." + ] + }, + { + "name": "Arin", + "source": "TLotRR", + "_copy": { + "name": "Arin and Beinion", + "source": "TLotRR" + } + }, + { + "name": "Arin and Beinion", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Unlike most Rangers of the North, Arin and Beinion do not often wander across Eriador. Instead, they remain close to Lake Evendim and its surroundings, where they maintain a close watch. A wife and her husband, their self-appointed tasks include warding off all evil creatures threatening to defile the ruins of Annúminas, and guiding wayward travellers back to safer lands. Beinion is a grim and short-spoken man, and Arin is equally silent, unless she's singing\u2014when she does, her voice is clear and can be mistaken for that of a fair Elf-maiden. The two see themselves as the appointed keepers of these lands, and they feel honour-bound by this duty.", + "Arin and Beinion live together in a small stone house that was once little more than a hovel on the edge of Annúminas. Over time, they have made this ruin into a warm and cosy home, in spite of all the desolation around them. Recently, Beinion has grown concerned with his wife's well being, as she is now with child, making her life as a Ranger an even more dangerous business. Beinion secretly wishes Arin would agree to abandon their obligation as guardians, and retire to live the simple life of the Bree-folk. For the moment, she refuses to be left home. Maybe, they might agree to leave their post if someone took their place." + ] + } + ] + }, + { + "name": "Ash", + "source": "TLotRR", + "_copy": { + "name": "Wolf-chieftain", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "{@creature Búrzgul|TLotRR} is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. {@creature Búrzgul|TLotRR} heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of Ash. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that {@creature Búrzgul|TLotRR} regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Balin, Son of Fundin", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...there was a very old-looking Dwarf on the step with a white beard and a scarlet hood; and he too hopped inside as soon as the door was open, just as if he had been invited." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Born in the year 2763 of the Third Age, Balin is the eldest son of Fundin, one of Durin's Folk. He and his younger brother Dwalin are of royal blood, as they count King Náin II among their ancestors. A venerable Dwarf, Balin has seen much, including the death of too many allies and dear friends. He fought the Orcs when his father died defending Moria, was there when Thráin disappeared in Mirkwood, and was with Thorin Oakenshield on the quest that ended with the liberation of Erebor and the death of the Dragon.", + "For decades, Balin was Thorin's counsellor, and now serves Dáin Ironfoot, the King Under the Mountain. One of Dáin's most trusted officers, he is an adventurer at heart, and rarely remains at court for long periods of time. Despite his status among his kin, he is surprisingly humble and polite. While still doughty, Balin's age is beginning to show. He sometimes mutters to himself and dodders as if every day of his years presses upon him.", + { + "type": "entries", + "name": "Encountering Balin", + "page": 211, + "id": "340", + "entries": [ + "According to his nature as a wanderer and his duty as a messenger of Dáin, Balin is often on the road, travelling across Wilderland and Eriador. He sometimes journeys with {@creature Gandalf the Grey|TLotRR|Gandalf}, to suit his own or the Wizard's purposes. Balin enjoys his visits to the Shire to see his dear old friend Bilbo Baggins, and out of a general fondness for Hobbits and their excellent hospitality. He also goes to the Blue Mountains regularly, to work with the Dwarves residing there.", + "Balin is unusually woodcrafty for a Dwarf, adept at tracking, fire-making, and pathfinding. He often serves as a lookout and takes pride in his acute sight. Balin knows well the regions he traverses when he journeys from Erebor to the Blue Mountains, having made the trip several times, though he prefers not to cross Mirkwood, even to this day.", + "One might encounter Balin in a small inn along the way between Erebor and the Blue Mountains, camping in the wild near the road, or sharing a {@item pipe|TLotRR} with old friends. He is generous to a fault, kind of spirit, and easily the wisest and best of those who reclaimed the Lonely Mountain. He may accompany a group of adventurers if their purposes align, or even for a while if they are going roughly in the same direction." + ] + }, + { + "type": "entries", + "name": "Balin as a Patron", + "page": 211, + "id": "341", + "entries": [ + "Unlike many Dwarves, Balin is genuinely interested in other folks and takes kindly to Hobbits especially. Of the Dwarves of Thorin's Company, Balin is the only one still associating with Gandalf long after the death of Smaug, as he shares the Wizard's concern about the growing Shadow.", + "In addition to that, Balin aims to restore the strength and prominence of the Dwarves in Eriador, whether through direct action, or by setting into motion agents who might affect the change he wishes to see. Like all his folk, he hates Orcs and their ilk, and seeks in every way to drive them back wherever he can. His adventuring has made him wiser and more cautious though, and he often counsels patience and observation as a tactic, versus rash or violent action.", + "Balin is eager to know anything that can be learned regarding Dwarf-holds fallen to the Enemy, and actively encourages his allies to scout those places or rid them of any foul denizens therein. In particular, Balin is interested to find out all he can about Moria, where his father was slain. Together with two of his fellow survivors of Thorin's company\u2014Ori and Óin\u2014he speaks often about entering Khazad-dûm and exploring it. So far, King Dáin of Erebor has cautioned them against such an endeavour, though it is clear that they are not to be dissuaded.", + { + "type": "table", + "page": 211, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Balin's Counsel" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the {@dice 2d20|d20s} is used." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Balin, Son of Fundin.webp" + }, + "width": 850, + "height": 1214 + } + ] + }, + { + "name": "Barnabas Butterbur", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "For the proprietor of The Prancing Pony, running a clean and welcome house is a matter of family pride. Barnabas dedicates himself to keeping his establishment in order, taking only the briefest of reprieves in his quarters on The Pony's top floor. While some locals see him as absent-minded or even befuddled, the truth is that Barnabas is both keen and perceptive. He also possesses the uncommon wisdom of knowing when to remain silent as well as being a sharp judge of character. To most of the people who visit The Pony regularly he is known as an affable host and a fine brewer of ales." + ] + } + ] + }, + { + "name": "Barrow-wight", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Sent to the hills of Tyrn Gorthad by the Witch-king of Angmar to plague his enemies in the wars against Arnor, a Barrow-wight appears as a tall, dark figure, with cold eyes lit by a pale light. It wears rings on its skeletal fingers, and gold chains around its neck. In its grip is an ancient, pitted blade." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wights", + "entries": [ + "Wights are malevolent creatures inhabiting the cold flesh of the dead. They hunger for the life and warmth of those who are unlucky enough to stumble into a region troubled by their presence. They strike from the cover of thick mists, or under the cloak of night, seeking to subdue their prey with their spells. They are hard to kill, and even if their bodies are destroyed, the spirit that animates them is unharmed, and flees to find some other barren place to haunt.{@i Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind.}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ] + }, + { + "name": "Beinion", + "source": "TLotRR", + "_copy": { + "name": "Arin and Beinion", + "source": "TLotRR" + } + }, + { + "name": "Bilbo Baggins", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he looked and behaved exactly like a second edition of his solid and comfortable father, got something a bit queer in his make-up from the Took side, something that only waited for a chance to come out." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In the year 2965, Bilbo is a vigorous Hobbit\u2014At seventy-five he is very much the same as he was at fifty, at the time of his remarkable disappearance and surprising return. On the surface, the son of Bungo Baggins and Belladonna Took is a prime example of a respectable Hobbit. He is a great lover of pipe-weed, good food, and fine waistcoats, and lives in one of the cosiest Hobbit-holes in the Shire. But this is not all there is to Mr Baggins.", + "Bilbo's unexpected journey with Thorin Oakenshield and company changed him profoundly, setting him apart from his fellow countrymen. Perhaps that adventure provided a spark that ignited his Tookish and more adventurous side, and he certainly returned from Erebor a wealthier Hobbit. All this estranged him from much of the (admittedly tedious) Shire society, leading him to focus on his own, peculiar lifestyle, the company of friends, and working on his diary.", + "Twenty years after his great adventure, Bilbo remains curious about news from outside the Shire, and is always gathering rumours and bits of lore to add to his personal records\u2014he is planning to turn his private diary into a real book.", + { + "type": "entries", + "name": "Encountering Bilbo", + "page": 212, + "id": "343", + "entries": [ + "The Bagginses have lived in the neighbourhood of The Hill from time out of mind, and Bilbo has no desire to break that long-standing tradition. His address is at Bag End, Underhill, Hobbiton, and it's at Bag End that the Hobbit is likely to be found, probably having tea, or standing at the door, smoking a {@item pipe|TLotRR}. That said, his experiences with Thorin's Company and a Dragon have awakened in him a certain appetite for adventure, and sometimes he stays away from home for much longer than is considered appropriate in the Shire. When travelling further away than Buckland, or Michel Delving, he is often in the company of Dwarves.", + "If encountered outside the Shire, Bilbo might carry his Elf-dagger, Sting, sheathed at his side. But he has yet to encounter a danger that might require him to use it\u2014if threatened, the Hobbit displays an uncanny ability to disappear almost instantly, a talent far outstripping the normal Hobbitish affinity for escaping notice. He always remembers to bring a {@item pocket-handkerchief|TLotRR} along." + ] + }, + { + "type": "entries", + "name": "Bilbo as a Patron", + "page": 212, + "id": "344", + "entries": [ + "Unbeknownst to his fellow Hobbits who just consider him to be strange, if not completely mad, Bilbo knows a lot about the world outside the Shire, and is well aware of its dangers. He keeps himself as informed as he can, exchanging tidings with travellers and by writing and receiving letters. When he learns about potential threats that might affect the Shire, he does what he can to enlist the help of anyone who might do something about it.", + "Being a Hobbit of considerable means, Bilbo is all too happy to arrange hospitality, finance expeditions, and to generally encourage those who would dare to go out and have adventures. He provides support merely in return for a good story and perhaps a souvenir or keepsake\u2014he is especially interested in maps, and geographical lore in general, which he uses to amend his own charts.", + "Contrary to this inclination towards hosting a veritable rogues gallery of guests from far afield, he is growing increasingly isolated when it comes to his fellow Hobbits. He finds them staid, close-minded, and demonstrates little patience for their shenanigans and petty foibles. To the eyes of the Shire-folk, Bilbo is becoming more and more an eccentric recluse.", + { + "type": "table", + "page": 213, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Bilbo's Hospitality" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + ] + }, + { + "type": "inset", + "name": "Bilbo's Magic Ring", + "page": 212, + "id": "345", + "entries": [ + "Bilbo found many valuable things in the course of his last adventure, but the greatest treasure he brought back is one he doesn't know much about. It's the magic ring he found in an underground cave, under the Misty Mountains, and that he has kept a great secret. To him, it's a precious commodity, as wearing it makes him {@condition invisible}\u2014a quality that Bilbo finds invaluable when unpleasant callers come looking for him.", + "This ring has been in Bilbo's possession for more than twenty years now, and what in the beginning seemed nothing more than a curiosity to the Hobbit is slowly developing a growing hold over his mind. He keeps it in the pocket of his waistcoat upon a fine silver chain at all times, and has developed the habit of slipping a finger or two in the pocket to touch it, as if to reassure himself that it's still there." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Bilbo Baggins.webp" + }, + "width": 850, + "height": 1409 + } + ] + }, + { + "name": "Búrzgul", + "source": "TLotRR", + "entries": [ + "Búrzgul is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. Búrzgul heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of {@creature Ash|TLotRR}. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that Búrzgul regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow." + ] + }, + { + "name": "Cave-troll Slinker", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "This breed of Cave-troll is smaller than many of its kin, but still larger than most Orc-kind. Used to living in the depths of the earth, a Cave-troll Slinker often hunts alone and in the dark, relying on its acute sense of smell." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Cave-Trolls", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.{@i A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap.}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "Círdan the Shipwright", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "As they came to the gates Círdan the Shipwright came forth to greet them. Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Círdan is perhaps the most ancient Elf still living in Middle-earth. He has witnessed three ages of the world, and has been given many titles. Today, he is mostly known as the Shipwright, and the Master of the Grey Havens. He is accounted among the Wise and the Great, and has served as a member of the White Council for many long centuries. For a time, he was the keeper of one of the three Elven Rings of Power, for he bore Narya, the Ring of Fire, until he gave it to {@creature Gandalf the Grey|TLotRR}.", + "Círdan is currently the chief of all Elves residing west of the Blue Mountains, in Lindon. He has been leading them since Gil-galad died fighting Sauron in the War of the Last Alliance. Many consider him to possess the greatest gift of foresight, and thus to be able to see further and deeper than any other in Middle-earth. That is perhaps why the task of preparing the ships that all Elves board when leaving Middle-earth to cross the sea to Valinor is appointed to him.", + { + "type": "entries", + "name": "Encountering Círdan", + "page": 214, + "id": "347", + "entries": [ + "Círdan dwells with his people at the great port of Mithlond, on the banks of the Gulf of Lune. He rarely ventures forth from the Grey Havens, but all who are of good spirit and come in peace are welcome to come and see him there. Galdor of the Havens is his herald and envoy, and often travels across Middle-earth representing the Shipwright wherever needed, and speaking with his full authority.", + "In person, Círdan is very tall, even for an Elf. His appearance is that of a grey but vigorous individual, with a long, silver beard, a rarity among the Fair Folk. He is gracious and hospitable, receiving all guests with full courtesy and kindness. His bright eyes are keen, yet profound\u2014If anyone was to look into them for a few moments, they would see a deep well of memory and experience, telling of the countless things that Círdan has accomplished over his long lifetime." + ] + }, + { + "type": "entries", + "name": "Círdan as a Patron", + "page": 214, + "id": "348", + "entries": [ + "Círdan knows that the Grey Havens play a role of primary importance in the war against the Shadow. The Five Wizards landed here when they came to Middle-earth almost two thousand years ago, and it is here that many great fleets armed for the defeat of Sauron found safe harbourage. In the twilight of the Third Age, Mithlond serves as the last refuge for those who desire to leave Middle-earth, and Círdan considers it his duty to ensure that their passage is made as safely as possible.", + "The Grey Havens also guard a great wealth of knowledge. Círdan's memory goes back to a time before the light of the Sun and Moon, and his knowledge rivals that of Elrond, greatest of lore-masters. The Lord of the Havens and that of Imladris seek the counsel of one another, and their messengers can be often found on the great East Road on errands from their masters.", + { + "type": "table", + "page": 215, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Shipwright's Foresight" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Círdan the Shipwright.webp" + }, + "width": 850, + "height": 1313 + } + ] + }, + { + "name": "Fell Wraith", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Fell wraiths appear as crooked wanderers, roaming among ancient ruins, wrapped in cloaks hiding their spectral features. Their flesh is almost transparent, and their eyes seem to glow like embers. If encountered in the hours of twilight, they may pass as Men, as they can speak, even if with an unusual hissing voice and strange accents. Fell Wraiths carry old weapons, relics from an age of strife that they employ to deadly effectiveness." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wraiths", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.{@i \"Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.\"}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Fell Wraith.webp" + } + } + ] + }, + { + "name": "Fitch Talltree", + "source": "TLotRR", + "entries": [ + "Fitch is not quite thirty, though his wild beard and fierce eyes make him appear older. Like his father before him, he holds the protection of Archet and its people as a sacred duty, and would gladly lay down his life to protect anyone in the tiny community. He blames himself for the untimely death of his father nearly ten years ago, when the two were hunting a brutal Stone-Troll from the Weather Hills that his father had nearly bested in combat previously. Not only was Fitch unable to aid his father in defeating the Troll, but the elder Talltree died saving his son from a particularly grievous blow from the Troll's massive stone club. To this day, Fitch seeks to alleviate his guilt over the death of his father, but fears facing the Troll alone. He is torn between this personal quest to avenge his father, and carrying out his promise to protect the people of Archet." + ] + }, + { + "name": "Footpad", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A cowardly bandit, ready to rob a defenceless victim, but capable of ambushing a lonely companion with the help of others." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Gandalf the Grey", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "At the end of the second week in September a cart came in through Bywater from the direction of the Brandywine Bridge in broad daylight. An old man was driving it all alone. He wore a tall pointed blue hat, a long grey cloak, and a silver scarf." + ], + "style": "quote-pull", + "skipMarks": true + }, + "To the Hobbits of the Shire, Gandalf the Grey is just a pilgrim, a wanderer without a home. He says he's a Wizard, but the extent of his magical skill seems to be limited to his wonderful fireworks and to the prodigious smoke-rings he produces with his {@item pipe|TLotRR}. But the wanderings of Gandalf have brought him much farther than his beloved Shire, to lands where he is known by different names: to the Elves he is Mithrandir, Tharkûn is how the Dwarves know him, and Men in the South call him Gandalf Greyhame. In these countries, Gandalf is not always welcome\u2014indeed, some call him a bringer of ill-news, as he often comes when a threat is near.", + "In truth, Gandalf is the greatest enemy of Sauron in the Third Age. Few among the Wise know that the Wizards first came to Middle-earth out of the Uttermost West almost two thousand years ago, on a mission to thwart the Dark Lord's machinations. Gandalf's appointed task is to bolster the hearts of those who would fight against evil everywhere, and that's what he has done for centuries now, counselling Dwarves, Elves, and Men, always bringing light where darkness lies.", + "Gandalf is the secret bearer of Narya, the Ring of Fire, the third Elven-ring created by Celebrimbor of Eregion. It was given to him for safekeeping and for his own use by Círdan the Shipwright. Narya is an invaluable aid to Gandalf in his mission to inspire others in their struggles against the Shadow. If pressed into combat, the Grey Pilgrim unsheaths Glamdring, an ancient Elven blade, forged in Gondolin for the Goblin-wars.", + { + "type": "entries", + "name": "Encountering Gandalf", + "page": 215, + "id": "34b", + "entries": [ + "Gandalf can be encountered almost anywhere\u2014riding across the countryside on horseback, walking alone or in the company of friends or allies, or even in the seat of a horse-drawn cart. He may not show up when called but often appears when needed. Gandalf holds a particular fondness for the Hobbits of the Shire and when he is meeting someone in Eriador, he will always choose the inn in Bree as a meeting place.", + "When encountered along the road, the Grey Wizard may appear just as an old man, with a long white beard and carrying a staff that he sometimes leans upon as he walks. But when he sits in council, his white hair and piercing dark eyes make him look like a wise king from some ancient legend.", + "Gandalf does not resort to using magic lightly, as he fears it would betray his presence to the eyes of the Enemy. When he does, he displays a mastery of fire and smoke, a reflection of his personality. Seemingly irascible, the old Wizard is also just as quick to burst into warm laughter. He might gently chide a friend, offer words of reassurance, then wax wroth at those who fail to show him due respect." + ] + }, + { + "type": "entries", + "name": "Gandalf as a Patron", + "page": 217, + "id": "34c", + "entries": [ + "Once, {@creature Círdan the Shipwright|TLotRR|Círdan} of the Havens said that the Grey Wanderer's mission is to 'rekindle hearts in a world that grows chill'. In accordance with this mandate, Gandalf labours to inspire all individuals into action, and set events in motion that will eventually spiral into greater consequences. The Quest of Erebor is an example of how Gandalf acts\u2014helping Thorin Oakenshield to reclaim his lost kingdom led to the elimination of a Dragon that could have become a terrible weapon in the hands of the Enemy.", + "Unlike the head of his order, Saruman, who deals in devices and instruments from his high tower in Isengard, Gandalf moves among those who oppose Sauron, listening to their pleas and providing help when emergencies occur. This has made Gandalf welcome in most places, despite his reputation as a troublemaker.", + "A member of the White Council, Gandalf is the one among the Wise that is most likely to act promptly. While the others may counsel patience and caution, Gandalf moves decisively, putting himself in danger, infiltrating the lairs of the Enemy, and facing evil without hesitation. His goal is to lead the Free Peoples by example, encouraging them to set aside ancient rivalries and petty disputes, and to work together in defence of all that is good and worth keeping.", + { + "type": "table", + "page": 217, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Wisdom of the Grey Pilgrim" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Gandalf the Grey.webp" + }, + "width": 850, + "height": 1099 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Gandalf the Grey 2.webp" + }, + "width": 1700, + "height": 2090 + } + ] + }, + { + "name": "Gilraen the Fair", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "After a few years Gilraen took leave of Elrond and returned to her own people in Eriador, and lived alone..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A woman of noble lineage, Gilraen is the mother of Aragorn, the current chieftain of the Rangers of the North and Heir of Isildur. She was quite young when she married, and became a widow soon after she gave birth to her son. When that came to pass, Elrond took her and her newborn to dwell with him in Rivendell, and he raised Aragorn as a son of his own\u2014Aragorn was called 'Estel' in Imladris ({@language Sindarin|TLotRR} for 'Hope'), to conceal his lineage and true name from his enemies.", + "In the year 2965, Gilraen is not yet sixty years old. Being one of the long lived Dúnedain, she is in the fullness of her strength of body and mind, and possesses a measure of the foresight of her people. When her son left Rivendell to seek adventure a few years ago, Gilraen decided to remain in Imladris. She often leaves the Last Homely House on short trips, to visit her own people in Eriador and confer with the captains of the Rangers of the North, in the absence of their chieftain.", + { + "type": "entries", + "page": 217, + "name": "Encountering Gilraen", + "id": "34e", + "entries": [ + "Gilraen is accorded great respect among the Dúnedain of Eriador as the widow of Arathorn, their previous chieftain, and as the mother of the Heir of Isildur. She is also deemed to be foresighted, having inherited that gift from Ivorwen, her mother. Many captains of the Rangers seek her advice, knowing her to be a wise and prudent counsellor.", + "Anyone who meets her will find Gilraen to be a tall and slender woman, her demeanour marked by sorrow, but who refuses to be bent under the weight of her misfortune.", + "Gilraen can be met in the company of small bands of Rangers, along the many paths trod by her folk in the vicinity of Rivendell, or in the Weather Hills and the North Downs. She never stays away for more than a few weeks at a time though, always returning to the safety of the house of Elrond to rest." + ] + }, + { + "type": "entries", + "name": "Gilraen as a Patron", + "page": 218, + "id": "34f", + "entries": [ + "Having lost her husband Arathorn to an Orc-arrow, and his father Arador to the ferocity of Hill-Trolls in the Coldfells, Gilraen has experienced personally the hatred of the Enemy for her folk. She knows full well that the Dúnedain of the North and the entire region of Eriador will never be safe if evil creatures are allowed to prowl undisturbed. In the absence of her son the chieftain, Gilraen makes sure that the Rangers don't forsake their duty as guardians of the land of old Arnor and the borders of the Bree-land and the Shire. In this, she has found a staunch ally in the Wizard {@creature Gandalf the Grey|TLotRR|Gandalf}. When she is in Rivendell, she never misses a chance to encourage the sons of Elrond to go out and hunt all monstrous creatures.", + "Adventurers worthy of Gilraen's trust find themselves enjoying the respect of the Rangers of the North. When out in the wild, they can count on the help of many scouts, and are provided directions to find their hidden refuges and caches of supplies.", + { + "type": "table", + "page": 218, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Gilraen's Folk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "0", + "At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@table Journey Events table|TLotRR}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ] + }, + { + "name": "Goblin Archer", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Goblin Archer is an Orc chosen for his keen eyes. His ability to see in the dark, coupled with a steady hand, lets him shoot arrows with precision by night or day." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Goblin Archer.webp" + } + } + ] + }, + { + "name": "Goldberry", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Tom Bombadil is the Master. No one has ever caught old Tom walking in the forest, wading in the water, leaping on the hill-tops under light and shadow. He has no fear. Tom Bombadil is master." + ], + "style": "quote-pull" + }, + "Old Tom Bombadil roamed all over Eriador, when the woods that today are called the Old Forest reached Dunland in the south. As the forest shrunk, so did his domain. He is a strange creature, known by many names\u2014to the Elves he is Iarwain Ben-adar ('oldest and fatherless'), a name that attempts to define him. For he is ancient even for the long-lived Elves, and they don't know whence he came. He was there before the Dark Lord arrived, he welcomed the first rivers and trees, and his life is tied inextricably to that of his land.", + "Tom appears as a red-cheeked man with curly brown hair, wrinkles around his eyes etched deep from mirth, usually clad in a blue coat and yellow boots. He is often engaged in seemingly frivolous activities, like picking water-lilies, as if he hasn't a care in the whole of Middle-earth. In truth, the opposite is true: Tom cares about all living things, so much so that he cannot distinguish the worth of one life over another.", + "Bombadil shares his life with Goldberry, the River-woman's daughter. She is a lady as fair as an Elf-maiden, and she is as enigmatic as her companion. Just standing in her presence provokes a marvellous delight in those who enter the house of Tom Bombadil, a joy that is felt deeply in their hearts.", + { + "type": "entries", + "name": "Encountering Tom and Goldberry", + "page": 218, + "id": "351", + "entries": [ + "The house of Tom Bombadil is found just beyond the Old Forest to the east, where the Withywindle runs down from its spring in the Barrow-downs. Under Tom's roof and at his table, guests will find their heart contented with peaceful slumber, fine company, joyous song, and all the simple pleasures that come with a humble heart.", + "Bombadil is known to journey into the Old Forest and the Barrow-downs, having no fear of Old Man Willow nor the wight-haunted hills. With a laugh and a wink, Tom charms all he encounters, singing the fierce to sleep and rousing the rest with a song and a merry dance.", + "Goldberry can be found anywhere along the course of the Withywindle, braiding daisies or water-lilies, or singing to the gurgling waters. She acts as if there is no menace in the world worth her concern, as she knows that Tom will come running if ever she needs him. The two are friendly to strangers but are no less strange to their friends, and they open their doors to any who they meet." + ] + }, + { + "type": "entries", + "name": "Tom and Goldberry as Patrons", + "page": 220, + "id": "352", + "entries": [ + "Though Tom's power is as deep as the earth is old, his mastery seems to be limited to his little land, within bounds that he has set. Within those bounds he fears nothing, and he is seemingly unconquerable, but he won't step beyond them for any reason. Adventurers winning his friendship and that of Goldberry will find that when called, they appear almost instantly anywhere within their domain. Even the weather itself seems to behave according to their needs and whims.", + "Tom knows all the ways and the lore of the Old Forest, and he can speak at length about all manner of such things, for there is little in his realm that he does not understand fully. He tells many remarkable stories, speaking softly or even singing, inspiring strange flights of fancy, vistas of untold history and of things forgotten, both majestic and meagre.", + "Tom asks little of his friends directly, but he might point them in the direction of a problem that needs solving, whether it's an unruly Wight from the Barrow-downs or a calf lost within the Old Forest. Goldberry seems to have no need of anything beyond what she has, but she might call upon a Company of well-meaning heroes to aid others in need.", + { + "type": "table", + "page": 220, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Master of Wood, Water and Hill" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country." + ] + ] + } + ] + } + ] + }, + { + "name": "Great Cave-troll", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Feared by its own handlers, a Great Cave-troll is sent by Orcs to smash the defences and the morale of the foes they fear the most." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Cave-Trolls", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.{@i A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap.}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "Great Orc Bodyguard", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Less cunning than those who lead them, these fell creatures protect their captains at the cost of their lives." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Great Orcs", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.{@i ...he was a great Orc with a huge iron-clad head, and yet agile and strong}." + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ] + }, + { + "name": "Great Orc Chief", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Great Orcs are often encountered as leaders and chieftains of their weaker-blooded relatives." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Great Orcs", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.{@i ...he was a great Orc with a huge iron-clad head, and yet agile and strong}." + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ] + }, + { + "name": "Highway Robber", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "More dangerous than a common brigand, a Highway Robber is used to a life in the Wild, and has learned how to deal with armed victims." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Hound of Sauron", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Chosen for its ferocity and malicious intelligence, a Hound of Sauron is a minion of the Dark Lord, a servant sent on a precise errand, be it the gathering of forces for a coming war, the hunt for a specific individual, or spying on an area. Hidden behind the shape of an ordinary Warg, a Hound of Sauron conceals much greater powers." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Werewolves", + "entries": [ + "It is suspected by the most learned among the Wise that the cruellest packs of Wargs might be led by the foulest of creatures: trusted servants of the Dark Lord returned from the Ancient World to serve him once again. Devouring spirits trapped in wolf-form, they hate the very soil they walk upon, and desire only to defile and ruin in an attempt to quench the dreadful hunger that consumes their mortal bodies.{@i \"Listen, Hound of Sauron!\" he cried. \"Gandalf is here. Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ] + }, + { + "name": "Jalin", + "source": "TLotRR", + "entries": [ + "{@creature Jalin|TLotRR}, a lunatic Dwarf of Narag-Nâla, sometimes comes to dwell in the ruins. An outcast from his own people, he lives off rats and other disgusting things. Jalin's dreams are haunted by the spirit of Elwen, as he feels a mix of love and fear for her. He will try to kill or drag into a trap any trespassers in \"his city\". Use the stats for a {@creature Southerner Champion|TLotRR} with the {@condition anguished|TLotRR} condition." + ] + }, + { + "name": "John Ferny", + "source": "TLotRR", + "entries": [ + "One of the less hospitable-looking houses in East Row belongs to the sallow-faced and cross-tempered horse trader and ostler, John Ferny. In previous generations, the Ferny family name was associated with the trade of some of the finest horses in Eriador\u2014today, it has become synonymous with deception. The quality steeds and workhorses traded by his father and grandfather have given way to wretched and ill-treated nags that he sells at inflated prices. The good will of his family name has withered to worthlessness, and to maintain profits, John has even taken to trading with foreign folk. More than once, locals have seen him taking silver pennies from foreigners and southerners, and John has little more than snide remarks for any who question his business practices. The only matter upon which the townsfolk seem to agree with the foul ostler is his constant suspicion of the Rangers whenever they make their way into Bree." + ] + }, + { + "name": "Lady Elwen - Fell Wraith", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Once a valorous Dúnadan noble lady, but when her city fell, she survived, only to be slowly consumed by grief and by the curse of the Chief of the Ringwraiths\u2014Lady Elwen is now a Fell Wraith, bound to roam the ruins of her castle.", + "As a Fell Wraith, she appears as a crooked hag, wrapped in tatters hiding her spectral features. Her flesh is almost transparent, and her eyes glow like embers. Thin strands of white hair escape her hood." + ] + }, + { + "type": "quote", + "entries": [ + "Why have you come? There's nothing here, only death. Leave this place, or join me in my torment!" + ] + }, + "She is armed with a pitted sword, the weapon she used to defend her city and fortress." + ] + }, + { + "name": "Marsh-dwellers", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The Marsh-dwellers are shambling humanoid creatures with a clammy pale flesh, like that of a corpse left to rot in the water. A fell light in their small eyes suggests a wicked vitality and intent. They dwell among ruins where Men used to live, often by dark pools of stagnant water. They hide underground in small groups, ready to ambush unwary travellers and drag them into the cellars where they hoard their stolen gold." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wraiths", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.{@i \"Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.\"}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ] + }, + { + "name": "Nameless Thing", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "There are older and fouler things than Orcs in the deep places of the world." + ], + "style": "quote-pull" + }, + "The darkest legends of the Dwarves whisper of ancient things living in the pools and lakes of remote dales, and lurking in dark tunnels dug before the Orcs came to the mountains. So little is known about these beings that no one ever gave them a name. They do not seem creations of the Great Enemy, Morgoth, for they are older than his lieutenant Sauron, and unknown to him. Their accursed breed might be akin to that of the monstrous Ungoliant, the mother of all Spiders, but they might be something else entirely. Whence they came no one can say\u2014they are evil, but they do not heed the call of the Shadow.", + "What is certain about all of them is that they are always a horrible sight to behold, and that they are very dangerous. They are not just simple beasts, but have a primitive intelligence, linked to their survival instinct, certainly, but often betraying some deeper drive or craving. They all hate the light, and thus live in the darkest recesses of the earth, or in the depths of lakes or underground rivers, which is the reason why no one has ever seen one of them in their entirety. If they come to the surface, they do it for a short time, enough to spread fear and despair, and then they return to their hidden lairs to rest undisturbed.", + { + "type": "entries", + "name": "Nameless Things in the Third Age", + "page": 164, + "id": "2f9", + "entries": [ + "Nameless Things can be introduced to the game by a Loremaster looking for a formidable adversary for their Company of heroes. Differently from most opponents presented in this volume, they do not really belong to a specific breed, and thus must be designed by the Loremaster personally, using the guidelines offered below. The result will be a unique creature, complete with a level of backstory, to underline the long years that the creature has spent troubling the unhappy world." + ] + }, + { + "type": "entries", + "name": "Children of Darkness", + "page": 164, + "id": "2fa", + "entries": [ + "To create a Nameless Thing, the Loremaster either rolls dice on the following tables or directly chooses the entries they consider to be most fitting.", + "The tables numbered from 1 to 5 are used to create the identity of the thing, and give it a story.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 01. The Thing is Referred to as...|TLotRR|Table 01} is used to determine {@i how the Thing is referred to}", + "{@table Table 02. The Thing can be described as...|TLotRR|Table 02} is used to generate its {@i general description}", + "{@table Table 03. When first encountered...|TLotRR|Table 03} is used to determine what the Player-heroes notice moments before the {@i Thing appears}, and then {@i what they see first}", + "{@table Table 04. A Rumour About the Thing|TLotRR|Table 04} is used to generate a {@i rumour about the Thing}", + "{@table Table 05. Where the Thing is Remembered|TLotRR|Table 05} is used to discover {@i where the Thing is remembered}" + ] + }, + "Tables 06 to 08 are instead used to determine the characteristics of the Nameless Thing in gaming terms, in conjunction with the stat block presented overleaf.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 06. Characteristics|TLotRR|Table 06} determines all the usual stats required to use the Thing as an adversary, including its Armour Class, Hit Points, and physical ability scores. It also provided the recommended challenge rating of the Thing.", + "{@table Table 07. Attack Forms|TLotRR|Table 07} is used to determine the forms of attack that the Thing employs. There are suggestions for each type, but you'll want to use the previous entries as well to help fill in the details.", + "All Nameless Things, being creatures of darkness, suffer badly the light of the sun, and so display the Sunlight Sensitivity trait. Each Thing may possess additional special traits, chosen from {@table Table 08. Special Traits|TLotRR|Table 08}." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 01. The Thing is referred to as...", + "page": 165, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 02. The Thing can be described as...", + "page": 166, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 03. When first encountered...", + "page": 166, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 04. A Rumour About the Thing", + "page": 167, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 05. Where the Thing is Remembered", + "page": 168, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 06. Characteristics", + "page": 169, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 07. Attack Forms", + "page": 169, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 08. Special Traits", + "page": 170, + "collapsed": true + } + ] + } + ] + }, + { + "name": "Orc Guard", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The strongest and boldest Orcs are equipped with the toughest armour they can find or put together, and are placed to keep watch on an area wielding a sword and sturdy shield." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc Guard.webp" + } + } + ] + }, + { + "name": "Orc Soldier", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Armed with characteristic bent swords, Orc soldiers are a loud, undisciplined lot. Only a forceful chieftain with a cruel whip and a sharp blade can keep them in line." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc Soldier.webp" + } + } + ] + }, + { + "name": "Orc-chieftain", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Only the most wicked and cruel Orcs live long enough to become chieftains and lead their tribe or warband to battle. An Orc-chieftain is easy to recognise, as it is usually the largest in a group, wielding the meanest weapons and donning superior armour. Often, tell-tale scars or mutilations mark a chieftain's long service under the Shadow." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc-chieftain.webp" + } + } + ] + }, + { + "name": "Oswald Breeker", + "source": "TLotRR", + "entries": [ + "The most well-known resident of Combe is one {@creature Oswald Breeker|TLotRR}, a wizened old man who lives alone in his ancient family estate on the edge of the village. He is the master of much of the farm and grazing lands of Combe, and extracts a heavy tax from those who tend these fields and hills. A widower who lost his only child over twenty years ago, he offers the people of Combe little more than cross words and demands for prompt payment. Rumours say that his wife, in despair at the cold heart of her husband, disappeared in the ruins of an ancient mansion that is visible at the end of the valley of Combe. No locals dare to visit these ancient and broken stones, as many have said to have seen a spectre haunting the grounds when the moon is new and the sky is black.", + "In truth, while quite cantankerous, {@creature Oswald Breeker|TLotRR} is no villain. He is a hard man and pushes the people under his charge to be equally hard, so they might endure the dangers that lurk so close to the edges of Combe. He is well-versed in {@skill old lore|TLotRR}, maintaining a vast library of ancient books and tomes in his estate. In secret, he meets with {@race Ranger of the North|TLotRR|Rangers of the North}, who patrol the land around the ruined High House of Combe, trading news and providing aid where he can.", + "Should the Player-heroes prove themselves to be both allies of the Free Folk and capable of keeping his secrets, they might find a benefactor in Oswald, who may permit regular use of his library for research.", + { + "type": "inset", + "page": 188, + "id": "31d", + "entries": [ + "Any {@race Ranger of the North|TLotRR} or other character able to win over Oswald is able to make use of his collection of ancient texts, and gains advantage on Intelligence ({@skill Old Lore|TLotRR}) checks related to the history of Bree-land and Arnor." + ] + } + ] + }, + { + "name": "Ruffian Leader", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Tougher or simply fiercer, a leader is a ruffian who has reached the top with the help of a sharper mind, or blade." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Sabian", + "source": "TLotRR", + "entries": [ + "The brigands are being manipulated by a group of Men from Umbar, who seem to have an interest in exploring the ruins of Cardolan and Eriador. They have infiltrated the group of robbers, and are slowly taking the lead among them. {@creature Sabian|TLotRR} is among them, a Southron mariner who now is leading the band operating beyond the Brandywine river. He is a spy, using the brigands' activities as cover to explore Eriador and its ruins.", + { + "type": "list", + "page": 230, + "items": [ + "How to employ {@creature Sabian|TLotRR} is up to the Loremaster. He is stealthy and clever, and can hide easily, unless the Player-heroes make capturing him their primary goal. {@creature Sabian|TLotRR} can spring traps on the Player-heroes, or sabotage their plans. If left to his own devices, {@creature Sabian|TLotRR} will eventually leave the ruins, and join the brigands outside (see {@book Trapped!|TLotRR|9|Trapped!}, below).", + "{@creature Sabian|TLotRR} is a {@creature Highway Robber|TLotRR}." + ] + } + ] + }, + { + "name": "Southerner Champion", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Southerner Champion may be a chieftain from Dunland, a bandit lord capable of uniting a number of fractious warriors into a small army, or just a particularly vicious brigand." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Hostile Southerners", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...{@i \"If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk...\"}" + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Southerner Raider", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "When a particularly harsh winter has passed, Men from the South may assemble war parties and look for some isolated homestead to plunder, before retreating just as quickly back into the mists where they came from." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Hostile Southerners", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...{@i \"If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk...\"}" + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Stone-troll Chief", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Small groups of Stone-trolls may band together around a stronger member of their breed, to attack caravans of merchants or isolated farmhouses." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Stone-Trolls", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.{@i ...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change...}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Stone-troll Chief.webp" + } + } + ] + }, + { + "name": "Stone-troll Robber", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Stone-troll Robber's appearance, while always frightful, is made less monstrous by their tendency to wear simple clothes, cook their food and use tools like drinking jugs and barrels." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Stone-Trolls", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.{@i ...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change...}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "The Wight-king", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Rising on one of the highest hills in the Barrow-downs, this burial mound conceals a vast underground complex, descending deep into the bowels of the earth, with dark and cold tunnels winding into many lesser burial chambers, where dozens of warriors are entombed with their gear of war and precious treasure. The stink of decay, stagnation, and rot chokes any who are foolish enough to push aside the great carven stone that blocks the entryway into this labyrinth of the dead.", + "This is the haunted lair of the Wight-king, the chief of all blighted creatures who dwell in Tyrn Gorthad. Some say he was the last King of Cardolan, buried in the Barrow-downs before the Great Plague. Others hold him to be the malicious spirit of some fell captain who once served Angmar. What is certain is that in the ages since the barrow was dug, the Wight-king has carved for himself a great throne room,", + "deep in the darkness. Concealed from the light of day, he sits and festers in his own hatred, his lust for death satiated only when intruders dare enter his domain, or on the rare occasions when he walks among the mists of the Barrow-downs under cover of darkness. Stories of his empty eyes, his broken blade, and his terrible song have kept most would-be tomb robbers from daring to come near his domain\u2014and those who do are seldom heard from again." + ] + }, + { + "type": "section", + "entries": [ + "Scant few have seen the Wight-king and lived to tell the tale, but mad tomb-robbers who have come out of the Barrow-downs tell of a fleshless warrior wearing the blackened raiment of an ancient noble. Empty black eyes burn behind a great, cracked helm, and a pitted blade is clutched in his left hand. All that is dead and yet still lives by sorcery or the will of the Enemy is his to command.", + "The Wight-king leaves the Great Barrow only at night, and moves in darkness and silence across Tyrn Gorthad, singing songs of hopelessness and sorrow in both the {@language Westron|TLotRR|Common Tongue} and the {@language Black Speech|TLotRR} of Mordor." + ] + } + ] + }, + { + "name": "Tom Bombadil", + "source": "TLotRR", + "_copy": { + "name": "Goldberry", + "source": "TLotRR" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Tom Bombadil.webp" + }, + "width": 1700, + "height": 2146 + } + ] + }, + { + "name": "Wild Wolf", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The average Warg, a Wild Wolf is slightly larger than an ordinary wolf, and much more vicious. It can be encountered in a pack, but also as a solitary hunter or scout, ready to howl and alert other Wargs and evil creatures for miles around. Orcs learn how to ride upon Wild Wolves like men do on horses." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wargs", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.{@i \"How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Wild Wolf.webp" + } + } + ] + }, + { + "name": "Wolf-chieftain", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Greater in stature, cruelty and cunning than ordinary Wargs, a Wolf-chieftain is called upon by its lesser kin to deal with serious threats, like bands of travelling adventurers trespassing into Warg territory. A Wolf-chieftain is never encountered alone, but always surrounded by a pack of Wild Wolves." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wargs", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.{@i \"How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ] + } + ], + "variantrule": [ + { + "name": "Encumbrance", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "The following alternative rules for lifting and carrying determine how the Player-heroes are hindered by the weight of their carried gear.", + { + "type": "list", + "items": [ + "If you carry weight in excess of 5 times your Strength score, you are {@i encumbered}, which means your speed drops by 10 feet and you have disadvantage on Strength ({@skill Athletics}) checks, Dexterity ({@skill Acrobatics}) checks, and {@book fatigue saving throws|TLotRR|4|3. Ending the Journey}.", + "If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead {@i heavily encumbered}, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution." + ] + }, + "The maximum carrying capacity and the weight you can push, drag, or lift is calculated as usual." + ] + }, + { + "name": "Replacing the d20", + "source": "TLotRR", + "page": 22, + "ruleType": "VO", + "entries": [ + "Whenever a {@dice d20} must be rolled, roll three Success Dice instead and add them together. If the roll has disadvantage, all the Success Dice that come up showing a result in an outlined number (1, 2, or 3) are considered to have given a result of zero instead. If the roll has advantage, roll four Success Dice instead of three and add them together." + ] + }, + { + "name": "Resting", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "{@i The Lord of the Rings Roleplaying} employs a variant of the standard 5e rules for short and long rests.", + { + "type": "list", + "items": [ + "Player-heroes can benefit from long rests exclusively in sheltered and safe refuges (i.e. not 'on the road'). The {@book safe havens|TLotRR|1|The Safe Haven} of the Company certainly count as sheltered refuges, as well as any city or settlement where the Company is welcomed on friendly terms. At the Loremaster's discretion, a deserted but well-sheltered place in the wilds could also be suitable for a long rest.", + "Additionally, a short rest {@book during a journey|TLotRR|4|Journey} must be at least 8 hours long, during which a character sleeps or performs only light activities. Once the Player-heroes stop travelling for at least 24 hours (because they have reached their destination, or have decided to stop along the way), they can resume taking short rests of 1 hour." + ] + } + ] + }, + { + "name": "Rewards and Virtues", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "Virtues are unique abilities and special talents, characteristic of a given culture. Players select a new virtue when their Player-hero reaches certain levels in a calling.", + "Rewards are pieces of war gear of superior craftsmanship, granted to a Player-hero as an award for their deeds when they reach certain levels. Rewards are not tied to a specific culture.", + "Virtues and rewards are described {@book Chapter 4|TLotRR|3}." + ] + }, + { + "name": "Rolling 1 or 20", + "source": "TLotRR", + "page": 22, + "ruleType": "VO", + "entries": [ + "During combat, if the attack roll shows two or more icons, the attack hits regardless of any modifier or the target's AC, and is a critical hit. If the roll has disadvantage, it must show three icons.", + "If the Success Dice for an attack only show outlined numbers, the attack misses regardless of any modifiers or the target's AC." + ] + }, + { + "name": "Shadow and Corruption", + "source": "TLotRR", + "page": 23, + "ruleType": "V", + "entries": [ + "Challenging an almost all-powerful Enemy and facing its terrible minions is bound to instil a sense of fear and doubt in the Player-heroes, a sentiment that in time comes to weigh heavily on their hearts and minds. In {@i The Lord of the Rings Roleplaying}, this burden is represented by the accumulation of Shadow points, and by the sources that force their gain.", + { + "type": "list", + "items": [ + "Player-heroes can resist some sources of Shadow gain by making a saving throw\u2014either an Intelligence, Wisdom, or Charisma saving throw.", + "Attempting or performing misdeeds provokes an automatic Shadow gain instead, as such actions prove that a hero is falling for the evil ways of the Enemy." + ] + }, + "Player-heroes mark their descent into the Shadow following a specific Shadow path, based on their chosen calling, and risk leaving the game if they cannot stop their descent into madness. Player-heroes avoid this by getting rid of Shadow points during the Fellowship Phase, resting from actively opposing the Enemy.", + { + "type": "inset", + "id": "031", + "entries": [ + "Shadow can also result in the Player-heroes being subjected to {@book two new conditions|TLotRR|7|Shadow Conditions}, {@condition anguished|TLotRR} and {@condition miserable|TLotRR}." + ] + }, + "These conditions, along with the rules for the Shadow, are presented in {@book Chapter 8|TLotRR|7}." + ] + } + ], + "table": [ + { + "name": "Adventuring Gear", + "source": "TLotRR", + "page": 70, + "colLabels": [ + "Item", + "Cost", + "Weight" + ], + "colStyles": [ + "col-8", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Arrows (20)|PHB}", + "1 s", + "1 lb." + ], + [ + "{@item Backpack|PHB}", + "2 s", + "5 lbs" + ], + [ + "{@item Barrel|PHB}", + "2 s", + "70 lbs" + ], + [ + "{@item Basket|PHB}", + "4 c", + "2 lbs" + ], + [ + "{@item Bedroll|PHB}", + "1 s", + "7 lbs" + ], + [ + "{@item Bell|PHB}", + "1 s", + "\u2014" + ], + [ + "{@item Blanket|PHB}", + "5 c", + "3 lbs" + ], + [ + "{@item Block and tackle|PHB}", + "1 s", + "5 lbs" + ], + [ + "{@item Book|PHB}", + "25 s", + "5 lbs" + ], + [ + "{@item Glass Bottle|PHB|Bottle, glass}", + "2 s", + "2 lbs" + ], + [ + "{@item Bucket|PHB}", + "1 c", + "2 lbs" + ], + [ + "{@item Candle|PHB|Candle (set of 10})", + "1 c", + "\u2014" + ], + [ + "{@item Map or Scroll Case|PHB|Case, map or scroll}", + "1 s", + "1 lb." + ], + [ + "{@item Chain (10 feet)|PHB}", + "5 s", + "10 lbs" + ], + [ + "{@item Chalk (1 piece)|PHB|Chalk (10 pieces)}", + "1 c", + "\u2014" + ], + [ + "{@item Chest|PHB}", + "5 s", + "25 lbs" + ], + [ + "{@item Climber's kit|PHB}", + "25 s", + "12 lbs" + ], + [ + "{@item Common Clothes|PHB|Clothes, common}", + "5 c", + "3 lbs" + ], + [ + "{@item Fine Clothes|PHB|Clothes, fine}", + "15 s", + "6 lbs" + ], + [ + "{@item Traveler's Clothes|PHB|Clothes, traveller's}", + "2 s", + "4 lbs" + ], + [ + "{@item Fishing tackle|PHB}", + "1 s", + "4 lbs" + ], + [ + "{@item Tankard|PHB|Flask or tankard}", + "1 c", + "1 lb." + ], + [ + "{@item Healer's kit|PHB}", + "5 s", + "3 lbs" + ], + [ + "{@item Hourglass|PHB}", + "25 s", + "1 lb" + ], + [ + "{@item Ink (1-ounce bottle)|PHB|Ink (1 ounce bottle)}", + "10 s", + "\u2014" + ], + [ + "{@item Ink pen|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Jug|PHB|Jug or pitcher}", + "1 c", + "4 lbs" + ], + [ + "{@item Ladder (10-foot)|PHB|Ladder (10 feet)}", + "1 c", + "25 lbs" + ], + [ + "{@item Lamp|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Bullseye Lantern|PHB|Lantern, bullseye}", + "10 s", + "2 lbs" + ], + [ + "{@item Hooded Lantern|PHB|Lantern, hooded}", + "5 s", + "2 lbs" + ], + [ + "{@item Lock|PHB}", + "10 s", + "1 lb." + ], + [ + "{@item Magnifying Glass|PHB}", + "10 g", + "\u2014" + ], + [ + "{@item Manacles|PHB}", + "2 s", + "6 lbs" + ], + [ + "{@item Mess kit|PHB}", + "2 c", + "1 lb." + ], + [ + "{@item Steel Mirror|PHB|Mirror, steel}", + "5 s", + "½ lb." + ], + [ + "{@item Oil (flask)|PHB}", + "1 c", + "1 lb." + ], + [ + "{@item Parchment (one sheet)|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Miner's Pick|PHB|Pick, miner's}", + "2 s", + "10 lbs" + ], + [ + "{@item Pole (10-foot)|PHB}", + "1 c", + "7 lbs" + ], + [ + "{@item Pocket-handkerchief|TLotRR}", + "1 c", + "\u2014" + ], + [ + "{@item Iron Pot|PHB|Pot or pan, iron}", + "2 s", + "10 lbs." + ], + [ + "{@item Pouch|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Quiver|PHB}", + "1 s", + "1 lb." + ], + [ + "{@item Rations (1 day)|PHB}", + "5 c", + "2 lbs" + ], + [ + "{@item Rations, Cram|TLotRR|Rations, cram* (1 day)}", + "1 s", + "1 lb." + ], + [ + "{@item Robes|PHB}", + "1 s", + "4 lbs" + ], + [ + "{@item Hempen Rope (50 feet)|PHB|Rope, hempen (50 feet)}", + "1 s", + "10 lbs" + ], + [ + "{@item Silk Rope (50 feet)|PHB|Rope, silk (50 feet)}", + "10 s", + "5 lbs" + ], + [ + "{@item Sack|PHB}", + "1 c", + "½ lbs" + ], + [ + "{@item Saddlebags|PHB}", + "4 s", + "8 lbs" + ], + [ + "{@item Pack Saddle|PHB|Saddle}", + "5 s", + "15 lbs" + ], + [ + "{@item Merchant's Scale|PHB|Scale, merchant's}", + "5 s", + "3 lbs" + ], + [ + "{@item Sealing wax|PHB}", + "5 c", + "\u2014" + ], + [ + "{@item Shovel|PHB}", + "2 s", + "5 lbs" + ], + [ + "{@item Signal whistle|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Signet ring|PHB}", + "5 s", + "\u2014" + ], + [ + "{@item Soap|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Two-Person Tent|PHB|Tent, two-person}", + "2 s", + "20 lbs" + ], + [ + "{@item Tinderbox|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Torch|PHB|Torches (bundle of 10)}", + "1 c", + "10 lbs" + ], + [ + "{@item Vial|PHB}", + "1 s", + "\u2014" + ], + [ + "{@item Waterskin|PHB}", + "2 c", + "5 lbs (full)" + ], + [ + "{@item Whetstone|PHB}", + "1 c", + "1 lb." + ] + ], + "footnotes": [ + "* see description for special rules" + ] + }, + { + "name": "An Evening at The Prancing Pony", + "source": "TLotRR", + "page": 185, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "Rarely is there a quiet night at {@i The Pony}. When the Player-heroes spend an evening at the inn, the Loremaster can roll on the following table to determine who or what they encounter while sampling a bit of ale and taking a break from the troubles of the road." + ], + "rows": [ + [ + "1", + "Skulking Southerner", + "A sallow-faced southerner is lingering about the shadows of the common room, asking rude questions and bullying locals for the latest news in Bree-land." + ], + [ + "2", + "Ill-Favoured Ranger", + "One of the Rangers of the North is quietly minding their own business in a corner of the inn's common room. Several locals are leering or making cross remarks, but no one knows why they are here." + ], + [ + "3", + "Visitors from Buckland", + "A small company of Hobbits from Buckland is spending an evening at The Pony, meeting with distant cousins, and hoping to trade for some of the local crop of pipe-weed." + ], + [ + "4", + "Dwarf Travellers", + "Dwarves, travelling to the land of their kin along the great East-West Road are sampling some of Barnabas's Best, and have raised a raucous song this evening." + ], + [ + "5", + "Greenway Refugees", + "A small family of homesteaders who once lived along the Greenway have come to the Pony in search of refuge. They are cautious, but anyone who asks politely can learn from them that their farm was burnt and sacked last night." + ], + [ + "6", + "{@creature Fitch Talltree|TLoRR}", + "The Forester of Archet has come to The Pony this evening looking for stout warriors to join him in a hunt for a new threat prowling the Chetwood. He is having little luck in his efforts." + ], + [ + "7", + "Impending Brawl", + "{@creature John Ferny|TLotRR} is having a pint in the common room and several other patrons are cross with him. They are engaged in a loud argument and it seems like things are about to come to blows." + ], + [ + "8", + "Rousing Ballad", + "The common room is filled with patrons roaring out bolstering ballads of heroes and hearthfires! Characters who join in and succeed on a {@dc 15} Charisma ({@skill Performance}) check gain inspiration." + ], + [ + "9", + "Showing Some Coin", + "A wealthy merchant is passing through Bree and has bought a round of drinks for everyone in attendance this evening. Unfortunately, some less than savoury drinkers seem to have a keen eye on his money purse." + ], + [ + "10", + "Ponies Loose at The Pony!", + "The Pony's ostler comes running into the common room, yelling that the horses have gotten loose from the inn's stables! Was this an accident or an attempted theft?" + ], + [ + "11", + "Bragging Treasure Hunters", + "A group of glorified tomb robbers have come to spend ill-gotten riches they claim to have retrieved from a tomb in the Barrow-downs. The coins are ancient and marked in a strange script." + ], + [ + "12", + "The Grey Pilgrim", + "{@creature Gandalf the Grey|TLotRR|Gandalf} himself is visiting the Pony this evening and his presence alone has the whole house astir! Perhaps he is on a secret errand of his own, or searching for the Player-heroes to gain their aid against some hidden threat." + ] + ] + }, + { + "name": "Armours", + "source": "TLotRR", + "page": 72, + "colLabels": [ + "Armour", + "Cost", + "Armour Class", + "Fatigue and Stealth*", + "Weight" + ], + "colStyles": [ + "col-4", + "col-2 text-center", + "col-2", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Light Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leather shirt|TLotRR}", + "10 s", + "11 + Dex mod. (max 4)", + "\u2014", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leather corslet|TLotRR}", + "45 s", + "12 + Dex mod. (max 3)", + "\u2014", + "10 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Medium Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Hide Armor|PHB|Hide}", + "10 s", + "12 + Dex mod. (max 2)", + "\u2014", + "12 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Chain Shirt|PHB|Mail-shirt}", + "50 s", + "13 + Dex mod. (max 2)", + "\u2014", + "20 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Scale Armour|TLotRR}", + "50 s", + "14 + Dex mod. (max 2)", + "Disadvantage", + "40 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Heavy Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Ring-mail|TLotRR}", + "50 s", + "15", + "Disadvantage", + "50 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Chain Mail|PHB|Coat of Mail}", + "75 s", + "16", + "Disadvantage", + "55 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Splint Armor|PHB|Mail Hauberk}", + "20 g", + "17", + "Disadvantage", + "60 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Shield}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shield|PHB}", + "10 s", + "+2", + "\u2014", + "6 lbs" + ] + } + ], + "footnotes": [ + "*If an armour type indicates disadvantage, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks, and on fatigue saving throws during journeys (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}) if the armour is worn for at least half of the journey's length in days of travel (rounded up). The days do not need to be consecutive." + ] + }, + { + "name": "Blessings", + "source": "TLotRR", + "page": 130, + "colLabels": [ + "d20", + "Skill (Object)" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@skill Acrobatics} (boots, cloak, ring)" + ], + [ + "2", + "{@skill Animal Handling} (circlet, ring, staff)" + ], + [ + "3", + "{@skill Athletics} (belt, boots, ring)" + ], + [ + "4", + "{@skill Deception} (amulet, circlet, ring)" + ], + [ + "5", + "{@skill Explore|TLotRR} (boots, ring, staff)" + ], + [ + "6", + "{@skill Hunting|TLotRR} (boots, cloak, ring)" + ], + [ + "7", + "{@skill Insight} (circlet, {@item pipe|TLotRR}, ring)" + ], + [ + "8", + "{@skill Intimidation} (cloak, horn, ring)" + ], + [ + "9", + "{@skill Investigation} (amulet, circlet, ring)" + ], + [ + "10", + "{@skill Medicine} ({@item healer's kit|PHB}, {@item herbalism kit|TLotRR}, ring)" + ], + [ + "11", + "{@skill Nature} (book, circlet, ring)" + ], + [ + "12", + "{@skill Old Lore|TLotRR} (book, circlet, ring)" + ], + [ + "13", + "{@skill Perception} (amulet, circlet, ring)" + ], + [ + "14", + "{@skill Performance} ({@item musical instrument|SCAG}, {@item pipe|TLotRR}, ring)" + ], + [ + "15", + "{@skill Persuasion} (amulet, circlet, ring)" + ], + [ + "16", + "{@skill Riddle|TLotRR} (circlet, {@item pipe|TLotRR}, ring)" + ], + [ + "17", + "{@skill Sleight of Hand} (cloak, gloves, ring)" + ], + [ + "18", + "{@skill Stealth} (boots, cloak, ring)" + ], + [ + "19", + "{@skill Travel|TLotRR} (boots, ring, staff)" + ], + [ + "20", + "Roll twice and choose one" + ] + ] + }, + { + "name": "Callings", + "source": "TLotRR", + "page": 44, + "colLabels": [ + "Calling", + "Hit Die", + "Primary Ability", + "Saving Throw Proficiencies", + "Armour & Weapon Proficiencies", + "Description" + ], + "colStyles": [ + "col-1-5", + "col-1-1 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2-7 text-center", + "col-2-7" + ], + "rows": [ + [ + "{@class Captain|TLotRR}", + "{@dice d10}", + "Strength and Charisma", + "Constitution, Charisma", + "All armour, shields, simple and martial weapons", + "A valiant fighter and leader of others" + ], + [ + "{@class Champion|TLotRR}", + "{@dice d10}", + "Strength or Dexterity", + "Strength, Constitution", + "All armour, shields, simple and martial weapons", + "A fierce warrior, skilled with a variety of weapons and armour" + ], + [ + "{@class Messenger|TLotRR}", + "{@dice d8}", + "Dexterity and Charisma", + "Dexterity, Charisma", + "Light armour, simple weapons, short swords, swords", + "An experienced traveller and advisor, carrying tidings to distant lands" + ], + [ + "{@class Scholar|TLotRR}", + "{@dice d8}", + "Intelligence and Wisdom", + "Intelligence, Wisdom", + "Light armour, simple weapons", + "A master of learning, familiar with ancient lore and healing arts alike" + ], + [ + "{@class Treasure Hunter|TLotR}", + "{@dice d8}", + "Dexterity", + "Dexterity, Intelligence", + "Light armour, simple weapons, short swords, swords", + "A cunning adventurer who seeks to recover what is lost" + ], + [ + "{@class Warden|TLotRR}", + "{@dice d10}", + "Dexterity and Wisdom", + "Strength, Wisdom", + "Light armour, medium armour, shields, simple and martial weapons", + "A protector of the weak who blends martial prowess and knowledge of the land" + ] + ] + }, + { + "name": "Council Structure", + "source": "TLotRR", + "page": 96, + "colLabels": [ + "Stage", + "Description", + "Useful Ability Checks" + ], + "colStyles": [ + "col-2", + "col-5", + "col-5" + ], + "intro": [ + "At the beginning of a council, the players should focus on a goal and choose their course of action accordingly." + ], + "rows": [ + [ + "{@book Introduction|TLotRR|4|1. Introduction}", + "The spokesperson presents the Company. The Charisma check determines any rerolls or disadvantage.", + "Charisma ({@skill Intimidation}) to impress strangers quickly, revealing much about yourself; Charisma ({@skill Persuasion}) to ask for support, especially from friends; Charisma ({@skill Deception}) to extract information without revealing too much." + ], + [ + "{@book Interaction|TLotRR|4|3. Interaction}", + "The main part of a council. Successful ability checks accumulate to reach the required successes.", + "Charisma ({@skill Deception}) to win over the audience through deceit; Charisma ({@skill Intimidation}) to address crowds and rouse spirits; Charisma ({@skill Performance}) to garner approval; Charisma ({@skill Persuasion}) to make a point; Intelligence ({@skill Riddle|TLotRR}) to gather information; Wisdom ({@skill Insight}) to observe and evaluate." + ] + ] + }, + { + "name": "Council XP Awards", + "source": "TLotRR", + "page": 99, + "colLabels": [ + "The Audience is...", + "Reasonable Request", + "Bold Request", + "Outrageous Request" + ], + "colStyles": [ + "col-3", + "col-3", + "col-3", + "col-3" + ], + "intro": [ + "The values provided in brackets are the XP awards suggested in the case of a success with woe." + ], + "rows": [ + [ + "...friendly", + "25 (0) XP", + "50 (0) XP", + "100 (25) XP" + ], + [ + "...open", + "100 (10) XP", + "200 (25) XP", + "450 (100) XP" + ], + [ + "...reluctant", + "200 (50) XP", + "700 (100) XP", + "1,800 (450) XP" + ] + ] + }, + { + "name": "Encounters on the East Road", + "source": "TLotRR", + "page": 193, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The East Road is full of dangerous people and strange locales. Loremasters can roll a {@dice d12} and consult the table below if they wish to add a bit of flavour to the Player-heroes' journey on this long path." + ], + "rows": [ + [ + "1", + "Troll-hole", + "The Player-heroes stumble too close to a Troll's lair and awaken a Stone-Troll! It lumbers out and attempts to slaughter them for a fine meal!" + ], + [ + "2", + "Mournful Stones", + "While travelling, a strange howling wind blows through the broken stones of a nearby ruin. It is unnaturally cold, and its melancholy takes hold in the characters' bones." + ], + [ + "3", + "Fallen King", + "Walking past what seems a dense thicket of brambles, the Player-heroes spot the fallen statue of some ancient king of Men. It is shaped like a grim and resolute warrior, now covered in dirt and worn by time. But at its feet, a wreath of flowers grows, and anyone who examines it and succeeds on a {@dc 15} Intelligence ({@skill Nature}) check can identify the plant as Kingsfoil. A sprig of it can be harvested, allowing a hero to use it as if it was a {@item healer's kit|PHB} ({@dice 1d10} uses left)." + ], + [ + "4", + "Carrion Eyes", + "A flock of ill-tempered crows watches the characters, flitting from tree to tree, stone to stone, for a mile or so before suddenly taking flight and heading to the mountain ranges to the north. Are they spies for the Goblins of Mount Gram? Or worse, for Angmar itself?" + ], + [ + "5", + "Predators in the Firelight", + "A small pack of {@creature wild wolf|TLotRR|wild wolves} stalks around the Player-heroes as they camp or walk upon the East Road at night. If not driven off with a {@dc 15} Charisma ({@skill Intimidation}) check, they will attack. Fearsome, but ultimately cowardly, they will flee if they discover that the Player-heroes are no easy prey." + ], + [ + "6", + "Sun Upon the Stone", + "While passing close to a half crumbled stone tower, the sunlight reflects off an unblemished wall of the ancient structure, and for an instant, a hint of its original greatness is revealed." + ], + [ + "7", + "Lost Merchant", + "A Dwarf merchant returning to the Blue Mountains is injured and weary from his travels, and asks the Player-heroes to guide him to the nearest farmstead. If they aid the Dwarf, the merchant will reward the heroes with 10 silver pennies each." + ], + [ + "8", + "Highway Robbers", + "Masquerading as an innocent traveller who has been separated from his companions, a {@creature Highway Robber|TLotRR} will attempt to lead the Player-heroes a short distance off the road and into an ambush where several of his allies wait." + ], + [ + "9", + "Strange Stars in High Towers", + "As the sun fades, the Player-heroes see a cold light twinkling in the window of a broken tower near the horizon. The light seems to linger and follow them, dogging their steps from a distance before vanishing into the night." + ], + [ + "10", + "Goblin Scouts", + "A {@creature Goblin Archer|TLotRR} starts to track the Player-heroes. If they do not notice or detect him with a {@dc 15} Wisdom ({@skill Perception}) check, that night they will be ambushed by his allies." + ], + [ + "11", + "Song of Kings", + "Upon the banks of the Hoarwell or another body of water, the Player-heroes see a beautiful maiden singing a sad song of the Elder Days in {@language Sindarin|TLotRR}. She looks at them, offers a melancholy smile, and fades from existence...though the song lingers on for a few moments." + ], + [ + "12", + "Rangers", + "The company is being followed, but their pursuers reveal themselves to be {@race Ranger of the North|TLotRR|Rangers of the North}, and offer to guide the characters for a brief time on their journey. The Company has advantage on the next Wisdom ({@skill Travel|TLotRR}) check made while on the East Road." + ] + ] + }, + { + "name": "Event Target", + "source": "TLotRR", + "page": 104, + "colLabels": [ + "d3", + "Target", + "Ability Check" + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + "1", + "Scouts", + "Wisdom ({@skill Explore|TLotRR})" + ], + [ + "2", + "Look-outs", + "Wisdom ({@skill Perception})" + ], + [ + "3", + "Hunters", + "Wisdom ({@skill Hunting|TLotRR})" + ] + ] + }, + { + "name": "Hoard", + "source": "TLotRR", + "page": 126, + "colLabels": [ + "Hoard Rating", + "Examples", + "Treasure Value", + "Magical Treasure Rolls" + ], + "colStyles": [ + "col-2", + "col-6 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "lesser", + "Solitary Troll's loot, Goblin plunder, bandits' hoard", + "9 ({@dice 2d8}) g", + "Roll {@dice 1d20}" + ], + [ + "greater", + "Old hoard, Dwarf-hoard", + "16 ({@dice 3d10}) g", + "Roll {@dice 2d20}" + ], + [ + "marvellous", + "Ancient hoard, Dwarven city's treasure trove, or Dragon-hoard", + "26 ({@dice 4d12}) g", + "Roll {@dice 3d20}" + ] + ] + }, + { + "name": "Hunt Modifiers Table", + "source": "TLotRR", + "page": 174, + "colLabels": [ + "Hunt Modifier", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+4", + "The Company is protected by the blessing of a Wizard, or another powerful nonplayer character" + ], + [ + "+2", + "The Company is travelling under false names, treading paths that are seldom trodden, or otherwise taking actions to be discreet and unobtrusive" + ], + [ + "\u22122", + "The Player-heroes have gained great renown in the area thanks to some exceptional deed" + ], + [ + "\u22124", + "The Enemy is actively looking for the Player-heroes, or their mission or goal is known to them" + ] + ] + }, + { + "name": "Journey Events Table", + "source": "TLotRR", + "page": 105, + "colLabels": [ + "d20", + "Event", + "Consequences" + ], + "colStyles": [ + "col-2 text-center", + "col-2", + "col-8" + ], + "rows": [ + [ + "1\u20132", + "Terrible Misfortune", + "The fatigue saving throw DC increases by +3. In addition, if the check fails, the target must make a Dexterity saving throw*. On a failed save, the target is reduced to 0 hit points. On a successful save, the target loses half of their maximum hit points (rounded down)." + ], + [ + "3\u20134", + "Despair", + "The fatigue saving throw DC increases by +2. In addition, if the check fails, everyone in the Company gains 2 ({@dice 1d3}) Shadow points (Charisma saving throw* to resist, see {@book Chapter 8|TLotRR|4|Saving Throws Against Shadow})." + ], + [ + "5\u20136", + "Ill Choices", + "The fatigue saving throw DC increases by +2. In addition, if the check fails, the target gains 1 Shadow point (Wisdom saving throw* to resist, see {@book Chapter 8|TLotRR|4|Saving Throws Against Shadow})." + ], + [ + "7\u201314", + "Mishap", + "The fatigue saving throw DC increases by +1. If the check fails, the DC increases by +2 instead, and the length of the journey increases by 1 day." + ], + [ + "15\u201317", + "Short Cut", + "The fatigue saving throw DC increases by +1. If the check succeeds, reduce the length of the journey by 1 day, to a minimum of 1 day." + ], + [ + "18\u201319", + "Chance-meeting", + "The fatigue saving throw DC increases by +1. If the check succeeds, the DC does not increase, and the Loremaster improvises an encounter that favours the Company." + ], + [ + "20", + "Joyful Sight", + "If the check succeeds, everyone in the Company gains {@variantrule inspiration|PHB}." + ] + ], + "footnotes": [ + "* The DC for this saving throw equals the DC of the ability check (see Resolve the Event, below). The saving throw has disadvantage if it is autumn or winter." + ] + }, + { + "name": "Journey Roles", + "source": "TLotRR", + "page": 101, + "colLabels": [ + "Role", + "Function" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "Guide", + "In charge of all decisions concerning route, rest, and supplies." + ], + [ + "Hunter", + "In charge of finding food in the wild." + ], + [ + "Look-out", + "In charge of keeping watch." + ], + [ + "Scout", + "In charge of setting up camp, opening new trails." + ] + ] + }, + { + "name": "Journey XP Awards", + "source": "TLotRR", + "page": 104, + "colLabels": [ + "The Hex is...", + "...In a Border Land", + "...In a Wild Land", + "...In a Dark Land" + ], + "colStyles": [ + "col-3", + "col-3", + "col-3", + "col-3" + ], + "intro": [ + "When crossing a Perilous Area, count a number of hexes equal to the Peril rating of the area." + ], + "rows": [ + [ + "...along a road", + "0 XP", + "10 XP", + "25 XP" + ], + [ + "...in open terrain", + "10 XP", + "25 XP", + "50 XP" + ], + [ + "...in hard terrain", + "25 XP", + "50 XP", + "100 XP" + ] + ] + }, + { + "name": "Magical Treasure", + "source": "TLotRR", + "page": 126, + "colLabels": [ + "d20", + "Magical Treasure", + "Description", + "Shadow Points Gained" + ], + "colStyles": [ + "col-2 text-center", + "col-3-5", + "col-3-5", + "col-3 text-center" + ], + "rows": [ + [ + "1\u201314", + "\u2014", + "No magical treasure", + "{@dice 1d4-2} (minimum 0)" + ], + [ + "15\u201317", + "Marvellous Artefact", + "An enchanted object graced by a blessing", + "{@dice 1d6-3} (minimum 0)" + ], + [ + "18\u201319", + "Wondrous Item", + "An enchanted object possessing two blessings", + "{@dice 1d8-4} (minimum 0)" + ], + [ + "20", + "Famous Weapon or Armour", + "A weapon or suit of armour of superior make", + "{@dice 1d8-4} (minimum 0)" + ] + ] + }, + { + "name": "Misdeeds", + "source": "TLotRR", + "page": 142, + "colLabels": [ + "Action", + "Shadow Points Gained" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Violent threats and malicious lies; heedless cruelty", + "1" + ], + [ + "Manipulating others; abusing your authority; deliberate cruelty", + "2" + ], + [ + "Theft or plunder; oathbreaking or cowardice; treachery", + "3" + ], + [ + "Torment or torture; killing or crippling a surrendered foe or harmless folk", + "4" + ], + [ + "Murder; willingly taking actions in the service of the Enemy", + "4 plus 1 Shadow Scar" + ] + ] + }, + { + "name": "Multiple Callings", + "source": "TLotRR", + "page": 67, + "colLabels": [ + "Calling", + "Ability Score Minimum", + "Proficiencies Gained" + ], + "colStyles": [ + "col-2", + "col-3", + "col-7" + ], + "rows": [ + [ + "{@class Captain|TLotRR}", + "Strength 13 and Charisma 13", + "Light armour, medium armour, heavy armour, shields, simple weapons, martial weapons" + ], + [ + "{@class Champion|TLotRR}", + "Strength 13 or Dexterity 13", + "Light armour, medium armour, heavy armour, shields, simple weapons, martial weapons" + ], + [ + "{@class Messenger|TLotRR}", + "Dexterity 13 and Charisma 13", + "Light armour, simple weapons, one skill from the class's skill list, one tool of your choice" + ], + [ + "{@class Scholar|TLotRR}", + "Intelligence 13", + "Light armour, simple weapons, one skill from the class' skill list, one of the tools from the class' tools list" + ], + [ + "{@class Treasure Hunter|TLotRR}", + "Dexterity 13", + "Light armour, simple weapons, one skill from the class' skill list, one of the tools from the class' tools list" + ], + [ + "{@class Warden|TLotRR}", + "Wisdom 13", + "Light armour, medium armour, shields, simple weapons, martial weapons" + ] + ] + }, + { + "name": "Out-of-Pocket Expenses", + "source": "TLotRR", + "page": 71, + "colLabels": [ + "Item or Service", + "Cost" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Ale or Mead, cup|TLotRR}", + "1 c" + ], + [ + "{@item Ale or Mead, jug|TLotRR}", + "6 c" + ], + [ + "{@item Bread, loaf|TLotRR}", + "1 c" + ], + [ + "{@item Cheese, hunk|TLotRR}", + "5 c" + ], + [ + "{@item Feast (per person)|TLotRR}", + "10 s" + ], + [ + "Inn Stay, Frugal (per person, per day)", + "1 c" + ], + [ + "Inn Stay, Common (per room, per day)", + "5 c" + ], + [ + "Inn Stay, Prosperous (per room, per day)", + "8 c" + ], + [ + "Inn Stay, Rich (per room, per day)", + "2 s" + ], + [ + "Inn Stay, Very Rich (per room, per day)", + "4 s" + ], + [ + "Meals, Frugal (per day)", + "1 c" + ], + [ + "Meals, Common (per day)", + "3 c" + ], + [ + "Meals, Prosperous (per day)", + "5 c" + ], + [ + "Meals, Rich (per day)", + "8 c" + ], + [ + "Meals, Very Rich (per day)", + "2 s" + ], + [ + "{@item Meat, chunk|TLotRR}", + "3 c" + ], + [ + "{@item Pipe-weed, Longbottom Leaf (10 uses)|TLotRR}", + "3 s" + ], + [ + "{@item Pipe-weed, Old Toby (10 uses)|TLotRR}", + "2 s" + ], + [ + "{@item Pipe-weed, Southern Star (10 uses)|TLotRR}", + "2 s" + ], + [ + "{@item Pipe-weed, Southlinch (10 uses)|TLotRR}", + "1 s" + ], + [ + "Stabling, Common (per mount, per day, includes feed)", + "5 c" + ], + [ + "{@item Wine, bottle (Elven or Dorwinion)|TLotRR}", + "10 s" + ], + [ + "{@item Wine, cup|TLotRR}", + "2 c" + ], + [ + "{@item Wine, cup (Elven or Dorwinion)|TLotRR}", + "2 s" + ] + ] + }, + { + "name": "Ponies and Horses", + "source": "TLotRR", + "page": 75, + "colLabels": [ + "Mount", + "Cost", + "Speed", + "Carrying Capacity", + "Constitution" + ], + "colStyles": [ + "col-4", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Draft Horse|PHB|Horse, draught}", + "50 s", + "40 ft.", + "540 lbs", + "{@ability con 13}" + ], + [ + "{@item Riding Horse|PHB|Horse, riding}", + "75 s", + "60 ft.", + "480 lbs", + "{@ability con 12}" + ], + [ + "{@item Pony|PHB}", + "12 s", + "40 ft.", + "225 lbs", + "{@ability con 13}" + ] + ] + }, + { + "name": "Precious Objects Tables", + "source": "TLotRR", + "page": 127, + "type": "tableGroup", + "tables": [ + { + "name": "Table 1: Form", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 1: Form", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "intro": [ + "Roll a {@dice d6} for each table and check the result." + ], + "rows": [ + [ + "1", + "Jewel (single gem)" + ], + [ + "2", + "Brooch" + ], + [ + "3", + "Necklace" + ], + [ + "4", + "Circlet or crown" + ], + [ + "5", + "Belt, chain, or armband" + ], + [ + "6", + "Ring" + ] + ] + }, + { + "name": "Table 2: Main Material", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 2: Main Material", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Pearl" + ], + [ + "2", + "Sapphire" + ], + [ + "3", + "Ruby" + ], + [ + "4", + "Amethyst (pink to purple)" + ], + [ + "5", + "Roll again: 1\u20132: Adamant (diamond); 3\u20134: 'white gem'; 5\u20136: clear crystal" + ], + [ + "6", + "Roll again: 1\u20132: Emerald; 3\u20134: 'green gem'; 5\u20136: green crystal" + ] + ] + }, + { + "name": "Table 3: Craftsmanship", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 3: Craftsmanship", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Mannish, Westernesse" + ], + [ + "2", + "Elven, Eregion" + ], + [ + "3", + "Dwarven, Khazad-dûm" + ], + [ + "4", + "Dwarven, Erebor" + ], + [ + "5", + "Dwarven, Beleriand (Nogrod or Belegost)" + ], + [ + "6", + "Elven, Beleriand" + ] + ] + } + ] + }, + { + "name": "Region Table", + "source": "TLotRR", + "page": 173, + "colLabels": [ + "The region traversed is a...", + "Hunt Threshold" + ], + "colStyles": [ + "col-8", + "col-4 text-center" + ], + "rows": [ + [ + "Border Land", + "18" + ], + [ + "Wild Land", + "16" + ], + [ + "Dark Land", + "14" + ] + ] + }, + { + "name": "Ruins Along the Greenway", + "source": "TLotRR", + "page": 196, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Greenway is lined with many ancient ruins. If the Player-heroes decide to investigate such a site during their travels between Fornost Erain and Tharbad, the Loremaster can roll a {@dice d12} and use the following table." + ], + "rows": [ + [ + "1", + "Corrupted Tomb", + "Long ago, wars raged across these lands as kingdoms fought against the armies of the Witch-king and each other. This tomb once held a great captain, but now it is only home to {@creature Fell Wraith|TLotRR|Fell Wraiths} from ancient Angmar who will harass and delay the company." + ], + [ + "2", + "Abandoned Stable", + "Stumbling upon the ruins of an abandoned roadside stable, the Player-heroes see a wild steed grazing in the grass. The majestic beast can be calmed with a {@dc 15} Wisdom ({@skill Animal Handling}) check. If the check succeeds by 5 or more, then the horse can be ridden." + ], + [ + "3", + "The Watch Ends", + "A battered tower stands a little distance from the road. A crescent moon is carved in stone upon its arched entryway. If the Player-heroes climb to its top on a night with a crescent moon, they find a single soldier standing watch. The guard politely asks if they are there to relieve him and if they say yes, the soldier bows and then heads downstairs\u2013if any follow, they lose sight of the guard." + ], + [ + "4", + "Ring of Petals and Stone", + "A small ring of white stones, overgrown with beautiful wildflowers lies not far off the road. No dangerous natural predators will cross the circle." + ], + [ + "5", + "Elven Minstrel", + "One afternoon, the Player-heroes meet an Elf who asks to walk with them for a time. She tells them that she is composing songs to honour Menelmacar who will arrive soon. If the heroes have patience with the minstrel, then they are in for a night of song and celebration. Each hero gains inspiration. If they are rude or impatient with the Elf, she excuses herself before nightfall and they gain no benefits." + ], + [ + "6", + "Southerner Ambush", + "A {@creature Southerner Raider|TLotRR} is hobbling up the Greenway, masquerading as an injured farmer. He asks the characters to walk with him to his nearby homestead, but when they arrive they find it to be a ramshackle barn where several of the Raider's allies ambush the Player-heroes." + ], + [ + "7", + "Orc Stragglers", + "A long stone wall follows the Greenway for a time here, and a handful of Orcs crouch beneath the wall, waiting for the Player-heroes to pass so they can ambush them. A {@dc 15} Wisdom ({@skill Perception}) check detects their presence." + ], + [ + "8", + "Collapsed Cairn", + "A great mound of stones has been scattered near the road, a {@dc 15} Wisdom ({@skill Perception}) check reveals a large barrow has been dug down into the wet earth. Unfortunately, this makeshift tomb has become the lair of a {@creature Barrow-wight|TLotRR}, who will attack anyone who intrudes upon its resting place." + ], + [ + "9", + "Burnt Homestead", + "Once the farmhouse of someone who lived upon the Greenway, it is now a ruined pile of burnt rubble. A {@dc 15} Intelligence ({@skill Investigation}) check reveals that the occupants did not escape the fire, and that several appear to have been slain by Orc arrows before the flames took them." + ], + [ + "10", + "Displaced Southerner", + "A wandering Southerner, weary and travel-worn, asks for the Player-heroes' charity by letting him share their food and fire for the evening. If treated kindly, he will provide them with many stories about his distant country." + ], + [ + "11", + "Slain Wanderer", + "The characters come upon the corpse of a Man slain no more than a few days ago with vicious cuts and Orc arrows. His clothing is tattered, and a small brooch is clasped under his cloak, in the shape of a rayed star. Anyone who succeeds on a {@dc 10} Intelligence check can identify him as a {@race Ranger of the North|TLotRR}. If his brooch is returned to his people, a small favour might be asked in return." + ], + [ + "12", + "Ancient Hospitality", + "The Player-heroes come upon a small keep some distance off the Greenway, tended by a lordly old man who offers them hospitality. If they accept and treat him well by making a {@dc 15} Charisma ({@skill Persuasion}), check that night they will dream of the glory of the towers of Annúminas and the shining shores of Lake Evendim. By dawn, they reduce their Shadow by 1, though in the morning the kindly old lord is gone, and there is no sign of the keep having ever been inhabited." + ] + ] + }, + { + "name": "Ruins and Broken Stones", + "source": "TLotRR", + "page": 200, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "Characters exploring the North Downs will often stumble upon ruins and ancient testimonies of the war that destroyed this place. The Loremaster can roll on the following table to determine what they find." + ], + "rows": [ + [ + "1", + "Spirits out of Angmar", + "A group of {@creature Fell Wraith|TLotRR|Fell Wraiths} rise out of the darkness of a burned ruin that projects from the fields of the North Downs like a jagged wound. They attack, filled with malice for all who live and would dare to trespass on their long absent Witch-king's field of victory." + ], + [ + "2", + "Forgotten Words", + "The Player-heroes uncover an inscription in {@language Adûnaic|TLotRR} (on a wall, a slab of marble, or on a mosaic floor, for example). A {@dc 15} Intelligence ({@skill Old Lore|TLotRR}) check is required to translate it. The content hints at the whereabouts of one place among The Dome of Sight, The Throne Room of Arvedui, or The Records of the Last King (see {@book Fornost Erain|TLotRR|8|Fornost Erain})." + ], + [ + "3", + "A Lingering Shadow", + "With a {@dc 15} Wisdom ({@skill Perception}) check, the Player-heroes discover that they are being shadowed by someone. The mysterious spy disappears after a few hours, or if called out." + ], + [ + "4", + "Home Brought to Ruin", + "The Player-heroes discover the remains of a stone house that is still accessible. Inscriptions allow them to identify it as the ancient home of a noble from Arthedain, but idle scrawls and foul symbols also indicate that the building suffered from the ruin that Angmar brought upon the city." + ], + [ + "5", + "Scavengers", + "The Player-heroes stumble upon a group of {@creature Highway Robber|TLotRR|Highway Robbers} in the middle of plundering what might be a tomb. Whether or not they become violent depends on how they are treated by the Player-heroes. What treasures they have on them (if any) should be determined by the Loremaster, but their finds would typically be worth {@dice 1d3} g." + ], + [ + "6", + "Voices from the Past", + "While travelling across the North Downs, the Player-heroes hear the galloping of steeds at full charge, the sound of steel on steel, and the cries of both the victorious and the dying. The sound appears and fades without warning, seeming to come from all around the characters." + ], + [ + "7\u20139", + "Unstable Foundations", + "The earth beneath their feet gives way, and the Player-heroes tumble into a chamber of a long-collapsed building." + ], + [ + "10", + "Battered War-gear", + "The Player-heroes discover a helm that, though dented and weather-worn, looks like it could easily be repaired and polished. It bears the crest of the Kings of Arnor, and might once again protect a noble brow." + ], + [ + "11", + "Restless Soul", + "The Player-heroes share a dream where a warrior of Arthedain asks them to give their remains a proper burial. A {@dc 15} Wisdom ({@skill Perception}) check around their night camp uncovers a collapsed watchtower and the skeleton of a fallen guard." + ], + [ + "12", + "A Secret Hoard", + "The Player-heroes uncover a spiralling mosaic on the floor of a ruined building. A {@dc 15} Intelligence ({@skill Investigation}) check reveals a removable slab of marble. Under it lies a greater Hoard of treasure, hidden there before the city was plundered. Golden dishes, cups studded with precious stones, lacquered drinking horns, and a small armoury of items of worth is secreted here." + ] + ] + }, + { + "name": "Shadow Paths", + "source": "TLotRR", + "page": 144, + "colLabels": [ + "Bout of Madness", + "{@reward Curse of Vengeance|TLotRR}", + "{@reward Dragon-Sickness|TLotRR}", + "{@reward Lure of Power|TLotRR}", + "{@reward Lure of Secrets|TLotRR}", + "{@reward Path of Despair|TLotRR}", + "{@reward Wandering-Madness|TLotRR}" + ], + "colStyles": [ + "col-1-8 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center" + ], + "rows": [ + [ + "# 1", + "Spiteful", + "Grasping", + "Resentful", + "Haughty", + "Troubled", + "Idle" + ], + [ + "# 2", + "Brutal", + "Mistrustful", + "Arrogant", + "Scornful", + "Wavering", + "Forgetful" + ], + [ + "# 3", + "Cruel", + "Deceitful", + "Overconfident", + "Scheming", + "Guilt-ridden", + "Uncaring" + ], + [ + "# 4", + "Murderous", + "Thieving", + "Tyrannical", + "Traitorous", + "Fearful", + "Cowardly" + ] + ] + }, + { + "name": "Sources of Dread", + "source": "TLotRR", + "page": 142, + "colLabels": [ + "Source", + "Example", + "Shadow Points Gained" + ], + "colStyles": [ + "col-5", + "col-5", + "col-2 text-center" + ], + "rows": [ + [ + "Natural but unexpected tragic event, or very grievous occurrence.", + "Serious or mortal accident, death in the family, natural catastrophe", + "1" + ], + [ + "Gruesome killing, dreadful experience, Orc-work.", + "Discovering villagers savagely mutilated, experiencing slavery", + "2" + ], + [ + "Harrowing experience, physical and spiritual torment.", + "Experiencing torture, being haunted by a Wight", + "3" + ], + [ + "Experiencing directly the power of the Enemy.", + "Seeing the mustering of a Shadow army, seeing the Eye in a Palantír", + "4" + ] + ] + }, + { + "name": "Starting Gear", + "source": "TLotRR", + "page": 70, + "colLabels": [ + "Standard of Living", + "Cultures", + "Starting Gear" + ], + "colStyles": [ + "col-3", + "col-3", + "col-6" + ], + "rows": [ + [ + "Frugal", + "{@race Elf|TLotRR|Elves}, {@race Ranger of the North|TLotRR|Rangers}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, 10 days of {@item Rations (1 day)|PHB|rations}, a {@item waterskin|PHB}, and a {@item Pouch|PHB|belt pouch} containing 10 s (total 40 lbs)" + ], + [ + "Common", + "{@race Hobbit|TLotRR|Hobbits}, {@race Man of Bree|TLotRR|Men of Bree}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, 10 {@item Torch|PHB|torches}, 10 days of {@item Rations (1 day)|PHB|rations}, a {@item waterskin|PHB}, {@item Hempen Rope (50 feet)|PHB|50 feet of hempen rope}, and a {@item Pouch|PHB|belt pouch} containing 15 s (total 60 lbs)" + ], + [ + "Prosperous", + "{@race Barding|TLotRR|Bardings}, {@race Dwarf|TLotRR|Dwarves}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, a {@item hooded lantern|PHB} with 3 {@item Oil (flask)|PHB|flasks of oil}, 10 days of {@item Rations, Cram|TLotRR|cram rations}, a {@item waterskin|PHB}, {@item Silk Rope (50 feet)|PHB|50 feet of silk rope}, a {@item two-person tent|PHB|tent}, and a {@item Pouch|PHB|belt pouch} containing 20 s (total 60 lbs)" + ] + ] + }, + { + "name": "Starting Patrons", + "source": "TLotRR", + "page": 17, + "colLabels": [ + "Patron", + "Favoured Callings", + "Fellowship Points", + "Additional Advantage", + "Agenda" + ], + "colStyles": [ + "col-2", + "col-2", + "col-2 text-center", + "col-3", + "col-3" + ], + "rows": [ + [ + "{@creature Balin, son of Fundin|TLotRR}", + "{@class Captain|TLotRR}, {@class Champion|TLotRR}", + "+1", + "{@i Balin's Counsel.} You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the d20s is used.", + "Reclaim lost strongholds, eliminate enemy leaders, etc." + ], + [ + "{@creature Bilbo Baggins|TLotRR}", + "{@class Scholar|TLotRR}, {@class Treasure Hunter|TLotRR}", + "+2", + "{@i Bilbo's Hospitality.} By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase.", + "Recover lost lore and lost things." + ], + [ + "{@creature Círdan the Shipwright|TLotRR}", + "{@class Messenger|TLotRR}, {@class Scholar|TLotRR}", + "+1", + "{@i The Shipwright's Foresight.} You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster.", + "Rekindle hope, preserve the lore of the Ages." + ], + [ + "{@creature Gandalf the Grey|TLotRR}", + "{@class Captain|TLotRR}, {@class Messenger|TLotRR}", + "+2", + "{@i Wisdom of the Grey Pilgrim.} You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used.", + "Warn the Free Peoples, inspire them to action." + ], + [ + "{@creature Gilraen the Fair|TLotRR|Gilraen, daughter of Dírhael}", + "{@class Champion|TLotRR}, {@class Warden|TLotRR}", + "0", + "{@i Gilraen's Folk.} At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@book Journey Events table|TLotRR|4|Journey Events Table:}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster.", + "Fight the Enemy, defend the weak." + ], + [ + "Lady {@creature Goldberry|TLotRR} and {@creature Tom Bombadil|TLotRR}", + "{@class Treasure Hunter|TLotRR}, {@class Warden|TLotRR}", + "+2", + "{@i Master of Wood, Water and Hill.} Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country.", + "Protect the land, find and preserve what was buried." + ] + ] + }, + { + "name": "Table 01. The Thing is referred to as...", + "source": "TLotRR", + "page": 165, + "colLabels": [ + "{@dice 1d12|Roll 1d12 three times}", + "", + "", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4", + "col-3-3 text-center", + "col-3-3 text-center" + ], + "rows": [ + [ + "1", + "The Bane", + "...in the Dark", + "...by Men" + ], + [ + "2", + "The Scourge", + "", + "" + ], + [ + "3", + "The Horror", + "...of the Abyss", + "...by Elves" + ], + [ + "4", + "The Terror", + "", + "" + ], + [ + "5", + "The Defiler", + "...in the Shadows", + "...by Dwarves" + ], + [ + "6", + "The Devourer", + "", + "" + ], + [ + "7", + "The Stalker", + "...of the Pit", + "...by Orcs" + ], + [ + "8", + "The Hunter", + "", + "" + ], + [ + "9", + "The Watcher", + "...in the Water", + "...by the Wise" + ], + [ + "10", + "The Crawler", + "", + "" + ], + [ + "11", + "The Lurker", + "...of the Deep", + "...in ancient lore" + ], + [ + "12", + "The Creeper", + "", + "" + ] + ], + "isNameGenerator": true + }, + { + "name": "Table 02. The Thing can be described as...", + "source": "TLotRR", + "page": 166, + "colLabels": [ + "{@dice 1d12|Roll 1d12 twice}", + "", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-3-5", + "col-6-5 text-center" + ], + "rows": [ + [ + "1", + "Bat-like", + "...with remorseless eyes" + ], + [ + "2", + "Spider-like", + "" + ], + [ + "3", + "Fish-like", + "...with great horns" + ], + [ + "4", + "Slug-like", + "" + ], + [ + "5", + "Worm-like", + "...with luminous skin" + ], + [ + "6", + "Centipede-like", + "" + ], + [ + "7", + "Insect-like", + "...with a huge head" + ], + [ + "8", + "Crustacean-like", + "" + ], + [ + "9", + "Octopus-like", + "...with a swollen body" + ], + [ + "10", + "Mole-like", + "" + ], + [ + "11", + "Toad-like", + "...yet greater" + ], + [ + "12", + "Troll-like", + "" + ] + ], + "isNameGenerator": true + }, + { + "name": "Table 03. When first encountered...", + "source": "TLotRR", + "page": 166, + "colLabels": [ + "d12", + "Before you see it, you...", + "What you see first..." + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + "1", + "...notice a deadly silence", + "...is a great shadow, in the middle of which is a dark form" + ], + [ + "2", + "...hear a sinister hissing", + "...are its great claws" + ], + [ + "3", + "...hear a low growl", + "...are its eyes, glowing in the dark" + ], + [ + "4", + "...see the bones of its victims", + "...is that its body is flaccid and translucent, as if composed of gelatinous material" + ], + [ + "5", + "...feel your skin crawl", + "...is its gaping mouth, opening and closing as if gasping for air" + ], + [ + "6", + "...hear a deafening sound or scream", + "...is a large maw, with fangs eerily similar to human teeth" + ], + [ + "7", + "...notice its tracks", + "...is that swarms of insects or other vermin are crawling before it" + ], + [ + "8", + "...hear a terrifying scream", + "...is a long, sinuous tentacle, slithering towards you" + ], + [ + "9", + "...smell a hideous stench", + "...are its huge fangs, so big and long that it cannot close its mouth" + ], + [ + "10", + "...feel a violent gust of air", + "...are its wide, blind eyes" + ], + [ + "11", + "...hear a piping sound", + "...are many twisted horns of stained ivory" + ], + [ + "12", + "...feel a terrible cold", + "...is a vision of a beautiful creature, a phantom of the mind" + ] + ] + }, + { + "name": "Table 04. A Rumour About the Thing", + "source": "TLotRR", + "page": 167, + "colLabels": [ + "{@dice 1d12|Roll 1d12}", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "When Sauron reoccupied Dol Guldur, he sought the allegiance of the many dark things living in Mirkwood. Some refused, and were imprisoned in the vast dungeons of the fortress. When the White Council attacked, one such creature was still kept there in chains, dying. Later, it managed to break free and vanish into the darkness, a sworn enemy of any living being." + ], + [ + "2", + "When Annúminas was young, the Men of Arnor disturbed something monstrous that had been sleeping on the bottom of Lake Evendim for millennia. One summer night, the thing lashed out in fury at several ships anchored near the harbour, dragging them into the depths, along with their crews. Then, it disappeared again. For a while." + ], + [ + "3", + "Forced long ago to serve Sauron, the thing fought at the battle of Dagorlad, spreading terror among the ranks of the Elves. Since no one had the courage to face it, Gil-Galad himself had to intervene. Surprised by the steadfastness of the High King and the splendour of Aiglos, his great spear, the thing chose to retreat. With the defeat of its master, the thing regained its free will and fled across Middle-earth." + ], + [ + "4", + "After the Great Plague, the once wealthy Tharbad fell into decay, and its population diminished. One night, some among those who still lived in the city saw a large black shadow slowly approach the bridge, encompassing it. After a few moments, with a great roar, the bridge crumbled into a thousand pieces." + ], + [ + "5", + "Ohtar, Isildur's squire who was among the few to save himself from the ambush of the Orcs, escaped the disaster of the Gladden Fields, taking with him the sword of Elendil. Some say he was chased for a long time by a monstrous creature, which moved only at night. The thing seemed able to 'smell' his movements." + ], + [ + "6", + "Fornost didn't fall by normal means. The Witch-king of Angmar unleashed against the city a terrifying creature that owed him a debt of gratitude. It was this enemy of all light and life that disrupted the defences and brought them down. The debt paid, it returned to the darkness from which it had been called." + ], + [ + "7", + "The Dwarves spoke of many horrors haunting the Grey Mountains. Emerging from who knows where, they crawled into the mines, killing and destroying. Eventually the Dwarves managed to drive them out, but one of them just wouldn't go away. It is said that it was Thorin I who defeated and drove it away, in a long duel that took place in the dark depths of the mine." + ], + [ + "8", + "For a long time, the thing dwelt in a deep cave in the northernmost foothills of the Misty Mountains. The Hillmen worshipped it as a god, feeding and caring for it. Then war came to those territories. Armies of Elves and Men drove out the Hillmen, and the thing was deprived of its followers, developing an irrepressible hatred against the invaders." + ], + [ + "9", + "Centuries ago, the thing dwelt in the darkest recesses of a valley on the east side of the Misty Mountains. One day, it came to a village of the Woodmen, when the hunters were away. When they returned, they were met by a gruesome scene: dismembered bodies, destroyed houses, a terrible smell that filled the air. No survivors." + ], + [ + "10", + "Once every certain number of years, the thing returns to the Mountains of Mirkwood. When it does, hundreds of Spiders, large and small, swarm as if crazed to the south or west, overwhelming whatever they encounter in their path." + ], + [ + "11", + "The thing is greedy. Not for treasure, but for bones. Animal ones are easy to get, and so are those of Orcs, Men, or Dwarves\u2014this has made the thing hungry for the bones of Elves." + ], + [ + "12", + "When Beleriand was broken, many creatures fled its ruin. Among them is a thing that is particularly large and cruel. Since that time, it has been moving east." + ] + ] + }, + { + "name": "Table 05. Where the Thing is Remembered", + "source": "TLotRR", + "page": 168, + "colLabels": [ + "{@dice 1d12|Roll 1d12}", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Orcs hate the evil things that crawl in the dark perhaps even more than Men, Elves, and Dwarves. For they are more often the ones who end up as food to feed them. Being able to talk to an Orc could prove very useful, if the thing is nearby." + ], + [ + "2", + "The Great Eagles see many things from above, but they don't speak of them unless they have a good reason. They do not tell, for example, of the monstrosity that after darkness haunted the banks of the Great River long ago, devouring lonely travellers. They spied it incessantly. One day, it was gone. The Eagles searched the surroundings for a long time, but to no avail." + ], + [ + "3", + "There is only one Elven song that tells of the mournings caused by the thing, but being immensely sad, it is seldom sung in the Hall of Fire of Rivendell. Some say that if it's nighttime and you fear the thing is nearby, singing the whole song will keep it from getting closer." + ], + [ + "4", + "A sentence carved onto the wall of a dark cave in the north near the Grey Waste, reads: \"Here Belegorn son of Bergil of Dol Amroth banished the thing from the Abyss but died of its foul wounds. Glorfindel of the Elves retrieved his body to return to his family\"" + ], + [ + "5", + "Among the ancient scrolls and books preserved in Minas Tirith, there is a brief chronicle of the times when the city itself was built. Despite numerous missing pieces of text, it is clear that it concerns the presence of an evil thing under Mount Mindolluin, horrible to look upon and very aggressive." + ], + [ + "6", + "Few traces remain of the countless generations of Northmen who inhabited the southeastern edge of Mirkwood. Among them is a burial monument covered in soft moss. An inscription speaks of the death of Crinna, a village chief probably, caused by a terrible thing that came out of the woods at night and could only be kept at bay by lighting large fires." + ], + [ + "7", + "Since many Hobbits are afraid of the water, there is a common test of courage among the youth of the Eastfarthing that involves reciting a nursery rhyme while sitting on the shore of the Brandywine, at night. The rhyme, handed down since the dawn of time, speaks of a thing made of darkness, which comes out of the water and devours those who look at their reflection in the moonlight." + ], + [ + "8", + "The Rangers tell many tales of the horrible and mysterious things that prowl in Eriador. Most are made up, the Elves laughingly say, but one is definitely not. A creature that can suddenly appear at your side while you're sleeping. The Elves speak of it as well, but they are less concerned, since they never sleep..." + ], + [ + "9", + "Saruman loves secrets. And he is adept at keeping quiet about his well-stocked collection of texts concerning the presence of dark creatures roaming Middle-earth. He tried to classify them once, but soon desisted: too many, and too different from each other." + ], + [ + "10", + "The Seeing Stone on the tower of Elostirion, in the Emyn Beraid, constantly looks westwards, beyond the sea. Only on very few occasions does it turn its gaze elsewhere, when a creature both ancient and evil approaches the Grey Havens. It follows this hideous thing in all its movements, and only when it passes out of sight does the Stone return to look towards the immortal lands." + ], + [ + "11", + "In the private library of Elrond, in Rivendell, there is a parchment entirely dedicated to the creature, with many indications about its habits and the places where it might lurk." + ], + [ + "12", + "Only the wisest of Middle-earth know anything about this dark creature as old as the earth. And they fear it. But by asking them directly, some good advice might be acquired. If you want to avoid it or flee from it of course, not on how to fight it, for no one would be so foolish..." + ] + ] + }, + { + "name": "Table 06. Characteristics", + "source": "TLotRR", + "page": 169, + "colLabels": [ + "d20", + "Size", + "AC", + "Hit Points (Hit Dice)", + "Ability Scores", + "Challenge (Proficiency Bonus)" + ], + "colStyles": [ + "col-1-6 text-center", + "col-1-6", + "col-1-6 text-center", + "col-1-6 text-center", + "col-4", + "col-1-6 text-center" + ], + "rows": [ + [ + "15\u201320", + "Huge", + "13", + "105 ({@dice 10d12 + 40})", + "{@b Str} {@ability str 19} {@b Dex} {@ability dex 12} {@b Con} {@ability con 18}", + "4 (+2)" + ], + [ + "10\u201314", + "Huge", + "14", + "138 ({@dice 12d12 + 60})", + "{@b Str} {@ability str 21} {@b Dex} {@ability dex 10} {@b Con} {@ability con 20}", + "5 (+3)" + ], + [ + "6\u20139", + "Huge", + "15", + "175 ({@dice 14d12 + 84})", + "{@b Str} {@ability str 23} {@b Dex} {@ability dex 8} {@b Con} {@ability con 22}", + "7 (+3)" + ], + [ + "4\u20135", + "Huge", + "16", + "216 ({@dice 16d12 + 112})", + "{@b Str} {@ability str 25} {@b Dex} {@ability dex 6} {@b Con} {@ability con 24}", + "9 (+4)" + ], + [ + "3", + "Gargantuan", + "17", + "296 ({@dice 16d20 + 128})", + "{@b Str} {@ability str 27} {@b Dex} {@ability dex 4} {@b Con} {@ability con 26}", + "13 (+5)" + ], + [ + "2", + "Gargantuan", + "18", + "351 ({@dice 18d20 + 162})", + "{@b Str} {@ability str 29} {@b Dex} {@ability dex 2} {@b Con} {@ability con 28}", + "15 (+5)" + ], + [ + "1", + "Gargantuan", + "19", + "410 ({@dice 20d20 + 200})", + "{@b Str} {@ability str 30} {@b Dex} {@ability dex 1} {@b Con} {@ability con 30}", + "17 (+6)" + ] + ] + }, + { + "name": "Table 07. Attack Forms", + "source": "TLotRR", + "page": 169, + "colLabels": [ + "{@dice d3|d3 *}", + "Natural Weapon", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "rows": [ + [ + "1", + "Slam, tail, or tentacle", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 15 ft. (Huge) or 20 ft. (Gargantuan), one target. Hit: {@dice 3d4} (Huge) or {@dice 4d4} (Gargantuan) + Strength modifier bludgeoning damage. If the target is Large or smaller, it is {@condition grappled}. Until this grapple ends, the target is {@condition restrained} (escape DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier), and the Nameless Thing cannot use this attack on another target." + ], + [ + "2", + "Beak, bite, or horns", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 5 ft. (Huge) or 10 ft. (Gargantuan), one target. Hit: {@dice 3d8} (Huge) or {@dice 4d8} (Gargantuan) + Strength modifier piercing damage. If the target is Large or smaller, it must make a Strength saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier) or be knocked {@condition prone}." + ], + [ + "3", + "Claws, talons, or tusks", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 10 ft. (Huge) or 15 ft. (Gargantuan), one target. Hit: {@dice 3d6} (Huge) or {@dice 4d6} (Gargantuan) + Strength modifier slashing damage. If the target is Large or smaller, it is {@condition grappled} (escape DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier), and the Nameless Thing cannot use this attack on another target." + ] + ], + "footnotes": [ + "* Roll twice on this table to determine a primary and secondary natural weapon, ignoring double results." + ] + }, + { + "name": "Table 08. Special Traits", + "source": "TLotRR", + "page": 170, + "colLabels": [ + "d20", + "Special Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u20132", + "{@b Hideous Toughness.} If the Nameless Thing takes 14 damage (21 if it has Challenge 11\u201316, 28 if it has Challenge 17 or higher) or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ], + [ + "3\u20134", + "{@b Foul Reek.} Any creature that starts its turn within 5 feet of the Nameless Thing must succeed on a Constitution saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Constitution modifier) or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the foul reek of the Nameless Thing for 1 hour." + ], + [ + "5\u20136", + "{@b Horrible Strength.} The Nameless Thing's attacks deal one extra die of their damage when the Nameless Thing hits with them." + ], + [ + "7\u20138", + "{@b Poison.} The Nameless Thing's primary attack inflicts 7 ({@dice 3d4}) poison damage (or 10 ({@dice 4d4}) damage if Gargantuan), and the target must succeed on a Constitution saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Constitution modifier) or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target cannot regain hit points and has disadvantage on death saving throws while poisoned in this way." + ], + [ + "9\u201310", + "{@b Multiattack.} The Nameless Thing makes one additional attack either with its primary or with its secondary attack." + ], + [ + "11\u201312", + "{@b Snake-like Speed.} The Nameless Thing can take the {@action Dash} or {@action Disengage} or as a bonus action on each of its turns." + ], + [ + "13\u201314", + "{@b Strike Fear.} Each non-undead creature of the Nameless Thing's choice that is within 120 feet of the Nameless Thing and aware of it gains a number of {@book Shadow points|TLotRR|7|Dread} equal to half the Nameless Thing's proficiency bonus (rounded down) from Dread, resisted by a Charisma saving throw (DC 8 + the Nameless Thing's proficiency modifier + its Strength modifier). On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while frightened in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nameless Thing's Strike Fear for the next 24 hours." + ], + [ + "15\u201316", + "{@b Denizen of the Dark.} While in dim light or darkness, the Nameless Thing has advantage on Dexterity ({@skill Stealth}) checks, and can take the {@action Hide} action as a bonus action." + ], + [ + "17\u201318", + "{@b Thick Hide.} The Nameless Thing has resistance to bludgeoning, piercing, and slashing damage from non-magical weapons." + ], + [ + "19\u201320", + "{@b Regeneration.} The Nameless Thing regains 10 hit points at the start of its turn if it has at least 1 hit point." + ] + ], + "footnotes": [ + "* Roll a number of times on this table to determine the additional Special Traits of the Nameless Thing, ignoring double results. Every additional Special Traits, raise the challenge rating of the Nameless Thing by 1." + ] + }, + { + "name": "Tools", + "source": "TLotRR", + "page": 74, + "colLabels": [ + "Item", + "Cost", + "Weight" + ], + "colStyles": [ + "col-8", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Artisan's tools}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Brewer's supplies|PHB}", + "20 s", + "9 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Calligrapher's supplies|PHB}", + "10 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Carpenter's tools|PHB}", + "8 s", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cartographer's tools|PHB}", + "15 s", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cobbler's tools|PHB}", + "5 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cook's utensils|PHB}", + "1 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Glassblower's tools|PHB}", + "30 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Jeweler's Tools|PHB|Jeweller's tools}", + "25 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leatherworker's tools|PHB}", + "5 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Mason's tools|PHB}", + "10 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Painter's supplies|PHB}", + "10 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Potter's tools|PHB}", + "10 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Smith's tools|PHB}", + "20 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Weaver's tools|PHB}", + "1 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Woodcarver's tools|PHB}", + "1 s", + "5 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Gaming sets}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Dragonchess Set|PHB|Chess}", + "1 s", + "1/2 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Bowls|TLotRR}", + "1 c", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Darts|TLotRR}", + "3 c", + "1 ½ lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Quoits|TLotRR}", + "2 c", + "4 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Musical instruments}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Clarinet|TLotRR}", + "12 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Drum|PHB}", + "6 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Fiddle|TLotRR}", + "25 s", + "1 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Flute|PHB}", + "2 s", + "1 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Harp|TLotRR}", + "30 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Horn|PHB}", + "3 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Trumpet|TLotRR}", + "35 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Viol|PHB}", + "30 s", + "1 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Other tools}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Herbalism kit|TLotRR}*", + "5 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Navigator's tools|PHB}", + "25 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Pipe|TLotRR}*", + "1 s", + "1/2 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Thieves' tools|PHB}", + "25 s", + "1 lb." + ] + } + ], + "footnotes": [ + "* see description for special rules" + ] + }, + { + "name": "Travelling in the Chetwood", + "source": "TLotRR", + "page": 191, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Loremaster can use the following table if Player-heroes decide to venture into the deep parts of the Chetwood or its more dangerous regions near the {@book Midgewater Marshes|TLotRR|8|The Midgewater Marshes} or the {@book Weather Hills|TLotRR|8|The Weather Hills}. Simply roll a {@dice d12} and consult the table below." + ], + "rows": [ + [ + "1", + "Troll of the Weather Hills", + "A Stone-Troll is tearing through the Chetwood, making no effort at subtlety or stealth. It spots the Player-heroes and immediately moves to attack, in search of a fresh meal." + ], + [ + "2\u20133", + "Mistaken for Orcs", + "A Chetwood hunter fires an arrow at the Player-heroes from a concealed position some distance off. They have mistaken them for a party of Orcs in the shadowy light of the forest." + ], + [ + "4\u20135", + "Abandoned Homestead", + "The Player-heroes come across an abandoned cabin that appears to have been ransacked by Goblins, with signs of a bloody struggle." + ], + [ + "6\u20137", + "Hunted by Wolves", + "The Player-heroes notice they are being tracked by a small pack of wolves. If they don't succeed on a {@dc 15} Wisdom ({@skill Hunting|TLotRR}) check to throw them off, they'll likely attack in the coming hours." + ], + [ + "8\u20139", + "Sinkhole", + "Caught in a morass of mud concealed by a layer of leaves and lichen, the characters sink and find themselves trapped. They will need to succeed on a {@dc 15} Strength ({@skill Athletics}) check, otherwise the struggle to get free will cause them to suffer one level of {@condition exhaustion} and lose a day of travel." + ], + [ + "10\u201311", + "Goblin Scouts", + "Goblins have come down from the Weather Hills to scout the Chetwood. They have spotted the Player-heroes and will try to ambush them." + ], + [ + "12", + "{@creature Fitch Talltree|TLotRR}", + "The Player-heroes encounter the Forester of Archet himself. Depending on the nature of their errand, he may aid them or offer them insight into the goings-on of the Chetwood. He can also easily guide them back to Archet." + ] + ] + }, + { + "name": "Troll-Holes", + "source": "TLotRR", + "page": 204, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Trollshaws are literally riddled with caves, opened or dug by Trolls to serve as their lairs. The Loremaster can use the table below to quickly and easily come up with a unique location for a Troll-hole." + ], + "rows": [ + [ + "1", + "Not Alone", + "The Player-heroes begin to explore a cave that seems both shallow and abandoned. But looks are deceiving and when they find their way deeper into the cave, they suddenly come face-to-face with a fearsome {@creature Great Cave-troll|TLotRR}!" + ], + [ + "2\u20133", + "Root Nest", + "A large tree has split wide open at its base and descends into a shallow, muddy hole that serves as lair to a {@creature Stone-troll Chief|TLotRR}. It is slippery and difficult to navigate." + ], + [ + "4\u20135", + "Crumbling Tower", + "A once magnificent tower that has collapsed in on itself has become the home of a {@creature Stone-troll Robber|TLotRR}. It is of dubious stability and could cave in entirely at any time." + ], + [ + "6\u20137", + "Shallow Cave", + "A cave that goes no more than a few feet into the side of a small stone hill is as close to a traditional Troll-hole as one can imagine, and could easily be avoided were it not so close to the {@book East Road|TLotRR|8|The Great East Road}." + ], + [ + "8\u20139", + "Behind the Falls", + "A small pool of water with a low waterfall coming off a stone rise serves as the home to a {@creature Stone-troll Robber|TLotRR}, who wades into the water before ducking beneath the falls and coming up on the other side in an easily overlooked lair." + ], + [ + "10\u201311", + "Under Construction", + "The characters stumble upon a {@creature Cave-troll Slinker|TLotRR} who is tearing away at trees and rocks, freeing an opening leading to a cave." + ], + [ + "12", + "Abandoned", + "The Player-heroes stumble upon a Troll that has been turned to stone by the sun while within sight of its Troll-hole. A {@dc 15} Intelligence ({@skill Investigation}) check reveals a lesser Hoard." + ] + ] + }, + { + "name": "Weapons", + "source": "TLotRR", + "page": 73, + "colLabels": [ + "Weapon", + "Cost", + "Damage", + "Properties", + "Weight" + ], + "colStyles": [ + "col-4", + "col-2", + "col-2", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Simple Melee Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Axe|TLotRR}", + "5 s", + "{@dice 1d6} slashing", + "Versatile ({@dice 1d8})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Club|PHB}", + "1 c", + "{@dice 1d4} bludgeoning", + "Light", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Greatclub|PHB|Club, Great}", + "2 c", + "{@dice 1d8} bludgeoning", + "Two-handed", + "10 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Dagger|PHB}", + "2 s", + "{@dice 1d4} piercing", + "Finesse, light, thrown (range 20/60)", + "1 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Hammer|TLotRR}", + "2 s", + "{@dice 1d6} bludgeoning", + "-", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Handaxe|PHB|Hatchet}", + "5 s", + "{@dice 1d6} slashing", + "Light, thrown (range 20/60)", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Spear|PHB}", + "1 s", + "{@dice 1d6} piercing", + "Thrown (range 20/60), versatile ({@dice 1d8})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Javelin|PHB|Spear, Short}", + "5 c", + "{@dice 1d6} piercing", + "Thrown (range 30/120)", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Staff|TLotRR}", + "2 c", + "{@dice 1d4} bludgeoning", + "Versatile ({@dice 1d6})", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Simple Ranged Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shortbow|PHB|Bow}", + "25 s", + "{@dice 1d6} piercing", + "Ammunition (range 80/320), two-handed", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Martial Melee Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Battle Axe|TLotRR|Axe, Battle}", + "10 s", + "{@dice 1d8} slashing", + "Heavy, versatile ({@dice 1d10})", + "4 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Greataxe|PHB|Axe, Great}", + "30 s", + "{@dice 1d12} slashing", + "Heavy, two-handed", + "7 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Heavy Hammer|TLotRR|Hammer, Heavy}", + "10 s", + "{@dice 1d8} bludgeoning", + "Heavy, versatile ({@dice 1d10})", + "4 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Mattock|TLotRR}", + "10 s", + "{@dice 1d12} piercing", + "Heavy, two-handed", + "10 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Lance|PHB|Spear, Great}", + "20 s", + "{@dice 1d10} piercing", + "Heavy, reach, two-handed", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Sword|TLotRR}", + "15 s", + "{@dice 1d6} slashing", + "Finesse, versatile ({@dice 1d8})", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Long Sword|TLotRR|Sword, Long}", + "20 s", + "{@dice 1d8} slashing", + "Heavy, versatile ({@dice 1d10})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shortsword|PHB|Sword, Short}", + "10 s", + "{@dice 1d6} piercing", + "Finesse, light", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Martial Ranged Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Longbow|PHB|Great Bow}", + "50 s", + "{@dice 1d8} piercing", + "Ammunition (range 150/600), heavy, two-handed", + "3 lbs" + ] + } + ] + } + ], + "condition": [ + { + "name": "Anguished", + "source": "TLotRR", + "page": 141, + "color": "151515", + "entries": [ + "Player-heroes whose Shadow score reaches the full value of their Wisdom score become anguished.", + "An anguished character is {@condition miserable|TLotRR}, and has disadvantage on all ability checks, attack rolls, and saving throws. There is only one way to recover from such depths of desperation\u2014the Player-hero must experience a bout of madness.", + "A bout of madness is a violent outburst, a dangerous crisis that frees a Player-hero from the burden of the Shadow, but that may have serious, long-term consequences (see {@book Madness|TLotRR|7|Madness})." + ] + }, + { + "name": "Miserable", + "source": "TLotRR", + "page": 141, + "color": "71797E", + "entries": [ + "If a Player-hero's Shadow score matches or exceeds half their Wisdom score (rounded up), they become miserable.", + "A miserable character decreases the Fellowship rating of the Company by 1. In addition, if a miserable character's {@dice d20} roll is a 1 or 2, the roll is a failure regardless of the DC for any ability check, attack roll, or saving throw." + ] + } + ], + "action": [ + { + "name": "Gather Rumours", + "source": "TLotRR", + "page": 112, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "News of strange things happening in the world are multiplying with every passing year. Tidings of a gathering darkness, of distant wars, and of the flight of the Elves\u2014vague legends and old songs are proving to be more than just children's stories. Player-heroes gathering rumours try to separate facts from fireside-tales, and to gather stories that may prove useful in their adventures.", + { + "type": "inset", + "id": "251", + "entries": [ + "Choose this undertaking to receive a rumour from the Loremaster. Until the next Fellowship Phase, Player-heroes in the Company have advantage on Intelligence checks related to the rumour." + ] + }, + "A rumour can be a story about an individual, a place, or a coming event, pointing specifically to something that the Company can explore, prevent, or aspire to achieve. Otherwise, a rumour can be something specific that the Player-hero is inquiring about, and directly related to the current adventuring circumstances of the Company.", + "A Company including a {@class Warden|TLotRR} (if in a warded land), or a Player-hero proficient in {@skill Investigation}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "When they appeared they brought news from afar, and told strange forgotten tales which were eagerly listened to..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Heal Scars", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Heroes feel the burden of the Shadow weigh heavily upon their shoulders long after their adventures are over. Their minds remain bent on dark thoughts, and visions haunt them in their dreams, if not even during their waking hours. Only the passage of time can heal such wounds.", + { + "type": "inset", + "id": "253", + "entries": [ + "Choose this undertaking to focus on mending your spiritual injuries and remove 1 Shadow Scar (see {@book Chapter 8|TLotRR|7|Harden Will}). If you do so, you do not gain any bonus XP this year (see {@book The Passage of the Years|TLotRR|5|The Passage of the Years})." + ] + }, + "Player-heroes from different Cultures resort to different methods to get rid of their scars. Dwarves often turn to the forge to burn out their frustration, smiting the red iron on the anvil, Hobbits dedicate themselves to a beloved activity, like gardening, or painting, and Elves and Men generally create, play, or recite poems and songs.", + { + "type": "quote", + "entries": [ + "Is it not a strange fate that we should suffer so much fear and doubt for so small a thing?" + ] + } + ] + }, + { + "name": "Meet Patron", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "After a few years of adventuring, the Company will probably count several of the Wise and the Great among their allies. Some of these can be chosen as Patrons of the Company (see {@book Chapter 2|TLotRR|1|Patron}).", + { + "type": "inset", + "entries": [ + "Choose this undertaking to meet one of the Company's friends and allies when spending the Fellowship Phase in a location where that individual can be found, and if the patron is available for a meeting. In addition, Player-heroes with a calling favoured by the patron start the next Adventuring phase with {@variantrule inspiration|PHB}." + ] + }, + "When this is the case, the Loremaster can work with the Player-hero to set up the encounter. The reasons to see a patron vary based on the current circumstances of a campaign, but generally revolve around the Player-hero asking for some sort of assistance, possibly accepting a task requested by the patron in return.", + "The descriptions of the various personalities given in the {@book Appendix|TLotRR|9|Patrons} give directions on how to handle their introduction as patrons in the game.", + "A Company including a {@class Messenger|TLotRR}, or a Player-hero proficient with {@item calligrapher's supplies|PHB}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "Elrond, as was his custom, sat in a great chair at the end of the long table upon the dais..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Ponder Storied and Figured Maps", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "Middle-earth has changed since the time when lore-masters spent long hours drawing maps of every known corner of the world. Today's maps show mostly white spaces beyond the borders of the realms of Men, Dwarves, and Elves. Yet, looking at them is time well-spent for a travelling hero.", + "A Player-hero choosing this undertaking studies every map and scroll of lore they can find, to learn as much as possible about the perils the Company may face while on a journey.", + { + "type": "inset", + "entries": [ + "Until the next Fellowship Phase, Player-heroes in the Company have advantage on pathfinding checks." + ] + }, + "A Company including a {@class Scholar|TLotRR}, or a Player-hero proficient with {@item cartographer's tools|PHB} can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "There are many maps in Elrond's house, but I suppose you never thought to look at them?" + ] + } + ] + }, + { + "name": "Raise an Heir", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Wise adventurers sooner or later realise that all they have done in their lives can amount to nothing if they meet an untimely end. To avoid squandering their legacy, they should spend some money and time choosing and raising a worthy successor.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to spend at least 50 silver pennies for your heir's training. The amount is noted (or updated, if you have chosen this undertaking before) on the character sheet. When your Player-hero perishes or retires, multiply that value by the Player-hero's character level: your heir receives that many experience points, up to half the Player-hero's current experience points (rounded up). The heir also receives up to three magical items of the Player-hero as their heirlooms." + ] + }, + "If this is the first time that this undertaking has been chosen, the player must also choose a name for the designated heir, writing it down on the {@link character sheet|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}.", + { + "type": "quote", + "entries": [ + "When Bilbo was ninety-nine he adopted Frodo as his heir, and brought him to live at Bag End..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Recount a Story", + "source": "TLotRR", + "page": 114, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Adventures have a meaning for those who live them, but they can become cautionary tales for others. Player-heroes give a personal account of an event they took part in, describing the episode to members of their own folk in a public place or event, or recording it in a book. Players are encouraged to improvise a short narration.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to replace one of your distinctive features with a new one, choosing a quality that you displayed in the narrated episode. Players can choose a trait from the distinctive features of their culture's (or another one's) backgrounds, or even propose a new one of their own creation." + ] + }, + { + "type": "inset", + "entries": [ + "You can choose this undertaking to replace one of your tool proficiencies with another tool proficiency. The proficiency you replace must be one that isn't benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + }, + { + "type": "inset", + "entries": [ + "If you have the Expertise feature, you can choose this undertaking to replace one of the proficiencies you chose for the Expertise feature with one of your other proficiencies that isn't benefiting from Expertise." + ] + }, + { + "type": "inset", + "entries": [ + "If you have the Fighting Style feature, you can choose this undertaking to replace a fighting style you know with another fighting style available to your calling." + ] + }, + { + "type": "quote", + "entries": [ + "To some there Bilbo's tale was wholly new, and they listened with amazement while the old Hobbit, actually not at all displeased, recounted his adventure with Gollum, at full length." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strengthen Fellowship", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "The bond shared by the members of a Company is put to the test by the odds they face in the course of their adventures, and can be reinforced when the Player-heroes are enjoying a moment of respite.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + }, + "A Company including a {@class Captain}, or a Player-hero proficient with {@item brewer's supplies|PHB} or a {@item gaming set|PHB}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "...in this matter it would be well to trust rather to their friendship than to great wisdom." + ] + } + ] + }, + { + "name": "Study Magical Items", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "When heroes come into possession of a strange ring, an ancient jewel, or a rune-scored staff, they might not know much about the properties of such an item, especially if they are not immediately observable.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to learn all there is to be discovered about the qualities of all magical items in the Company's possession." + ] + }, + "A Company including a {@class Treasure Hunter|TLotRR}, or a Player-hero proficient in {@skill Old Lore|TLotRR}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "This is an heirloom of our house,\" said Éowyn. \"It was made by the Dwarves, and came from the hoard of Scatha the Worm." + ] + } + ] + }, + { + "name": "Write a Song", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "All cultures of Middle-earth play and sing songs to remember things that are fair and to celebrate life.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to compose a song, choosing whether it will be a Lay, a Song of Victory, or a Walking song (no ability check is required)." + ] + }, + "The new composition is added to a Company's list of songs\u2014this list is used to keep track of which songs are available to the Company to sing during an Adventuring Phase.", + "The player is encouraged to come up with a song title, or its lyrics, for example taking inspiration from events that happened to the Company, or focusing on one or more Player-heroes.", + "A Company including a Player-hero proficient in {@skill Performance} or with a {@item musical instrument|SCAG} can choose this activity as a free undertaking.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Lay:", + "entry": "A Player-hero creates a short narrative poem, particularly appropriate to narrate heroic deeds, and meant to be recited or sung at gatherings." + }, + { + "type": "item", + "name": "Song of Victory:", + "entry": "Warriors sing stirring songs in combat, to lift their spirit and renew their lust for battle." + }, + { + "type": "item", + "name": "Walking-Song:", + "entry": "Travellers trudging along the final hours of a long day of travelling may find it helpful to hum a merry song, especially when they are drawing near to their destination." + } + ] + } + ] + } + ], + "skill": [ + { + "name": "Explore", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "Player-heroes rely on this when they move through an unfamiliar area of the Wild. A Wisdom (Explore) check may be required during a journey to find out where the Company is heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp.", + { + "type": "quote", + "entries": [ + "We have found a dry cave,\" they said, \"not far round the next corner; and ponies and all could get inside." + ] + } + ] + }, + { + "name": "Hunting", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "Knowing how to hunt is a fundamental skill, shared by most cultures of Middle-earth. A Wisdom (Hunting) check is required when hunting wild game, or to follow tracks and identify a quarry by its spoor. This skill also covers fishing and preparing traps. In wilder areas, hunters learn to apply their trade to more dangerous creatures\u2014such as Orcs, Spiders, or Wargs\u2014or else risk becoming the prey.", + { + "type": "quote", + "entries": [ + "They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over the open lands by moonlight or starlight..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Old Lore", + "source": "TLotRR", + "ability": "int", + "entries": [ + "An Intelligence (Old Lore) check measures the ability of a Player-hero to recall obscure information from bygone days, such as knowledge of the ancient tales of the Elder Days, the annals of kings and rulers, family genealogies, and recollections of deeds and places lost to common lore. This knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.", + { + "type": "quote", + "entries": [ + "He knew many histories and legends of long ago, of Elves and Men and the good and evil deeds of the Elder Days." + ], + "skipMarks": true + } + ] + }, + { + "name": "Riddle", + "source": "TLotRR", + "ability": "int", + "entries": [ + "The riddle game is an accepted custom among many creatures, including quite a few that would be classified as wicked if they did not respect the ancient rules. An Intelligence (Riddle) check is used to gain helpful insight from a spoken or written riddle, but also to draw conclusions from seemingly unconnected scraps of information by deduction, reasoning, and intuition.", + { + "type": "quote", + "entries": [ + "\"A Hobbit waded out into the water and back; but I cannot say how long ago.\" \"How then do you read this riddle?\" asked Gimli." + ], + "skipMarks": true + } + ] + }, + { + "name": "Travel", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "In the Third Age, the cities, villages, and towns of Middle-earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. Whichever way the Company chooses to go, it will be a long and weary way before they get there. A successful Wisdom (Travel) check may let a Player-hero estimate the length of a journey, read a map, and even evaluate whether a group of strangers on the road can be approached safely or if they should be left alone instead.", + { + "type": "quote", + "entries": [ + "The country was much rougher and more barren than in the green vale of the Great River in Wilderland on the other side of the range, and their going would be slow..." + ], + "skipMarks": true + } + ] + } + ], + "book": [ + { + "name": "The Lord of the Rings Roleplaying", + "id": "TLotRR", + "source": "TLotRR", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/covers/TLotRR.webp" + }, + "published": "2024-11-26", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Prologue", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Adventuring in the Third Age" + ] + }, + { + "name": "New Rules", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Structure of the Game", + "The Company", + "New Skills", + "Additional Rules Variants" + ] + }, + { + "name": "Adventurers", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Heroic Cultures", + { + "header": "Bardings", + "depth": 1 + }, + { + "header": "Dwarves of Durin's Folk", + "depth": 1 + }, + { + "header": "Elves of Lindon", + "depth": 1 + }, + { + "header": "Hobbits of The Shire", + "depth": 1 + }, + { + "header": "Men of Bree", + "depth": 1 + }, + { + "header": "Rangers of the North", + "depth": 1 + }, + "Callings", + { + "header": "Captain", + "depth": 1 + }, + { + "header": "Champion", + "depth": 1 + }, + { + "header": "Messenger", + "depth": 1 + }, + { + "header": "Scholar", + "depth": 1 + }, + { + "header": "Treasure Hunter", + "depth": 1 + }, + { + "header": "Warden", + "depth": 1 + }, + "Crafts", + "More than One Calling", + "Beyond 10th Level", + "Equipment" + ] + }, + { + "name": "Rewards and Virtues", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Rewards", + "Virtues" + ] + }, + { + "name": "Adventuring Phases", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Council", + { + "depth": 1, + "header": "1. Introduction" + }, + { + "depth": 1, + "header": "2. Set Required Successes" + }, + { + "depth": 1, + "header": "3. Interaction" + }, + "Journey", + { + "depth": 1, + "header": "1. Set Journey Path" + }, + { + "depth": 1, + "header": "2. Make Pathfinding Checks" + }, + { + "depth": 1, + "header": "3. Ending the Journey" + }, + { + "depth": 1, + "header": "1. Select Targets" + }, + { + "depth": 1, + "header": "2. Determine Event" + }, + { + "depth": 1, + "header": "3. Resolve the Event" + } + ] + }, + { + "name": "Fellowship Phases", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "How a Fellowship Phase Works", + { + "depth": 1, + "header": "1. Set Duration" + }, + { + "depth": 1, + "header": "2. Choose Destination" + }, + { + "depth": 1, + "header": "3. Spiritual Recovery" + }, + { + "depth": 1, + "header": "4. Choose Undertakings" + } + ] + }, + { + "name": "The Loremaster", + "ordinal": { + "type": "chapter", + "identifier": 7 + }, + "headers": [ + "The Middle-Earth Loremaster", + "Adventuring in Middle-Earth", + "Nonplayer Characters", + "Treasure", + { + "depth": 1, + "header": "1. Choose Item Type" + }, + { + "depth": 1, + "header": "2. Determine Craftsmanship" + }, + { + "depth": 1, + "header": "3. Select Banes" + }, + { + "depth": 1, + "header": "4. Attribute Qualities" + }, + { + "depth": 1, + "header": "5. Name the Item" + } + ] + }, + { + "name": "The Shadow", + "ordinal": { + "type": "chapter", + "identifier": 8 + }, + "headers": [ + "Shadow Points", + "Adversaries", + "The Eye of Mordor" + ] + }, + { + "name": "The World", + "ordinal": { + "type": "chapter", + "identifier": 9 + }, + "headers": [ + "Eriador", + { + "depth": 1, + "header": "The Shire" + }, + { + "depth": 1, + "header": "Lake Evendim" + }, + { + "depth": 1, + "header": "The Bree-Land" + }, + { + "depth": 1, + "header": "The Great East Road" + }, + { + "depth": 1, + "header": "The Greenway" + }, + { + "depth": 1, + "header": "The Barrow-Downs" + }, + { + "depth": 1, + "header": "The North Downs" + }, + { + "depth": 1, + "header": "The South Downs" + }, + { + "depth": 1, + "header": "The Weather Hills" + }, + { + "depth": 1, + "header": "Angmar" + }, + { + "depth": 1, + "header": "The Ettenmoors" + }, + { + "depth": 1, + "header": "Mount Gram" + }, + { + "depth": 1, + "header": "The Trollshaws" + }, + { + "depth": 1, + "header": "Tharbad" + }, + { + "depth": 1, + "header": "Lindon" + }, + { + "depth": 1, + "header": "The Blue Mountains" + } + ] + }, + { + "name": "Appendix", + "headers": [ + "Patrons", + "Landmarks", + { + "depth": 1, + "header": "1. Name" + }, + { + "depth": 1, + "header": "2. Rumour" + }, + { + "depth": 1, + "header": "3. Background" + }, + { + "depth": 1, + "header": "4. Map" + }, + { + "depth": 1, + "header": "5. Locations" + }, + { + "depth": 1, + "header": "6. Schemes and Trouble" + }, + "The Star of the Mist", + { + "depth": 1, + "header": "1. The Brigands' Camp" + }, + { + "depth": 1, + "header": "2. The Dwarven Gate" + }, + { + "depth": 1, + "header": "3. The Flooded Chambers" + }, + { + "depth": 1, + "header": "4. The Accursed Halls" + }, + { + "depth": 1, + "header": "5. The Tower of the Star" + } + ] + }, + { + "name": "Credits" + }, + { + "name": "Character Sheet PDF" + } + ] + } + ], + "bookData": [ + { + "id": "TLotRR", + "source": "TLotRR", + "data": [ + { + "type": "section", + "name": "Chapter 1: Prologue", + "id": "000", + "page": 5, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/000-00-01.prologue-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "page": 5, + "entries": [ + "The Enemy still lacks one thing to give him strength and knowledge to beat down all resistance, break the last defences, and cover all the lands in a second darkness. He lacks the One Ring." + ], + "style": "quote-pull" + }, + { + "type": "insetReadaloud", + "id": "001", + "page": 6, + "entries": [ + "Dear friend,", + "I am writing this sitting at our usual table at the Prancing Pony, puffing at my pipe. According to the latest tidings I received, you are many miles away south, riding with the Horse-lords. I trust you brought a good supply of Old Toby! If you didn't, you are going to miss your northern Lone-lands much more bitterly, I assure you.", + "When I took up the pen, my intention was to elaborate on the reasons why I counseled you not to go to Gondor, yet. You know what troubled me...the Steward is a wise man, and won't waste any time in putting your talents to good use, but his firstborn son is about your age. Denethor is valiant and proud. I feared that this might lead him to ignore your counsel, if not to resent it.", + "Then, I remembered what I have to tell myself from time to time...the task I chose is to inspire the enemies of Sauron, and to push them to action. I am not here to rob them of their freedom of choice. They say that even the Wise cannot see all ends! So, who am I, certainly not the wisest, to tell you what you should do? Only you can decide what to do with the time that is given you.", + "Please accept one word of advice though, something that I have learnt in more than one adventure: do not face your challenges alone, and choose your companions wisely. There are many brave souls among the various Free Peoples of the World who can join you in your struggle: Elves, Dwarves, and Men. Even the little folk of the Shire may prove useful. They certainly did prove useful to me! A good friend of mine discovered too late that there is more to those amazing creatures than you would credit them for. I hope you will not commit the same mistake.", + "Yours in friendship", + "Gandalf." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/001-00-02.prologue-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 460 + }, + { + "type": "quote", + "page": 7, + "entries": [ + "Wolves were howling round the fences last winter. And there's dark shapes in the woods, dreadful things that it makes the blood run cold to think of." + ], + "style": "quote-pull" + }, + "It is the year 2965 of the Third Age, twenty-some years after one Bilbo Baggins disappeared one Spring morning, only to reappear a year later and interrupt his own estate sale. The extraordinary tale that he told, of travelling with the Wizard Gandalf and Thorin Oakenshield to Wilderland on the other side of the Misty Mountains and somehow defeating a Dragon seemed nothing more than a fairy tale to the other Hobbits.", + "However, no one can deny that there are more folk on the Great Road these days. Most are Dwarves, coming and going both ways, and sometimes even visiting Hobbiton! Rumours from Bree speak of strangers coming into town, telling stories of the rebuilt Dale and the dragon-slayer King Bard and other unusual names. And Elves too are on the move, and rumoured to be in the Wild and even in the Woody End of the Shire!", + "It all sounds rather adventurous, but adventures are dangerous, uncomfortable things. They make you late for dinner and might get you killed! Of course, some valiant individuals are seeking to make their mark on the world, to find the long-lost ruins of past kingdoms, to patrol the borders of their lands and keep them safe, to meet others of similar persuasion and unite to strive against the Shadow that lies over Middle-earth. If successful, folk will call them heroes. But if they disappear while in the wild, they will be lost to history and legend.", + "In {@i The Lord of the Rings Roleplaying}, you become the adventurers exploring Middle-earth. As the game progresses, you will discover new lands and old secrets, take part in the events of the Third Age, and have your own chance to strive against the Enemy.", + { + "type": "inset", + "name": "The One Ring for 5E", + "page": 7, + "id": "002", + "entries": [ + "The present volume converts the best-selling {@i The One Ring} roleplaying game to 5E, bringing the world created by J.R.R. Tolkien to the players of the most popular set of rules for fantasy gaming. This is not a stand-alone game: to play {@i The Lord of the Rings Roleplaying} you must be familiar with the rules for 5E.", + "To preserve consistency with the sources, the game master of {@i The Lord of the Rings Roleplaying} is called the 'Loremaster', and the characters 'Player-heroes'. Likewise, races have been renamed 'cultures', and classes are here referred to as 'callings'." + ] + }, + { + "type": "entries", + "name": "The Twilight of the Third Age", + "page": 7, + "id": "003", + "entries": [ + "{@i The Lord of the Rings Roleplaying} is set in the time period between the events narrated in {@i The Hobbit} and those told in {@i The Lord of the Rings}. Encompassing a span of eight decades, this period is ushered in when Bilbo the Hobbit finds the Ruling Ring, and culminates with the war fought by the Free Peoples against the Dark Lord Sauron, and the destruction of the Ring.", + "Players of {@i The Lord of the Rings Roleplaying} create a Company of heroes\u2014Hobbits, Dwarves, Elves, and Men, seeking adventure in the Lone-lands of Eriador. It is a desolate country, a vast region that once saw the glory of the North Kingdom of the Dúnedain, the Men of the West. Here, many wars were fought, and countless ruins dot its landscape. Shadows move along its paths, and not all of them belong to the living.", + "It is in Eriador that the One Ring lies dormant, a seed of the past that will one day bring the end of this age of the world.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/002-map-0.01-eriador-world.webp" + }, + "imageType": "map", + "title": "Map: Eriador", + "width": 4096, + "height": 2742, + "id": "388", + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/003-map-0.01-eriador-world-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2742, + "mapParent": { + "id": "388" + }, + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventuring in the Third Age", + "page": 8, + "id": "004", + "entries": [ + { + "type": "quote", + "page": 8, + "entries": [ + "Tales and adventures sprouted up all over the place wherever he went, in the most extraordinary fashion." + ], + "style": "quote-pull" + }, + "Adventurers are often simply common individuals born in exceptional times. They have most likely led an ordinary life until the day something happened and changed the way they looked at their world and the people they knew. For some reason, the place they grew up in didn't look as interesting and boundless as before, or they started to realise that they weren't doing enough for the safekeeping of their loved ones by staying at home in idleness, pretending shadows weren't growing nearer and nearer every year.", + "Adventurers are not soldiers or mercenaries following the commands of a lord, nor are they subtle Wizards trying to weave the threads spun by fate\u2014they are bold souls putting themselves in peril of their own free will, sometimes simply for the love of adventure itself.", + { + "type": "entries", + "name": "The Folk of Eriador", + "page": 8, + "id": "005", + "entries": [ + "West of Wilderland, between the Misty Mountains and the Sea, is the region of Eriador. Right in its middle is found the Shire of the Hobbits, a quiet land whose folk enjoy a secluded life behind guarded borders. Across the river Brandywine, east of the Shire, lies the Bree-land, a small inhabited region, rising like an island in the midst of the Lone-lands about it.", + "The Bree-land is traversed by the East-West Road, and in its chief village of Bree is The Prancing Pony, a resort for all weary travellers. These are mainly Dwarves of the Folk of Durin, going east to their far Kingdom Under the Mountain, in Wilderland, or west, on their way to the Blue Mountains. Sometimes, they travel in the company of Northmen from distant Dale, subjects of King Bard the Dragonslayer.", + "According to ancient stories, the region of Eriador was once the realm of Arnor, a great kingdom of the North, brought to ruin long ago by bitter strife and the machinations of the Enemy. Much of its past is now forgotten, for the memory of mortals is short, and the days of the king are celebrated only in songs and proverbs devoid of their original meaning.", + "But some remember\u2014the mysterious Rangers of the North, lonely hunters of the servants of the Enemy who guard all boundaries against Wights and Trolls, as do the long-lived Elves of Lindon, that at times leave their land along the western coasts to wander across Eriador, to witness with their immortal eyes the fading of the glories of the past.", + "The land of the Lost Realm of Arnor is described in detail in {@book Chapter 9: The World|TLotRR|8}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/004-00-03.hobbit-with-dagger.webp" + }, + "width": 1700, + "height": 1121 + } + ] + }, + { + "type": "entries", + "name": "The Shadow of the Past", + "page": 9, + "id": "006", + "entries": [ + "The last twenty years or so have seen the resurgence of hope in the lands of the Free Peoples, and then its slow but steady decline, as the world darkens once again.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Year 2941:", + "page": 9, + "entries": [ + "The Wizard Gandalf, Thorin Oakenshield, and twelve Dwarves visit Bilbo the Hobbit in the Shire: they set upon a quest to recover the treasure of Durin's Folk and free the North from the threat of the Dragon of Erebor.", + "A series of unlikely events leads to the death of Smaug and to the destruction of Lake-town. Dáin of the Iron Hills becomes King of Erebor, while Dwarves, Men, and Elves collaborate in rebuilding new cities in Dale and upon the Long Lake." + ] + }, + { + "type": "item", + "name": "Year 2942:", + "page": 9, + "entry": "Bilbo returns to his peaceful life in the Shire. He carries the One Ring with him, not suspecting its true nature. News of the great events that have come to pass spread across the land as he travels home." + }, + { + "type": "item", + "name": "Year 2949:", + "page": 9, + "entry": "Gandalf and Balin journey to the Shire to visit Bilbo Baggins. They arrive at Bag End on one autumn evening. They spend some time together, talking of their adventuring times and about how things are going in Wilderland. Balin doesn't hide his disquiet from his good friend, and tries to convince Bilbo to join him in a new adventure. Bilbo is reluctant, and in the end declines the invitation." + }, + { + "type": "item", + "name": "Year 2951:", + "page": 9, + "entries": [ + "The Dark Lord Sauron unveils his presence in the black land of Mordor. He is ready to spread his power far and wide, and begins to rebuild his Dark Tower. His will is bent on gathering a vast army in the black land, and his summons are answered by all sorts of wicked creatures. Gollum is among them, and his path slowly turns in the direction of Mordor.", + "Sauron sends the Nazgûl to reclaim his stronghold in southern Mirkwood, and the forest darkens. Rumours of a new Shadow in the South start to be whispered by many folks in the North. Orcs and Goblins are found bearing the symbol of a lidless Eye." + ] + }, + { + "type": "item", + "name": "Year 2953:", + "page": 9, + "entries": [ + "The White Council, a gathering of the Wise, meets to discuss the fate of the Rings of Power. Saruman the White, the head of the Council, declares that the One Ring, the Ruling Ring that Sauron himself made, is lost forever, having been carried by the River Anduin to the Sea.", + "Saruman claims the impregnable fortress of Isengard as his own abode and begins to restore its defences." + ] + }, + { + "type": "item", + "name": "Year 2955:", + "page": 9, + "entry": "Adventurers out of Rivendell signal the presence in Eriador of a new breed of Troll: the Olog-hai. They seem to come from Mordor and directly serve the Dark Lord." + }, + { + "type": "item", + "name": "Year 2956:", + "page": 9, + "entry": "Aragorn, son of Arathorn, captain of the Rangers of the North and heir of Isildur, meets Gandalf the Grey, and their friendship begins." + }, + { + "type": "item", + "name": "Years 2957\u201365:", + "page": 9, + "entry": "Rumours of turmoil and strife in Wilderland become more and more common in this decade. Traffic intensifies over the High Pass as more and more travellers from the East cross into the Westlands bringing news of threats to the fragile peace between Men, Elves, and Dwarves." + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/005-00-04.wizard-walking.webp" + }, + "width": 1700, + "height": 2243 + } + ] + }, + { + "type": "entries", + "name": "Player-Heroes", + "page": 11, + "id": "007", + "entries": [ + "Players use the rules presented in this volume to create adventurers hailing from the Lone-lands of Eriador, a region steeped in old lore and thick with secrets. Players can be courageous {@book Hobbits of the Shire|TLotRR|2|Hobbits of the Shire}, driven by curiosity to go and see the ruins of Deadmen's Dike; travelling {@book Dwarves|TLotRR|2|Dwarves of Durin's Folk}, seeking to visit the ancestral halls of Durin's Folk in the Ered Luin; far-reaching {@book Bardings from Wilderland|TLotRR|2|Bardings}, in search of adventure in the Westlands; {@book Elves from Lindon|TLotRR|2|Elves of Lindon}, tasked with guarding what is kept in the tower of Elostirion; {@book Men of Bree|TLotRR|2|Men of Bree}, leaving their quiet village for the first time; or {@book Rangers of the North|TLotRR|2|Rangers of the North}, sworn to keep dreadful things at bay.", + "Whatever their choices, players must step into their characters' shoes, to think as a hero would think and react as a hero would react. It is a game of make-believe, a story in the making, created in collaboration with the Loremaster." + ] + }, + { + "type": "entries", + "name": "The Loremaster", + "page": 11, + "id": "008", + "entries": [ + "The player who will take the mantle of the Loremaster should be familiar with the entirety of this volume, but particular attention must be given to the content of {@book Chapter 7: The Loremaster|TLotRR|6}. It contains rules and guidelines created to assist the Loremaster in the role of game arbitrator, along with suggestions on how to work with players to create stories that are both engaging and faithful to the world as depicted in the source material.", + { + "type": "inset", + "name": "Enter Middle-Earth", + "page": 11, + "id": "009", + "entries": [ + "The aim of {@i The Lord of the Rings Roleplaying} is to allow its players to feel what it means to go adventuring in a wild and perilous land from a forgotten past. It is a threatening world that has more in common with the world depicted in epic sagas or the Dark Ages of Europe than with our contemporary world.", + "Players are invited to leave the age of information and fast travel behind, and adopt the point of view of individuals whose horizons often didn't extend farther than a few miles from their birthplace. For every member of the Wise and the Great there are countless more like Samwise Gamgee: simple people who never crossed the boundaries of their own village or town. For every Wizard there are individuals like Gimli son of Glóin, who ignored the existence of Rohan until he visited it. For every Elven Lord there are women like noble Éowyn, who never encountered an Elf or a Hobbit before the War of the Ring.", + "The landscape revealed by this perspective is a world with uncertain boundaries, and only vague hints of distant realms and the folks who inhabit them; a place that, for these very reasons, offers plenty of opportunities for exploration and adventure." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/006-00-05.studying-book.webp" + }, + "width": 850, + "height": 799 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 2: New Rules", + "page": 13, + "id": "00a", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/007-01-01.new-rules-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "page": 13, + "entries": [ + "In the end Bilbo won the game, more by luck (as it seemed) than by wits..." + ], + "style": "quote-pull" + }, + "{@i The Lord of the Rings Roleplaying} is a game based on {@i The Hobbit} and {@i The Lord of the Rings}, two extraordinary works of fiction by the beloved author and respected academic, John Ronald Reuel Tolkien. With his books, Tolkien introduced readers to his own greatest creation, the world of Middle-earth, a mythic land from a remote past, characterised by a rich history and detailed geography.", + "This chapter introduces a number of setting-specific rules modifications, necessary to adapt 5E to suit Middle-earth itself.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/008-01-02.new-rules-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 832 + }, + { + "type": "section", + "name": "Structure of the Game", + "page": 14, + "id": "00b", + "entries": [ + { + "type": "quote", + "page": 14, + "entries": [ + "Still, I wonder if we shall ever be put into songs or tales. We're in one, of course; but I mean: put into words, you know, told by the fireside, or read out of a great big book with red and black letters, years and years afterwards." + ], + "style": "quote-pull" + }, + "Gameplay in {@i The Lord of the Rings Roleplaying} is structured into two distinct phases\u2014an Adventuring Phase, comprising the main part of the 'action' taking place during gameplay, and a closing Fellowship Phase, addressing in detail what is often called 'downtime'.", + "Usually, an Adventuring Phase will last two or three sessions of play, followed by a Fellowship Phase wrapping up neatly what happened thus far in the adventure. After a few games, what happens in the two distinct phases of the game will become more and more closely interrelated:", + { + "type": "list", + "page": 14, + "items": [ + "The events arising during the Adventuring Phase lead the players to make certain choices during the following Fellowship Phase.", + "In turn, the Loremaster will find it easy to tie the next Adventuring Phase into what happened during the previous Fellowship Phase." + ] + }, + "The final result is an epic that grows out of the ongoing lives of the Player-heroes and their deeds.", + "The Adventuring Phase and the Fellowship Phase are discussed in detail later on, respectively, in {@book Chapter 5|TLotRR|4} and {@book Chapter 6|TLotRR|5}.", + { + "type": "inset", + "name": "The Passage of Time", + "page": 14, + "id": "00c", + "entries": [ + "Time passes at different rates in the game: one evening spent playing may detail a single day in the life of an adventurer, or skim over a month or more of their career.", + "During most Adventuring Phase sessions, gameplay is articulated in shorter, focused scenes that require players to describe in detail what they do. Time passes relatively slowly, with the players often keeping track of what happens every single day\u2014with the exception of prolonged or time-consuming events, like journeys, or sieges.", + "Time passes more quickly during a Fellowship Phase, when the Loremaster and the players adopt a broader approach to narration. This is best suited when dealing with endeavours that occur 'off-screen'. Weeks or months may pass before a new Adventuring Phase begins, and a special type of Fellowship Phase ({@book Yule|TLotRR|5|Yule}) also deals with the advancement of the chronology of the game: the Tale of Years." + ] + }, + { + "type": "entries", + "name": "Pillars of Adventure", + "page": 14, + "id": "00d", + "entries": [ + "In {@i The Lord of the Rings Roleplaying}, Player-heroes can do anything their players can imagine, but their main activities as adventurers fall within three broad categories: combat, council, and journey.", + { + "type": "entries", + "name": "Combat", + "page": 15, + "id": "00e", + "entries": [ + "Combat is a necessity in a world where the Shadow threatens to cover the land in darkness. {@i The Lord of the Rings Roleplaying} relies primarily on the {@book core rules|PHB|9|Combat} for combat in 5E." + ] + }, + { + "type": "entries", + "name": "Council", + "page": 15, + "id": "00f", + "entries": [ + "Council comprises social interaction, in particular those occasions when the Player-heroes meet with the Wise and the Great of Middle-earth, to offer their services in the fight against the Enemy or to seek their aid or counsel. When the Company meets one or more nonplayer characters in a formal gathering, a council occurs.", + { + "type": "inset", + "page": 15, + "id": "010", + "entries": [ + "While much of what transpires in a council can be played out as a dialogue between the Company and the Loremaster, {@i The Lord of the Rings Roleplaying} introduces new rules to determine the result of such encounters and their consequences (see {@book Council|TLotRR|4|Council})." + ] + } + ] + }, + { + "type": "entries", + "name": "Journey", + "page": 15, + "id": "011", + "entries": [ + "Journey is an activity that is almost synonymous with adventuring in Middle-earth\u2014travelling across a vast, dangerous land, dotted by the relics of a past going back for many ages. Each journey will test the Company, and the Player-heroes will have to rely on their skills in order to make their way to their destination safely.", + { + "type": "inset", + "page": 15, + "id": "012", + "entries": [ + "Special game mechanics designed to make travelling a part of the adventure are introduced in {@book Chapter 5|TLotRR|4|Journey}." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/009-01-03.knight-on-horse.webp" + }, + "width": 1700, + "height": 1410 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Company", + "page": 16, + "id": "013", + "entries": [ + { + "type": "quote", + "page": 16, + "entries": [ + "I am looking for someone to share in an adventure that I am arranging, and it's very difficult to find anyone." + ], + "style": "quote-pull" + }, + "Adventurers know that burdens are easier to bear when shared with others. That's one of the reasons why they gather in a Company, a group united by a common cause\u2014be it to fight the Enemy, lead a hunt for a prized prey, or scour the land seeking lost or stolen treasure.", + { + "type": "list", + "page": 16, + "style": "list-decimal", + "items": [ + "Players use the information presented in {@book Chapter 3: Adventurers|TLotRR|2} to create their Player-heroes, first choosing their cultural heritage (their {@book heroic culture|TLotRR|2|Heroic Cultures}) and then determining the nature of their call to adventure and their vocation in life (their {@book calling|TLotRR|2|Callings}).", + "Once all players have created their Player-heroes, they should take some time to introduce their adventurers to each other and determine the circumstances that brought them together. This may require them to choose a {@book patron|TLotRR|1|Patron} and a {@book safe haven|TLotRR|1|The Safe Haven}." + ] + }, + "{@i In general, it is good to assume that the Company has been together for some time already when the game begins. The Loremaster assists the players, providing suggestions and advice}.", + { + "type": "entries", + "name": "Fellowship", + "page": 16, + "id": "014", + "entries": [ + "The group of Player-heroes is more than a band of roving mercenaries brought together by mere necessity. At its foundation are communal goals and a mutual respect. This feeling of trust is recreated in the game by the Company's Fellowship score.", + "Fellowship represents the bond of mutual trust enjoyed by the members of the Company. Expressed by a numerical value, Fellowship is a pool of points shared among all Player-heroes that is mainly spent to gain confidence:", + { + "type": "inset", + "page": 16, + "id": "015", + "entries": [ + "During the Adventuring Phase, Player-heroes can spend 1 point of Fellowship to gain advantage on an ability check, attack roll, or saving throw." + ] + }, + "Additionally, Fellowship can be spent to trigger special effects tied to the Company's Patron (see {@book Patrons|TLotRR|1|Patron}, below).", + { + "type": "inset", + "page": 16, + "id": "016", + "entries": [ + "The starting Fellowship score of the Company is equal to the number of Player-heroes in the group; this value can be augmented by a number of virtues, and by a bonus associated with the Company's patron." + ] + }, + "Once calculated, the Company's Fellowship score is recorded by all players on their character sheets, in the designated space. For every point of Fellowship spent, all Player-heroes must adjust the amount on their character sheet.", + { + "type": "inset", + "page": 16, + "id": "017", + "entries": [ + "When all points have been used, the Company cannot spend any more Fellowship. Fellowship points are fully refreshed at the end of each Fellowship Phase." + ] + }, + "Since Fellowship is a common pool of points shared by all Player-heroes, any expenditure must be agreed upon by all Player-heroes in the Company." + ] + }, + { + "type": "entries", + "page": 16, + "name": "Patron", + "id": "018", + "entries": [ + "A Company may be brought together by chance or design. If it's not chance, then the meeting of the Player-heroes might have been directly arranged by one of the Wise and the Great of Middle-earth\u2014their Patron.", + "A Patron is an influential individual who has taken an interest in the group, and that in the course of the game will offer the Company additional reasons to go adventuring, often providing both support and counsel. All Patrons work with the Player-heroes from time to time, following a personal agenda, but in general hoping to influence the events that are going to shape Middle-earth in the years to come.", + { + "type": "inset", + "id": "019", + "page": 16, + "entries": [ + "The Company starts the game choosing one Patron among those listed below (but additional ones may be added in the course of the game)." + ] + }, + "To select their Patron, the players should check their characteristics, and pick the one whose potential agenda seems more in agreement with their own goals as a group\u2014for example, the list of callings favoured by a Patron can be used as a good indication of what that individual might ask a Company as a favour or service in the course of play.", + "As can be seen by consulting the table below, all Patrons may provide a Fellowship Bonus, effectively raising the number of Fellowship points available to the members of the Company, and another peculiar form of advantage, usually connected to the expenditure of Fellowship points.", + { + "type": "inset", + "page": 18, + "id": "01a", + "entries": [ + "Player-heroes gain the opportunity to go and see a Patron when they are in the same place during a Fellowship Phase, choosing the {@action Meet Patron|TLotRR} undertaking." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Patrons", + "displayName": "Starting Patrons:", + "page": 17 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/010-01-04.wizard-and-hobbit.webp" + }, + "width": 1700, + "height": 1457 + } + ] + }, + { + "type": "entries", + "name": "The Safe Haven", + "page": 18, + "id": "01b", + "entries": [ + "The safe haven of the Company is a location that works as the starting base of operations for the group, and as its refuge to repair to for the Fellowship Phase. Usually, it's the place where the Player-heroes gathered for the first time.", + { + "type": "inset", + "page": 18, + "id": "01c", + "entries": [ + "In Eriador, the ideal choice for a starting safe haven is certainly the village of Bree, as it stands at the crossroads of the East Road and North Road, and everyone who journeys across the land stops at The Prancing Pony for a pipe to smoke in comfort (see {@book Chapter 9|TLotRR|8|Bree} for more information about Bree and its inn)." + ] + }, + "In the course of their exploration of Eriador the Company will find new places suitable to be used as safe havens, widening their options\u2014for example, a Company might eventually add the city of Tharbad or Rivendell as a possible safe haven.", + { + "type": "entries", + "style": "text-center", + "page": 18, + "entries": [ + "{@i The Inn of Bree...was a meeting place for the idle, talkative, and inquisitive among the inhabitants, large and small, of the four villages; and a resort of Rangers and other wanderers, and for such travellers (mostly dwarves) as still journeyed on the East Road, to and from the Mountains}." + ], + "id": "020" + }, + { + "type": "inset", + "page": 18, + "name": "Long Have I Wandered by Roads Forgotten", + "id": "01d", + "entries": [ + "Telling the story of how a Player-hero reached the location where the Company first meets is a good way of introducing a character. Such a tale tells the other players where heroes come from, why they left, and possibly something about their abilities and aspirations." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "New Skills", + "page": 19, + "id": "01e", + "entries": [ + { + "type": "quote", + "page": 19, + "entries": [ + "The hobbits gazed at Strider. It seemed that he was learned in old lore, as well as in the ways of the wild...." + ], + "style": "quote-pull" + }, + "{@i The Lord of the Rings Roleplaying} does not use the {@skill Arcana} or {@skill Religion} skills. The {@skill History} skill is renamed {@skill Old Lore|TLotRR}, and a new skill, {@skill Riddle|TLotRR}, is added, given the importance of this custom among many cultures of Middle-earth. The {@skill Survival} skill is replaced by three focused skills to highlight the importance of journeys in this setting: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, and {@skill Travel|TLotRR}.", + "Finally, to preserve balance between abilities, while playing {@i The Lord of the Rings Roleplaying} we recommend applying the {@skill Medicine} skill to Intelligence checks rather than Wisdom checks: for this reason, in the following pages the skill is indicated as Intelligence ({@skill Medicine}).", + { + "type": "entries", + "page": 19, + "name": "New Skills List", + "id": "01f", + "entries": [ + "The following list offers brief descriptions for each additional and variant skill, to help players and the Loremaster identify the type of actions that can be accomplished using each ability.", + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Explore", + "page": 19, + "displayName": "Explore (Wisdom)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Hunting", + "page": 19, + "displayName": "Hunting (Wisdom)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Old Lore", + "page": 19, + "displayName": "Old Lore (Intelligence)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Riddle", + "page": 19, + "displayName": "Riddle (Intelligence)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Travel", + "page": 19, + "displayName": "Travel (Wisdom)" + } + ] + }, + { + "type": "entries", + "name": "Magical Success", + "page": 20, + "id": "025", + "entries": [ + "Enchanted artefacts, like magic rings and cloaks, and ancient spells and uncanny powers, can allow a Player-hero to exceed the possibilities of mere mortals.", + { + "type": "inset", + "page": 20, + "id": "026", + "entries": [ + "Possessing a talent or artefact capable of unlocking a magical success on an ability check grants a Player-hero automatic success, regardless of the DC and ignoring conditions." + ] + }, + { + "type": "inset", + "page": 20, + "id": "027", + "entries": [ + "During contests, a Player-hero who obtains a magical success automatically wins the contest, unless the other participant also obtains a magical success." + ] + }, + { + "type": "inset", + "page": 20, + "id": "028", + "entries": [ + "Whenever it is necessary to know the exact result of the roll, a Player-hero who achieves a magical success counts as having rolled a 20 on the {@dice d20}." + ] + }, + "Player-heroes who have the chance to achieve a magical success can attempt actions that would be nearly impossible to achieve by someone without a magical aid (see box for examples).", + "Narratively, a magical success is an outcome that can hardly be mistaken for an ordinary success\u2014in other words, the Player-hero has achieved something so unusual that it could not be accomplished without supernatural aid.", + { + "type": "inset", + "name": "Examples of Magical Success", + "page": 20, + "id": "029", + "entries": [ + "Following are some examples of magical successes for each ability check:", + { + "type": "list", + "style": "list-hang", + "name": "Strength Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Athletics", + "entries": [ + "Climb a sheer wall of rock without tools, or jump across a chasm 20 feet wide in full gear." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Dexterity Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Acrobatics", + "entries": [ + "Run lightly on a tightrope as if on a road, or on fresh snow as if it was firm sand, ignoring difficult terrain." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Sleight of Hand", + "entries": [ + "Make an item seemingly disappear from one's hands (or pockets...), even while everyone is watching." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Stealth", + "entries": [ + "Hide even in plain sight, or walk without sound or footfall." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Intelligence Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Investigation", + "entries": [ + "Find a very well-hidden object by simply guessing its location." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Medicine", + "entries": [ + "Stabilise a dying companion, or heal them from a disease or poison, by simply laying on your hands." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Nature", + "entries": [ + "Predict the weather with perfect accuracy, or learn the direction and distance to the closest beast or plant of a chosen kind." + ] + }, + { + "type": "item", + "name": "Old Lore", + "entries": [ + "Recall all the details of a past event as if witnessed firsthand." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Riddle", + "entries": [ + "Formulate or solve an impossible riddle." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Wisdom Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Animal Handling", + "entries": [ + "Comprehend and verbally communicate with a beast as if speaking its tongue." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Explore", + "entries": [ + "Gain instantaneous and detailed knowledge of the surrounding territory, such as information regarding its terrain, nearby bodies of water, and climate." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Hunting", + "entries": [ + "Track a creature by simply guessing its location, or find game even in the most inhospitable places." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Insight", + "entries": [ + "Read the surface thoughts of a creature, or learn what is most on its mind in that moment." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Perception", + "entries": [ + "See in darkness and in dim light as if they were bright light, or into the wraith-world; make out details of extremely distant creatures and objects." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Travel", + "entries": [ + "Mentally visualise a route as if reading a detailed map, guessing the perfect itinerary." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Charisma Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Deception", + "entries": [ + "Convincingly tell a lie that is almost impossible to believe." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Intimidation", + "entries": [ + "Seemingly grow in stature, as the light dims and the shadows lengthen." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Performance", + "entries": [ + "Make the listeners experience visions of what the performance is about." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Persuasion", + "entries": [ + "Look much fairer and wiser, your voice melodious and delightful to hear." + ] + } + ] + } + ] + }, + { + "type": "inset", + "name": "Magical Successes Using Tools", + "page": 21, + "id": "02a", + "entries": [ + "A magical success using artisan's tools may allow a Player-hero to craft objects that can even seem magical to the eyes of others\u2014for example, a ship wrought and carved with Elven-skill in the likeness of a bird, a marvellous toy like those of Dwarf-make sold in the toy-market of Dale, or even fireworks like those made by Gandalf himself. A magical success using other tools allows for different effects depending on the tools used\u2014for example, gaming sets, musical instruments, and pipes may have effects similar to those of the {@skill Performance} skill, and thieves' tools could allow a door locked magically to be opened." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/011-01-05.cliffs-edge.webp" + }, + "width": 1700, + "height": 1466 + } + ] + } + ] + }, + { + "type": "section", + "name": "Additional Rules Variants", + "page": 22, + "id": "02b", + "entries": [ + { + "type": "quote", + "page": 22, + "entries": [ + "...on every wall there was a notice and a list of Rules." + ], + "style": "quote-pull" + }, + "This section highlights some of the more important rules variations upon the rules for 5e that are necessary to play {@i The Lord of the Rings Roleplaying}.", + { + "type": "inset", + "page": 22, + "name": "Using The One Ring's Dice", + "id": "02c", + "entries": [ + "As previously mentioned, {@i The Lord of the Rings Roleplaying} is an adaptation of {@i The One Ring} to the rules for 5E. For those unfamiliar with the original game, the system makes use of a specialised set of dice, including six 6-sided dice (also called Success Dice).", + "Each Success die shows the numbers 1, 2, and 3 in outline, and the numbers 4, 5, and 6 in solid black. In addition, the Elvish symbol appears along with the number 6.", + "If you own one or more sets of {@i The One Ring} dice you may consider employing the following optional rules, allowing the use of Success Dice in place of the usual {@dice d20}.", + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Replacing the d20", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Rolling 1 or 20", + "displayName": "\"Rolling 1 or 20\"", + "page": 22 + } + ] + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Encumbrance", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Resting", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Rewards and Virtues", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Shadow and Corruption", + "page": 23 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/012-01-06.walking-ruins.webp" + }, + "width": 1700, + "height": 1535 + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 3: Adventurers", + "page": 25, + "id": "032", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/013-02-01.adventurers-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "page": 25, + "entries": [ + "He had a strange feeling as the slow gurgling stream slipped by: his old life lay behind in the mists, dark adventure lay in front." + ], + "style": "quote-pull" + }, + "The following pages show you how to craft a Player-hero drawn from one of six heroic cultures, and answering to one of six different callings. Using the guidelines presented in this chapter, you will create your own hero, complete with strengths and weaknesses, possessions, and aspirations.", + "The character creation process consists of a number of steps, and aims to create fictional individuals that are as close as possible to their player's wishes, and that at the same time conform to the source material. The Loremaster should assist players during this process, providing insight into the rules when needed, or simply advising a player to make choices that are both true to the game's setting and make for a satisfying character to play.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/014-02-02.adventurers-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 474 + }, + { + "type": "entries", + "name": "Your Characters", + "page": 26, + "id": "033", + "entries": [ + "To create a character, each player must first choose a heroic culture, selecting the one that is closest to the hero concept that they have in mind. All cultures presented in this volume belong to the Free Peoples, brave nations that refuse the darkness and are often at open war with it.", + "They represent the main choices for roleplaying in the Westlands of Eriador:", + { + "type": "list", + "page": 26, + "style": "list-decimal", + "items": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf|TLotRR|Dwarves of Durin's Folk}", + "{@race Elf|TLotRR|Elves of Lindon}", + "{@race Hobbit|TLotRR|Hobbits of the Shire}", + "{@race Man of Bree|TLotRR|Men of Bree}", + "{@race Ranger of the North|TLotRR|Rangers of the North}" + ] + }, + "Players refer to the chosen heroic culture writeup page and compile all the required information onto their {@link character sheets|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}.", + "Once all steps concerning heroic culture have been completed, players proceed to choose a calling appropriate to Middle-earth, selecting one from among {@class Captain|TLotRR}, {@class Champion|TLotRR}, {@class Messenger|TLotRR}, {@class Scholar|TLotRR}, {@class Treasure Hunter|TLotRR}, and {@class Warden|TLotRR}.", + "Player-heroes are then completed determining their ability scores, and selecting their starting equipment.", + "Last, but not least, all players cooperate in adding details about how their newly-created adventurers met each other and formed a Company (see {@book Chapter 2|TLotRR|1|The Company}). A Company may be composed of adventurers of any kind, but the sum of its parts is going to be influenced by the Player-heroes' selection of heroic culture and calling.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/015-02-03.warriors.webp" + }, + "width": 1700, + "height": 963 + } + ] + }, + { + "type": "section", + "name": "Heroic Cultures", + "page": 27, + "id": "034", + "entries": [ + { + "type": "quote", + "page": 27, + "entries": [ + "Bilbo began to feel there really was something of a bold adventurer about himself after all..." + ], + "style": "quote-pull" + }, + "In Middle-earth, the culture to which an adventurer belongs often defines them more profoundly than simply in terms of customs and traditions. For this reason, the most important choice that players must make is to select the culture of origin of their adventurers.", + "Each heroic culture's writeup is composed along the same format of presentation, illustrated in the following paragraphs.", + { + "type": "entries", + "page": 27, + "name": "Description", + "id": "035", + "entries": [ + "This section offers a number of details defining the appearance of a typical hero belonging to that culture and includes information about their martial tradition." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "page": 27, + "id": "036", + "entries": [ + "Every name in {@i The Lord of the Rings} and {@i The Hobbit} has been carefully crafted, building upon solid linguistic foundations, and represents a precise cultural influence. The native language of every character-type presented in this chapter has been identified, and a list of personal names appropriate to each culture is provided." + ] + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 27, + "id": "037", + "entries": [ + "This section provides a description of each culture's peculiar features\u2014traits that are common to all members of that culture. This includes the languages known by every character type, the age range of the average adventurer, and a rough indication of the starting resources available to a member of that culture, in the form of a standard of living (see {@book Equipment|TLotRR|2|Equipment}, for more information on a Player-hero's standard of living)." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 27, + "id": "038", + "entries": [ + "Backgrounds reveal something about the origins of the Player-heroes, helping players in visualising their previous experiences and identity. This section includes six different backgrounds to choose from.", + "Each background provides a Player-hero with two skill proficiencies, a tool proficiency, and two distinctive features. All Player-heroes start the game with the tools their background grants proficiency with, in addition to their equipment.", + { + "type": "entries", + "name": "Customising a Background", + "page": 27, + "id": "039", + "entries": [ + "Players may want to tweak some of the features of a background so it better fits their hero. To customise a background, a player can replace one or both distinctive features with any other, and choose any two skills and a tool proficiency." + ] + }, + { + "type": "entries", + "name": "Inspiration in Middle-Earth", + "page": 27, + "id": "03a", + "entries": [ + "In {@i The Lord of the Rings Roleplaying}, the Loremaster may grant {@variantrule inspiration|PHB} to the players for the usual reasons\u2014for example to reward them for playing their characters in a compelling way. In particular, this may happen when they play them according to the distinctive features provided by their chosen background." + ] + } + ] + }, + { + "type": "inset", + "name": "Many Tongues", + "page": 27, + "id": "03b", + "entries": [ + "Different languages can provide intriguing roleplaying opportunities, if the Loremaster and the players are interested. This shouldn't get in the way of the fun, however. While Tolkien used the linguistic differences among the various realms of Middle-earth to good narrative effect, he also found it simpler to avoid steep cultural barriers and gave most ethnic groups (even Orcs and other more fantastical creatures, like Ents) at least a passing knowledge of what constituted a 'lingua franca,' the so-called Common Speech, or Westron. This allows players who don't want to deal with the complex relations between the various peoples and their languages to ignore the entire subject altogether without damaging the setting. But if you are willing to explore this angle, it is certainly worth investigating." + ] + }, + { + "type": "section", + "name": "Bardings", + "page": 28, + "entries": [ + { + "type": "quote", + "entries": [ + "He was a descendant in long line of Girion, Lord of Dale, whose wife and child had escaped down the Running River from the ruin long ago." + ], + "skipMarks": true + }, + "The Bardings are Northmen of noble origins hailing from Wilderland, far off to the east. They rebuilt their city of Dale from its ashes after the slaying of the Dragon Smaug and they earned a new prosperity trading with nearby kingdoms of Elves and Dwarves.", + "Each year, Barding merchants reach new faraway lands, as they look outside their borders to expand their trade and influence. Sometimes, warriors follow in their wake, hoping to prove their mettle against worthy adversaries, inspired by their King's slaying of the Dragon.", + { + "type": "entries", + "name": "Description", + "page": 28, + "entries": [ + "Strong in body and fearless in spirit, the Northmen are the denizens of Middle-earth that many consider to be nearest in kin to the Men of the West. They are strong-limbed, with fair hair, although dark or even black hair is not unknown. Barding men tend to keep beards, and often let their hair grow to reach their shoulders. Women adventurers braid their hair in long, tight tresses.", + "When abroad they may be recognised by their gear, as they often carry equipment of superior make. Unlike most denizens of Wilderland, Bardings prefer to use swords over axes, and naturally favour the bow, after the example of their King." + ], + "id": "022" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 28, + "entries": [ + "Like most Northmen, Bardings often name their children after a renowned ancestor or relative, or choose a name beginning with the same sound or sharing one element with that of the father (whose name is often given with their first name when introduced formally\u2014for example, Lifstan, son of Leiknir, or Ingrith, daughter of Ingolf).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names:", + "entries": [ + "Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Dagny, Dalla, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gundrid, Gunnhild, Halla, Halldis, Hild, Holma, Inga, Ingirun, Ingrith, Kelda, Lif, Linhild, Ragna, Runa, Saldis, Sigga, Signy, Solveig, Thora, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Vigdis, Walda." + ] + }, + { + "type": "item", + "name": "Sample Male Names:", + "entries": [ + "Aegir, Arn, Brandulf, Domarr, Erland, Farald, Gautarr, Hafgrim, Hjalmar, Ingolf, Ketilmund, Kol, Kolbeinn, Leiknir, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Oddmarr, Ornolf, Ottarr, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Torwald, Ulfarr, Unnarr, Valbrand." + ] + } + ] + } + ], + "id": "023" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 28, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Barding", + "page": 28 + } + ], + "id": "024" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Barding.webp" + }, + "width": 1700, + "height": 1139 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 29, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Dragon Stories", + "page": 29, + "entries": [ + "Your family told many tales of Smaug the Dragon, from its arrival long ago to its death at the hand of your lord, King Bard. After his victory your family reclaimed their ancestral home in Dale. But now, the only dragons in Dale grace the painted signs of inns, and so you have left your home in search of adventure.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Dragon Stories", + "page": 29 + } + ], + "id": "02e" + }, + { + "type": "entries", + "name": "By Hammer and Anvil", + "page": 29, + "entries": [ + "Your parents paid richly for a Dwarf-smith to take you as an apprentice in his forge, and you worked hard under his severe discipline, to prove that your craft could reach his people's high standards. In the long hours you spent hammering on the anvil under the close scrutiny of your master, you have learnt that it is possible to create amazing things, but it is only by putting your heart into your work that you can succeed in creating a masterpiece.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "By Hammer and Anvil", + "page": 29 + } + ], + "id": "02f" + }, + { + "type": "entries", + "name": "Healing Hands", + "page": 30, + "entries": [ + "You have long served on a trading boat from Esgaroth, first leaving the Long Lake when you were very young. Once, staying for months in a distant town in Dorwinion, waiting for a caravan from the East to arrive, you fell victim to a foreign sickness, and were succoured by a lady speaking a strange tongue. She saved your life, and taught you how to save others in time of need.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Healing Hands", + "page": 30 + } + ], + "id": "030" + }, + { + "type": "entries", + "name": "Gifted Senses", + "page": 30, + "entries": [ + "You are the first to notice when things are out of place, or just don't smell or sound right. Others have learned to pay attention to your intuition, and invite you to help them, since you may see something they missed. Little did you realise how far from home this would carry you.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Gifted Senses", + "page": 30 + } + ], + "id": "031" + }, + { + "type": "entries", + "name": "A Patient Hunter", + "page": 30, + "entries": [ + "Faithful to your ancestors' heritage, your family never embraced the ways of the merchants of Esgaroth, and when you were a child, your father spent long days hunting. For a few years after the death of the Dragon, hunting was a dangerous trade, bearing little fruit, as the land was still recovering from the Desolation of Smaug. But now the land is again blooming with every new spring, and birds and animals alike are returning in ever greater numbers.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Patient Hunter", + "page": 30 + } + ], + "id": "03c" + }, + { + "type": "entries", + "name": "Wordweaver", + "page": 30, + "entries": [ + "King Bard earned his throne by accomplishing a feat deemed unthinkable by most, setting an example for generations to come. But it is another deed that caught your interest and fired your imagination: that of the witty halfling who crossed words with Smaug the Golden in his lair. While you yourself do not expect to ever see a living Dragon, you look forward to your chance to win renown with your cunning.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Wordweaver", + "page": 30 + } + ], + "id": "03d" + } + ], + "id": "02d" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/048-04-02.adventuring-phases-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + } + ], + "id": "021" + }, + { + "type": "section", + "name": "Dwarves of Durin's Folk", + "page": 31, + "entries": [ + { + "type": "quote", + "entries": [ + "Only on the Road would travellers be found, most often Dwarves, hurrying along on business of their own, and with no help and few words to spare for strangers." + ], + "skipMarks": true + }, + "The Dwarves are an ancient and proud folk, whose customs and traditions are mostly unknown to outsiders. A dwindling people, they have recently recovered some of their lost greatness, and a Dwarven King reigns once again under the Lonely Mountain, in Wilderland.", + "Many Dwarves cross into Eriador from the East, on their way to their mines in the Blue Mountains. They can often be seen marching along the East-West Road that runs through the Shire and ends at the Grey Havens.", + { + "type": "entries", + "page": 31, + "name": "Description", + "entries": [ + "The Dwarves are exceedingly strong for their height, and hard to break or corrupt, but often at odds with other folks over old quarrels or new slights. They are short and stocky, with robust limbs and heads crowned with long hair and longer beards that give them their typically elderly appearance. When on a journey or in battle they plait their forked beards and thrust them into their belts.", + "In battle most Dwarves use axes and swords, but those belonging to their easternmost kin wield heavy two-handed mattocks, a weapon derived from their mining tools." + ], + "id": "03f" + }, + { + "type": "entries", + "page": 31, + "name": "Typical Names", + "entries": [ + "All Dwarves receive a true name at birth that they do not reveal to members of other folks, and adopt another name in the tradition of their neighbours. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves, and are used almost exclusively by them. Dwarves of renown are sometimes given an honorific title, celebrating an exceptional deed or distinctive quality (for example, Thorin Oakenshield or Dáin Ironfoot).", + { + "type": "list", + "page": 31, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 31, + "name": "Sample Female Names", + "entries": [ + "Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr" + ] + }, + { + "type": "item", + "page": 31, + "name": "Sample Male Names", + "entries": [ + "Ai, Anar, Beli, Bláin, Borin, Burin, Bruni, Farin, Flói, Frár, Frerin, Frór, Ginar, Gróin, Grór, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Nár, Niping, Nói, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar" + ] + } + ] + } + ], + "id": "040" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 31, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Dwarf", + "page": 31 + } + ], + "id": "041" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf 2.webp" + }, + "width": 850, + "height": 473 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 32, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Bitter Exile", + "page": 32, + "entries": [ + "Your ancestors fled their home in the far North, and you grew up hearing stories of lost Dwarf-halls fallen to Orc-kind or burnt to cinders by Dragons. It is your ambition to return to those mountains and set things right.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Bitter Exile", + "page": 32 + } + ], + "id": "043" + }, + { + "type": "entries", + "name": "Eloquent Orator", + "page": 32, + "entries": [ + "The hardships endured by your folk during two ages of the world have inspired many songs. But the words that come easier to your lips are those recounting feats of great cunning, not those about deeds of valour. It is by your ingenuity that you seek the fall of your adversaries.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Eloquent Orator", + "page": 32 + } + ], + "id": "044" + }, + { + "type": "entries", + "name": "Far Trader", + "page": 33, + "entries": [ + "By the reckoning of the Dwarves, you were only a stripling when you left your home to follow your kin along the trading roads. You have since seen many places and met different folks eager to trade goods for the product of Dwarven handiwork, and your heart burns with a desire to see more.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Far Trader", + "page": 33 + } + ], + "id": "045" + }, + { + "type": "entries", + "name": "The Grief of Azanulbizar", + "page": 33, + "entries": [ + "A great war was fought between the Dwarves and the Orcs of the Misty Mountains about 170 years ago. The parents and grandparents of most Dwarves, including yours, remember the horrors of that war; you have vowed to mete out justice to all Orc-kind.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "The Grief of Azanulbizar", + "page": 33 + } + ], + "id": "046" + }, + { + "type": "entries", + "name": "A Life of Toil", + "page": 33, + "entries": [ + "Your ancestors crafted wondrous things out of shining stones and precious metals, while you have been forced to labour hard in the mines for far less noble ore. Unfortunately, to this day, most ancient Dwarf-holds are no more than Dragon's lairs or Orc-infested pits. You toil patiently, peering into the gloom with eyes hungry for the gleaming of gems and gold.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Life of Toil", + "page": 33 + } + ], + "id": "047" + }, + { + "type": "entries", + "name": "A Penetrating Gaze", + "page": 33, + "entries": [ + "Your elder sibling instructed you to judge others by their deeds, not their words, especially when dealing with the fair-spoken Elves. But in time you have come to trust your instincts above all else, as your heart is not easily swayed. Thieves and liars do not dare to meet your eyes, as you seem able to lay bare their plots.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Penetrating Gaze", + "page": 33 + } + ], + "id": "048" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf.webp" + }, + "width": 1700, + "height": 1284 + } + ], + "id": "042" + } + ], + "id": "03e" + }, + { + "type": "section", + "name": "Elves of Lindon", + "page": 34, + "entries": [ + { + "type": "quote", + "entries": [ + "Yes, it is Elves,\" said Frodo. \"One can meet them sometimes in the Woody End." + ] + }, + "The Fair Folk of Eriador have dwelt in the Westlands since before the drowning of Beleriand. They are all members of the Firstborn, displaying a wisdom beyond the reach of Men. They rarely leave their sanctuaries in the Grey Havens, for these are their fading years.", + "More and more leave Middle-earth sailing West on grey ships, never to return. Those who still remain live mostly along the western coasts, where once were found great kingdoms of their kindred.", + { + "type": "entries", + "name": "Description", + "page": 34, + "entries": [ + "All Elves are endowed with tremendous vitality and great vigour. They are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.", + "In battle, most Elves carry bows and spears. Many wield swords too, but by ancient tradition some still favour axes." + ], + "id": "04a" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 34, + "entries": [ + "For the most part, Elves bear names fashioned in their own, fair tongue\u2013the Sindarin speech.", + { + "type": "list", + "page": 34, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Aranel, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Amras, Aredhel, Beleganor, Belegon, Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pelegorn, Sargon." + ] + } + ] + } + ], + "id": "04b" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 34, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Elf (Lindon)", + "page": 34 + } + ], + "id": "04c" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Elf.webp" + }, + "width": 1700, + "height": 1266 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 35, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "The Call of the Sea", + "page": 35, + "entries": [ + "No Elf could live by the Sea and not be moved by it. The crashing of waves is a second heartbeat to you; but you do not want to depart Middle-earth yet, for you feel that you have some purpose to fulfil before you sail away. You are not certain what lies in your future, but you are committed to finding out.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "The Call of the Sea", + "page": 35 + } + ], + "id": "04e" + }, + { + "type": "entries", + "name": "Maker of Ships", + "page": 36, + "entries": [ + "You studied your chosen craft under the expert shipbuilders of Círdan; but though the long firth of Lune stirs your heart, you feel the world is wide, and you have lived your life on its edge. Perhaps it is time to go where no ship can take you...", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Maker of Ships", + "page": 36 + } + ], + "id": "04f" + }, + { + "type": "entries", + "name": "A Merchant Family", + "page": 36, + "entries": [ + "Elven ships still sometimes sail to Dol Amroth and Pelargir to trade with the Men of Gondor. You have traded with mortal folk for years, but the Corsairs of Umbar grow more numerous and the lords of Gondor more cautious. Now ships seldom sail south, and you have decided to travel elsewhere.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Merchant Family", + "page": 36 + } + ], + "id": "050" + }, + { + "type": "entries", + "name": "Sky-Watcher", + "page": 36, + "entries": [ + "When aboard ship, you study the skies and predict the weather. With much practice, you became adept at this, and can detect a storm brewing hundreds of miles away. Now, when you are at home in the Havens, you notice strange movements in the air coming from the south-east, where lies Mordor, the Land of Shadows.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Sky-Watcher", + "page": 36 + } + ], + "id": "051" + }, + { + "type": "entries", + "name": "Tower Guard", + "page": 36, + "entries": [ + "Your folk guards the Tower Hills, lest the Enemy benefit from great secrets hidden there. Sometimes, you have been tasked with keeping the boldest of the little folk away from the towers, and by Mithrandir's advice, you keep a secret watch on their border. You know not what destiny these Hobbits have, but a fondness for them grows in your heart.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Tower Guard", + "page": 36 + } + ], + "id": "052" + }, + { + "type": "entries", + "name": "Visitor to the Mountains", + "page": 36, + "entries": [ + "Not content to stay in your homeland, you were drawn to the Blue Mountains and its folk. Most Dwarves want nothing to do with an overcurious Elf, but a few taught you enough for you to appreciate their skills and love for beautiful objects. You wonder what you could learn in other lands, and now prepare for a longer journey.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Visitor to the Mountains", + "page": 36 + } + ], + "id": "053" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/008-01-02.new-rules-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + } + ], + "id": "04d" + } + ], + "id": "049" + }, + { + "type": "section", + "name": "Hobbits of The Shire", + "page": 37, + "entries": [ + { + "type": "quote", + "entries": [ + "...he wished to go and see the great mountains, and hear the pine-trees and the waterfalls, and explore the caves, and wear a sword instead of a walking-stick." + ], + "skipMarks": true + }, + "Hobbits are a small and merry folk, possessing a love for time-honoured traditions and respectable ways, and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an unchanging world, as they have since anyone can remember. At least, in their land, the Shire.", + "But since the return of Mr Bilbo Baggins from his adventure with a group of Dwarves and a travelling Wizard, something has changed. Stories about remote lands, dark woods, Giants, Elves, and forgotten halls beneath the earth have started to circulate among Hobbits of a more adventurous sort. And with every year, another one or two discreetly disappear to go and have adventures.", + { + "type": "entries", + "name": "Description", + "page": 37, + "entries": [ + "Hobbits are much smaller than Men, even smaller than Dwarves, and might be mistaken for children of Men by those who do not know of their existence. They have never been warlike, but for all their gentle appearance they are surprisingly tough, and difficult to intimidate or kill. A merry folk, Hobbits possess a cheerful spirit and a friendliness that makes them good companions.", + "When pushed to resort to weapons, Hobbits choose short swords and hunting bows, which they can shoot with uncanny precision." + ], + "id": "055" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 37, + "entries": [ + "Hobbit names are composed of a first name and a family name. First names for men are usually simple and short, with women being often given names of flowers or precious stones, but among the older families a custom survives of giving more heroic and high-sounding names, whose origin can be traced back to a time before the Shire.", + { + "type": "list", + "page": 37, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 37, + "name": "Sample Female Names", + "entries": [ + "Adaldrida, Amaranth, Asphodel, Belba, Bell, Berylla, Camellia, Daisy, Eglantine, Estella, Gilly, Hanna, Lily, Malva, Marigold, May, Melilot, Menegilda, Mentha, Mirabella, Myrtle, Pearl, Peony, Pervinca, Pimpernel, Primrose, Primula, Prisca, Rosamunda, Ruby, Salvia." + ] + }, + { + "type": "item", + "page": 37, + "name": "Sample Male Names", + "entries": [ + "Andwise, Berilac, Bungo, Cottar, Doderic, Dudo, Erling, Fastred, Ferumbras, Folco, Gorhendad, Griffo, Halfred, Hamson, Ilberic, Isembold, Isengar, Longo, Marmadas, Marroc, Mungo, Odo, Orgulas, Otho, Posco, Reginard, Robin, Rudigar, Sadoc, Saradas, Tobold, Tolman." + ] + }, + { + "type": "item", + "page": 37, + "name": "Sample Family Names", + "entries": [ + "Baggins, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Grubb, Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Smallburrow, Took, Twofoot, Whitfoot." + ] + } + ] + } + ], + "id": "056" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 37, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Hobbit", + "page": 37 + } + ], + "id": "057" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/014-02-02.adventurers-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 38, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Bucklander", + "page": 38, + "entries": [ + "Your parents belong to the folk of Buckland, and you were brought up on the 'wrong side of the Brandywine River', as they say. If half the tales be true, members of your family have always displayed a certain queerness of character, and an unusual fighting spirit, a strangeness you seem to possess yourself.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Bucklander", + "page": 38 + } + ], + "id": "059" + }, + { + "type": "entries", + "name": "On Patrol", + "page": 38, + "entries": [ + "Your aunt was a Shirriff, and often brought you along with her when she went 'beating the bounds', that is, when she was appointed to watch the Shire's borders for Outsiders. More often than not, her watch included a visit to The Ivy Bush, a small inn on the Bywater Road. There, you heard the best stories over deep mugs of excellent beer.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "On Patrol", + "page": 38 + } + ], + "id": "05a" + }, + { + "type": "entries", + "name": "Restless Farmer", + "page": 38, + "entries": [ + "You were born into a family of farmers in the Southfarthing, where the best {@item pipe|TLotRR}-weed grows. To satisfy your curiosity\u2014and your parents' expectations\u2014you started to work at a very early age, learning a lot from farmhands and traders. From time to time, you feel your closeness to the earth move you, awakening a desire to sleep in the fields, under a canopy of stars.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Restless Farmer", + "page": 38 + } + ], + "id": "05b" + }, + { + "type": "entries", + "name": "Too Many Paths to Tread", + "page": 39, + "entries": [ + "Your father was a mason and you were supposed to take his place in his workshop in Hardbottle at the age of 33. But before that time, a mysterious wanderlust took you and you were away from home for months. When you came back, you renounced your position, to the outrage of your whole neighbourhood. But you know that secretly your father approves; he always dreamed of leaving the Shire to 'go and see Elves'!", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Too Many Paths to Tread", + "page": 39 + } + ], + "id": "05c" + }, + { + "type": "entries", + "name": "Tookish Blood", + "page": 39, + "entries": [ + "Yours is a honourable family of potters from the Marish, Eastfarthing. One day, something Tookish stirred in your blood and overcame your respectability. It first happened on your way home one night, when you spotted some outlandish folk around a bright campfire. When you described them to your grandmother, she told you they were Dwarves, on their way to the Blue Mountains. From that night you started to shun well-trodden paths, hoping to meet other wayfarers secretly crossing the Shire.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Tookish Blood", + "page": 39 + } + ], + "id": "05d" + }, + { + "type": "entries", + "name": "Witty Gentlehobbit", + "page": 39, + "entries": [ + "You come from a well-to-do family of landed Westfarthing gentry, living in a Hobbit-hole in Michel Delving. It is rumoured that your great-grandfather once vanished, only to show up three days later at the local inn, talking of a giant Tree-man he had seen on the North Moors. Some believe your family's fortune is based on the giant's hoard your ancestor discovered, but you have been able to dispel such rumours with your humorous remarks.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Witty Gentlehobbit", + "page": 39 + } + ], + "id": "05e" + } + ], + "id": "058" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Hobbit.webp" + }, + "width": 1700, + "height": 1280 + } + ], + "id": "054" + }, + { + "type": "section", + "name": "Men of Bree", + "page": 40, + "entries": [ + { + "type": "quote", + "entries": [ + "...four miles along the Road you'll come upon a village, Bree under Bree-hill, with doors looking westward." + ] + }, + "The inhabitants of the Bree-land and its four villages lying about Bree-hill are the descendants of the ancient people that first dwelt in the region known today as Eriador, the Lonelands. Few have survived the turmoils that have ravaged the area, but they are still there now.", + "Today, the Men of Bree live at an old meeting of ways, and even if the traffic was far greater in former days, travellers of various sorts still make their way along those roads. Whoever enters the common room of the Inn of Bree is sure to hear strange tales and news from afar, and maybe be swept away by them.", + { + "type": "entries", + "name": "Description", + "page": 40, + "entries": [ + "Most Men of Bree are brown-haired and rather short, and tend to be stocky and broad. This, combined with their cheerful disposition, is the reason why they do not appear as outlandish as most foreigners do to their neighbours, the inhabitants of the Shire. But like Hobbits, their appearance can be deceiving: the Men of Bree can be simple and friendly, but they are independent and wise in their own way.", + "Not being of a warlike disposition, the Bree-folk favour simple weapons, derived from everyday tools and hunting implements." + ], + "id": "060" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 40, + "entries": [ + "The Men of Bree use names that to foreign ears sound similar to those used by Hobbits in the Shire (Hobbits beg to differ, of course).", + { + "type": "list", + "page": 40, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "page": 40, + "entries": [ + "Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose, Sage, Tilly, Violet." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "page": 40, + "entries": [ + "Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy, Perry, Sid, Tom, Harry." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "page": 40, + "entries": [ + "Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot, Thistlewool, Wayward." + ] + } + ] + } + ], + "id": "061" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 40, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Man of Bree", + "page": 40 + } + ], + "id": "062" + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 40, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Crossroads of the North", + "page": 40, + "entries": [ + "Your family has run a tailoring business in Bree since forever, serving the needs of Bree-landers and wanderers alike. Your grandfather even says he once had Elves on his doorstep\u2014and indeed, their coin was as good as anyone else's. You worked in the family business when you were younger, until a great desire came upon you to follow the Road and see where all those strangers and their gold come from.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Crossroads of the North", + "page": 40 + } + ], + "id": "064" + }, + { + "type": "entries", + "name": "Forest-Dweller", + "page": 40, + "entries": [ + "Your kin dwell in the Chetwood, east of Bree. Most of the forest is wholesome, but parts of it\u2014especially near the Midgewater Marshes\u2014have their own perils. As a child you learned to find food that was safe to eat near certain old trees that whispered to one another in the night. It was worth creeping out of Archet and risking the dangers of the wood, though, because on some nights, you could hear Elves singing in the wind.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Forest-Dweller", + "page": 40 + } + ], + "id": "065" + }, + { + "type": "entries", + "name": "Gate-Warden", + "page": 41, + "entries": [ + "Great care is kept in the Bree-land to keep out of its borders anyone, or anything, that would make trouble. In addition to your ordinary job as a woodworker you served as one of the gate-wardens, and spent many cold, lonely nights on watch, with only the stars and hooting owls for company.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Gate-Warden", + "page": 41 + } + ], + "id": "066" + }, + { + "type": "entries", + "name": "No Longer Free from Care and Fear", + "page": 41, + "entries": [ + "Many years ago you discovered that the Bree-land is far from being safe, but is rather a small island surrounded by unseen foes. You haven't told anyone as they won't believe you. But you know for sure, because you have listened to the stories that the Rangers tell when they trust somebody. Now you know that a Shadow is returning, and the day when you will go out and seek the Rangers is near.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "No Longer Free from Care and Fear", + "page": 41 + } + ], + "id": "067" + }, + { + "type": "entries", + "name": "Off with Dwarves", + "page": 41, + "entries": [ + "Once, Dwarwen travellers passing through Bree on their way to the Blue Mountains took you with them to care for their ponies. You became friends, if that is a word that can describe the grudging respect you earned from that stern folk. When you returned home to Bree you realised that you developed a wanderlust that will never allow you to sit idle in Bree anymore.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Off with Dwarves", + "page": 41 + } + ], + "id": "068" + }, + { + "type": "entries", + "name": "Up the Greenway", + "page": 41, + "entries": [ + "Your grandfather was not born around here. He made a long journey up from the South, across the Gap of Rohan from beyond the Isen. He crossed the river at Tharbad with his wife and children and settled here by Bree-hill. The North is cold and wild compared to the southern lands, but the tales your grandfather used to tell about the fierce kings of the South never made you doubt his choice.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Up the Greenway", + "page": 41 + } + ], + "id": "069" + } + ], + "id": "063" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Man of Bree.webp" + }, + "width": 1700, + "height": 1230 + } + ], + "id": "05f" + }, + { + "type": "section", + "name": "Rangers of the North", + "page": 42, + "entries": [ + { + "type": "quote", + "entries": [ + "...in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin." + ], + "skipMarks": true + }, + "The Rangers of the North are a secret people, severely diminished in number with the passing of a thousand years. They wander in disguise among the ruins of what was once their kingdom of Arnor, tirelessly patrolling its many paths and roads.", + "While the years have lengthened, the task of the Rangers has always been the same: to keep the folk of Eriador free from care and fear. They labour secretly, keeping to themselves, and rarely giving their names to the travellers they save or to the folk whose farms they guard at night, when evil things come out from dark places.", + { + "type": "entries", + "name": "Description", + "page": 42, + "entries": [ + "The Rangers are the last descendants in the North of the Dúnedain, kings among Men that once came to Middle-earth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men. They are often silent and grim of countenance, and look wise and mature beyond their years.", + "When in the Wild, the Rangers of the North wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, with ample hoods that can be cast over a worn helm." + ], + "id": "06b" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 42, + "entries": [ + "The Rangers of the North retain an ancient tradition of naming their children using the Sindarin speech.", + { + "type": "list", + "page": 42, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "page": 42, + "entries": [ + "Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "page": 42, + "entries": [ + "Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan, Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon." + ] + } + ] + } + ], + "id": "06c" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 42, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Ranger of the North", + "page": 42 + } + ], + "id": "06d" + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 42, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Counsellor", + "page": 42, + "entries": [ + "You have been taught that the Enemy thrives upon secrecy and deception. For the plans of his servants to be laid bare, their honey-tongued lies must be exposed and their twisted words unravelled. Fortunately, you can see through their tricks quite well, and you can recognise honesty in all Men, Elves, and Dwarves.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Counsellor", + "page": 42 + } + ], + "id": "06f" + }, + { + "type": "entries", + "name": "Far-Reaching Herald", + "page": 43, + "entries": [ + "You wandered the far corners of the Northern Realm and travelled to places unknown to most before you reached 14 years of age. Many miles and many weeks spent in the Wild have made you strong and fit. Your talents have been noticed, and you have become a carrier of tidings, at the service of the many Rangers spread across one of the most dangerous realms of the world.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Far-Reaching Herald", + "page": 43 + } + ], + "id": "070" + }, + { + "type": "entries", + "name": "Hunter of Orcs", + "page": 43, + "entries": [ + "Orcs raid the lone-lands of Eriador from their lairs in the mountains, causing great destruction. You protect the isolated farmsteads and communities, forcing the Orcs back to their holes. Then the cycle begins anew. Your heart cries for vengeance, but your mind fears there will be no end to this war.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Hunter of Orcs", + "page": 43 + } + ], + "id": "071" + }, + { + "type": "entries", + "name": "Keeper of Lore", + "page": 43, + "entries": [ + "The history of your people is long and often obscure, and recorded only in Rivendell, away from the eyes of most of your kin. You've taken on the responsibility of telling tales of lost Arnor to whoever you meet, to spread the memory of the bitter struggle of your folk. Fortunately, Elrond has noticed and appreciated your efforts, and allowed you to visit the Last Homely House to learn.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Keeper of Lore", + "page": 43 + } + ], + "id": "072" + }, + { + "type": "entries", + "name": "Protector of the Land", + "page": 43, + "entries": [ + "Your people did not always live scattered across the lone-lands. Long ago, they were rulers, nobles and artisans of great kingdoms that existed here. Those realms failed and now you've only the land itself. Keep it safe, and it will do the same for you.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Protector of the Land", + "page": 43 + } + ], + "id": "073" + }, + { + "type": "entries", + "name": "Watcher on the Border", + "page": 43, + "entries": [ + "Interested in the edges of things, especially maps, you were often sent to the borders of the land of your folk to keep watch on the servants of the Enemy or the simple people who live there. You've learned that the reach of the Shadow has grown, but that some simple people will not falter, though the days may grow dark.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Watcher on the Border", + "page": 43 + } + ], + "id": "074" + } + ], + "id": "06e" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Ranger of the North.webp" + }, + "width": 1700, + "height": 1175 + } + ], + "id": "06a" + } + ] + }, + { + "type": "section", + "name": "Callings", + "id": "14c", + "entries": [ + { + "type": "quote", + "entries": [ + "He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Leaving home and setting off on the road is a courageous choice, often considered reckless by a hero's family and folk. Adventurers leave behind all they know and love, so what is it that motivates and pushes them towards danger and the unknown?", + "Whatever it is that motivates the Player-heroes, it must be something that for them is worth the risk of crossing swords with the curved blades of Orcs. In {@i The Lord of the Rings Roleplaying}, this motivation is represented by an adventurer's calling.", + "Each calling provides a variety of special features, such as a Captain's mastery of weapons and armour, and is capped at ten levels, an appropriate limit for adventuring in Middle-earth. At low levels, all callings give only two or three features, but as a Player-hero advances in level they gain more and their existing features often improve. Each entry in this chapter includes a table summarising the benefits a calling provides at every level, and a detailed explanation of each one.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Callings", + "page": 44 + }, + { + "type": "inset", + "name": "Shadow Paths", + "id": "14d", + "entries": [ + "All calling writeups include a Shadow path, a description outlining the individual fate a calling typically leads to if a character fails to resist the Shadow's influence. The rules for Shadow Paths and corruption are found in {@book Chapter 8|TLotRR|7}." + ] + }, + { + "type": "section", + "name": "Captain", + "page": 45, + "entries": [ + { + "type": "quote", + "entries": [ + "He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding." + ], + "style": "quote-pull" + }, + "When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don't want others to heed your commands out of fear or obedience\u2014you want them to follow you because they trust you.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 46, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Power|TLotRR}:", + "page": 46, + "entries": [ + "When individuals are given a position of authority, either by rank, lineage, or stature, they may end up mistaking their own aggrandisement for the greater good of the people they should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it." + ], + "id": "078" + } + ], + "id": "077" + } + ], + "id": "076" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 45, + "entries": [ + "As a Captain you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Captain", + "page": 45 + } + ], + "id": "079" + }, + { + "type": "entries", + "name": "Captain Titles", + "page": 46, + "entries": [ + "There are many titles that Captains can acquire during their career, the most common of which are the Chieftain and the Thane.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Chieftain", + "className": "Captain", + "classSource": "TLotRR", + "page": 46 + }, + { + "type": "quote", + "entries": [ + "Here is Aragorn son of Arathorn, chieftain of the Dúnedain of Arnor, Captain of the Host of the West..." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Thane", + "className": "Captain", + "classSource": "TLotRR", + "page": 47 + }, + { + "type": "quote", + "entries": [ + "From dark Dunharrow in the dim morning/with thane and captain rode Thengel's son:/to Edoras he came, the ancient halls/of the Mark-wardens mist-enshrouded..." + ], + "skipMarks": true + } + ], + "id": "07a" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/026-02-14.captain.webp" + }, + "width": 850, + "height": 1318 + } + ], + "id": "075" + }, + { + "type": "section", + "name": "Champion", + "page": 48, + "entries": [ + { + "type": "quote", + "entries": [ + "War must be, while we defend our lives against a destroyer who would devour all..." + ], + "style": "quote-pull" + }, + "You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognised as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 49, + "entries": [ + { + "type": "entries", + "name": "{@reward Curse of Vengeance|TLotRR}:", + "page": 49, + "entries": [ + "Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in their spirit, their behaviour worsens, leading to more extreme violent reactions." + ], + "id": "07e" + } + ], + "id": "07d" + } + ], + "id": "07c" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 48, + "entries": [ + "As a Champion you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Champion", + "page": 48 + } + ], + "id": "07f" + }, + { + "type": "entries", + "name": "Champion Ways", + "page": 49, + "entries": [ + "There are different ways for a Champion to follow, but all lead to confronting the enemy with fighting prowess.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Sharp-Shooter", + "className": "Champion", + "classSource": "TLotRR", + "page": 49 + }, + { + "type": "quote", + "entries": [ + "That was a mighty shot in the dark, my friend!" + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Slayer", + "className": "Champion", + "classSource": "TLotRR", + "page": 50 + }, + { + "type": "quote", + "entries": [ + "The day will come when they will perish and I shall go back!" + ] + } + ], + "id": "080" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/027-02-15.champion.webp" + }, + "width": 850, + "height": 1342 + } + ], + "id": "07b" + }, + { + "type": "section", + "name": "Messenger", + "page": 51, + "entries": [ + { + "type": "quote", + "entries": [ + "Elrond is sending Elves, and they will get in touch with the Rangers, and maybe with Thranduil's folk in Mirkwood." + ], + "style": "quote-pull" + }, + "The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 52, + "entries": [ + { + "type": "entries", + "name": "{@reward Wandering-Madness|TLotRR}:", + "page": 52, + "entries": [ + "Travelling afar might be the duty chosen by a Messenger, but it carries the risk of never finding a place to fight for. The Road goes ever on and on, it's true, but whither then?" + ], + "id": "084" + } + ], + "id": "083" + } + ], + "id": "082" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 51, + "entries": [ + "As a Messenger you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Messenger", + "page": 51 + } + ], + "id": "085" + }, + { + "type": "entries", + "name": "Messenger Paths", + "page": 52, + "entries": [ + "Messengers can serve their purpose in two different ways, choosing the path of the Counsellor or that of the Herald.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Counsellor", + "className": "Messenger", + "classSource": "TLotRR", + "page": 52 + }, + { + "type": "quote", + "entries": [ + "...advice is a dangerous gift, even from the wise to the wise, and all courses may run ill." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Herald", + "className": "Messenger", + "classSource": "TLotRR", + "page": 53 + }, + { + "type": "quote", + "entries": [ + "I was the herald of Gil-galad and marched with his host. I was at the Battle of Dagorlad before the Black Gate of Mordor, where we had the mastery..." + ] + } + ], + "id": "086" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/028-02-16.messanger.webp" + }, + "width": 850, + "height": 1220 + } + ], + "id": "081" + }, + { + "type": "section", + "name": "Scholar", + "page": 54, + "entries": [ + { + "type": "quote", + "entries": [ + "Speak no secrets! Here is a scholar in the Ancient Tongue." + ], + "style": "quote-pull" + }, + "For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 55, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Secrets|TLotRR}:", + "page": 55, + "entries": [ + "Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use, and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire to uncover them may corrupt the heart." + ], + "id": "08a" + } + ], + "id": "089" + } + ], + "id": "088" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 54, + "entries": [ + "As a Messenger you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Scholar", + "page": 54 + } + ], + "id": "08b" + }, + { + "type": "entries", + "name": "Scholar Traditions", + "page": 56, + "entries": [ + "There are more secrets in Middle-earth than golden leaves on a Mallorn-tree \u2014 each Scholar must specialise in a traditional field of study.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Healing", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56 + }, + { + "type": "quote", + "entries": [ + "...the leechcraft of Gondor was still wise, and skilled in the healing of wound and hurt, and all such sickness as east of the Sea mortal men were subject to." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Lore", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56 + }, + { + "type": "quote", + "entries": [ + "This only would he say, that Imladris was of old the name among the Elves of a far northern dale, where Elrond the Halfelven dwelt, greatest of lore-masters." + ] + } + ], + "id": "08c" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/029-02-17.scholar.webp" + }, + "width": 850, + "height": 1831 + } + ], + "id": "087" + }, + { + "type": "section", + "name": "Treasure Hunter", + "page": 57, + "entries": [ + { + "type": "quote", + "entries": [ + "Far over the Misty Mountains cold, To dungeons deep and caverns old. We must away ere break of day, To seek the pale enchanted gold." + ], + "style": "quote-pull", + "skipMarks": true + }, + "The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 58, + "entries": [ + { + "type": "entries", + "name": "{@reward Dragon-Sickness|TLotRR}:", + "page": 58, + "entries": [ + "Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions." + ], + "id": "090" + } + ], + "id": "08f" + } + ], + "id": "08e" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 57, + "entries": [ + "As a Treasure Hunter you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Treasure Hunter", + "page": 57 + } + ], + "id": "091" + }, + { + "type": "entries", + "name": "Treasure Hunter Specialities", + "page": 59, + "entries": [ + "Treasure can take different forms \u2014 from wondrous objects in a Dragon-hoard, to precious information stolen from the Enemy.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Burglar", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59 + }, + { + "type": "quote", + "entries": [ + "Burglar wants a good job, plenty of Excitement and reasonable Reward, that's how it is usually read." + ], + "skipMarks": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Spy", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59 + }, + { + "type": "quote", + "entries": [ + "But it appeared that he was nobody's friend, and nobody could recollect when he had joined their party." + ] + } + ], + "id": "092" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/030-02-18.treasure-hunter.webp" + }, + "width": 850, + "height": 1100 + } + ], + "id": "08d" + }, + { + "type": "section", + "name": "Warden", + "page": 60, + "entries": [ + { + "type": "quote", + "entries": [ + "Travellers scowl at us, and countrymen give us scornful names." + ], + "style": "quote-pull" + }, + "In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 61, + "entries": [ + { + "type": "entries", + "name": "Path of Despair:", + "page": 61, + "entries": [ + "Self-doubt is often the way that the Shadow chooses to reach the heart of those who oppose it. For they know that the Enemy is strong and terrible and that those they protect are too naive or weak to fend for themselves. Every day they ask themselves: will my strength be enough to prevail, or will I drag down the innocent in defeat?" + ], + "id": "096" + } + ], + "id": "095" + } + ], + "id": "094" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 60, + "entries": [ + "As a Warden you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Warden", + "page": 60 + } + ], + "id": "097" + }, + { + "type": "entries", + "name": "Warden Oaths", + "page": 62, + "entries": [ + "Treasure can take different forms \u2014 from wondrous objects in a Dragon-hoard, to precious information stolen from the Enemy.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Forayer", + "className": "Warden", + "classSource": "TLotRR", + "page": 62 + }, + { + "type": "quote", + "entries": [ + "From such men the Lord Denethor chose his forayers, who crossed the Anduin secretly (how or where, they would not say) to harry the Orcs and other enemies that roamed between the Ephel Dúath and the River." + ], + "skipMarks": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Hunter", + "className": "Warden", + "classSource": "TLotRR", + "page": 62 + }, + { + "type": "quote", + "entries": [ + "I am called Strider,\" answered Aragorn. \"I came out of the North. I am hunting Orcs." + ] + } + ], + "id": "098" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/031-02-19.warden.webp" + }, + "width": 850, + "height": 1120 + } + ], + "id": "093" + } + ] + }, + { + "type": "section", + "name": "Crafts", + "page": 64, + "id": "1b3", + "entries": [ + { + "type": "quote", + "entries": [ + "...for it was enriched by many people and much lore and craft..." + ], + "style": "quote-pull" + }, + "Crafts are techniques that can be acquired by any adventurer from any Calling, but that are the special domain of Scholars.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Beast-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "...and he has much lore of herbs and beasts, and birds are especially his friends." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hand-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "The lesser rings were only essays in the craft before it was full-grown, and to the Elven-smiths they were but trifles\u2013yet still to my mind dangerous for mortals..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Leech-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "Alas!\" he cried. \"It was this accursed knife that gave the wound. Few now have the skill in healing to match such evil weapons. But I will do what I can." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Rune-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "These look like good blades...They were not made by any troll, nor by any smith among men in these parts and day; but when we can read the runes on them, we shall know more about them." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Song-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "...for in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Speech-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "...for their forefathers had learned the Sindarin tongue, and this they handed on to their children as a matter of lore, changing little with the passing of the years." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Weapon-Craft", + "page": 66 + }, + { + "type": "quote", + "entries": [ + "...and though we still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, we esteem a warrior, nonetheless, above men of other crafts." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Wood-Craft", + "page": 66 + }, + { + "type": "quote", + "entries": [ + "Let us be thankful that they are not hunting us: for they use poisoned arrows, it is said, and they are woodcrafty beyond compare." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/032-02-20.sitting-on-the-fallen.webp" + }, + "width": 1700, + "height": 1034 + } + ] + }, + { + "type": "section", + "name": "More than One Calling", + "page": 67, + "id": "1bc", + "entries": [ + { + "type": "quote", + "entries": [ + "Your pardon lord!\" said the man. \"I see you are a lore-master, not merely a captain of war." + ], + "style": "quote-pull" + }, + "The callings presented in {@i The Lord of the Rings} {@i Roleplaying} already offer a wide variety of customisation options. However, should players think that their character concepts require even greater flexibility, the following optional rule can be used.", + "This rule allows Player-heroes to gain a level in a new calling whenever they advance in level, instead of gaining a level in their current calling. When this happens, all levels in all callings are added together to determine that character's level. To qualify for a new calling, Player-heroes must meet the ability score prerequisites for both their current calling and the new one, as shown in the {@table Multiple Callings|TLotRR} table. When Player-heroes gain a level in a calling other than their first, they gain only some of that calling's starting proficiencies, as shown in the {@table Multiple Callings|TLotRR} table. The Player-hero's Shadow Path does not change when gaining a level in a new calling.", + "The experience point cost to gain a level is always based on the total character level. Player-heroes gain the hit points from their new calling as described for levels after 1st, and they add together the Hit Dice granted by all their callings to form their pool of Hit Dice. Their proficiency bonus is always based on their total character level, not their level in a particular calling.", + "When Player-heroes gain a new level in a calling they get its features for that level. If they gain the Extra Attack feature from more than one calling, the features don't add together.", + { + "type": "entries", + "style": "italic", + "entries": [ + "For example, Sophia is playing a 4th-level {@class Scholar|TLotRR}. When her Player-hero earns enough experience points to reach 5th level, Sophia decides that her Player-hero will gain a level in a new calling instead of continuing to progress as a {@class Scholar|TLotRR}. Sophia's Player-hero has been travelling a lot with the Company, running some errands and delivering messages across the land. Sophia decides that her Player-hero will gain a new level in the {@class Messenger|TLotRR} calling, and thus becomes a 4th-level {@class Scholar|TLotRR} and a 1st-level {@class Messenger|TLotRR}. She gains proficiency in one skill from the Messenger's skill list and with a tool of her choice, a Hit Die ({@dice 1d8}) and additional hit points equal to {@dice 1d8} (or 5) + her Constitution modifier, and the {@classFeature Folk-Lore|Messenger|TLotRR|1|TLotRR} and {@classFeature Tireless and Swift|Messenger|TLotRR|1|TLotRR} calling features.", + "When Sophia's Player-hero earns enough experience to reach 6th level, she can decide whether to add another {@class Scholar|TLotRR} level, another {@class Messenger|TLotRR} level, or a level in a third calling, perhaps training for battle and thus adding a level in the {@class Captain|TLotRR} calling." + ], + "id": "099" + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Multiple Callings", + "page": 67 + } + ] + }, + { + "type": "section", + "name": "Beyond 10th Level", + "page": 68, + "id": "1bd", + "entries": [ + { + "type": "quote", + "entries": [ + "...there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised." + ], + "style": "quote-pull" + }, + "The rules for {@i The Lord of the Rings Roleplaying} are designed to represent the gritty heroism of the Twilight of the Third Age. Gone is the glory of the Elder Days, and the deeds of the Elves of Beleriand or the first Edain are just dim memories.", + "For this reason, to preserve both the spirit of the books and provide an adequate challenge, the total character level of the Player-heroes cannot exceed the 10th.", + "However, that doesn't mean a Player-hero cannot continue playing once they reach that point. Some players may want to retire their characters and assume the role of their heir instead (see {@book Chapter 6|TLotRR|5|Raise an Heir (Yule)}), while others may wish to continue playing the game with their current hero\u2014maybe simply because they feel there is still something to tell about their story.", + "In the latter case, the Loremaster may allow characters who have reached the 10th level to continue accumulating experience points, choosing one of the following features for every 10,000 experience points beyond 64,000. Each feature can be taken only once, unless the feature's description says otherwise.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Craft", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Fighting Style", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hit Die", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Reward", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Sneak Attack", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Virtue", + "page": 68 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/033-02-21.beyond-10th-level-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 847 + } + ] + }, + { + "type": "section", + "name": "Equipment", + "page": 69, + "id": "1c4", + "entries": [ + { + "type": "quote", + "entries": [ + "...he got to Bywater just on the stroke of eleven, and found he had come without a pocket-handkerchief!" + ], + "style": "quote-pull", + "skipMarks": true + }, + "As seen in the callings section, all heroes start their adventuring career equipped with the personal item, weapons and armour that is considered most appropriate to their vocation. In addition to that, all players receive a set of starting equipment based on their standard of living, and may acquire more gear by spending their starting wealth.", + { + "type": "inset", + "name": "Coinage in Middle-earth", + "page": 69, + "id": "1c5", + "entries": [ + "In north-western Middle-earth, most cultures engage in bartering to acquire the goods they need for their daily necessities. But since the death of the Dragon, trade has started to flourish once again, and coins have returned to be seen more often, especially in those settlements that lie along the Dwarven trading routes from the Lonely Mountain to the Ered Luin.", + "Still, the coins that change hands are mainly silver pennies and copper coins. Gold pieces are very valuable and rare\u2014the few ones that circulate come from the fabled treasure of Smaug the Dragon, and most people show an uncanny propensity to hoard them and put them away.", + { + "type": "list", + "name": "Exchange Rates", + "page": 69, + "items": [ + "1 gold piece = 10 silver pennies", + "1 silver penny = 10 copper coins" + ] + }, + "The following abbreviations are used throughout the present section: g for 1 gold piece; s for 1 silver penny; and c for 1 copper coin." + ] + }, + { + "type": "entries", + "name": "Starting Gear and Wealth", + "page": 69, + "id": "1c6", + "entries": [ + "The characters in {@i The Lord of the Rings Roleplaying} are adventurers: individuals used to relying on their abilities to find sustenance in the wild, rather than by putting their hands into their money bags. But when they set upon the road, the equipment they carry is based on their culture\u2014a community that is better off can prepare a potential adventurer for a life abroad more easily than a less well-off one.", + { + "type": "inset", + "page": 69, + "id": "1c7", + "entries": [ + "The standard of living of Player-heroes as indicated under their cultural traits determines the composition of their starting gear and the amount of their starting wealth, as shown in the {@table Starting Gear|TLotRR} table." + ] + }, + "In addition, all characters start with the equipment granted by their background and calling, as shown earlier in this chapter.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70 + } + ] + }, + { + "type": "entries", + "name": "Out-of-Pocket Expenses", + "page": 69, + "id": "1c8", + "entries": [ + "If the Loremaster and the players agree, a character's standard of living can be used whenever it must be determined whether an adventurer can afford to pay for some of the out-of-pocket expenses listed on the {@table Out-of-Pocket Expenses|TLotRR} table, like buying a meal or paying for a night at the inn.", + { + "type": "inset", + "page": 69, + "id": "1c9", + "entries": [ + "Player-heroes coming from a culture with a Standard of Living equal to or superior to the one indicated by an entry in the {@table Out-of-Pocket Expenses|TLotRR} table can afford it without detracting its cost from the character's wealth." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Out-of-Pocket Expenses", + "page": 71 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Adventuring Gear", + "page": 70 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Armours", + "page": 72 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/034-02-22.armor.webp" + }, + "title": "Mail-shirt, Coat of Mail, Shield", + "width": 1700, + "height": 489 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/035-02-23.weapons1.webp" + }, + "title": "Left: Dagger, Sword, Long Sword; Right: Axe, Battle Axe, Great Axe", + "width": 1700, + "height": 641 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Weapons", + "page": 73 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/036-02-24.weapons2.webp" + }, + "title": "Left: Short Spear, Great Spear, Mattock; Right: Bow, Great Bow", + "width": 1700, + "height": 619 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Tools", + "page": 74 + }, + { + "type": "entries", + "name": "New Gear and Special Rules", + "id": "1ca", + "entries": [ + { + "type": "entries", + "name": "Herbalism Kit", + "id": "1cb", + "entries": [ + "If you are proficient with the {@item herbalism kit|TLotRR}, during each Fellowship Phase you can collect medicinal plants and use them to create a number of herbal remedies equal to your proficiency bonus, or twice as much if a feature lets you add double your proficiency bonus with the {@item herbalism kit|TLotRR}.", + "A remedy can be expended to gain advantage on an Intelligence ({@skill Medicine}) check, or it can be consumed as an action to gain advantage on saving throws against disease and poison for 1 hour." + ] + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Herbalism Kit", + "page": 74 + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Pipe", + "page": 74 + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Rations, Cram", + "page": 74 + } + ] + }, + { + "type": "entries", + "name": "Hobbit-Ponies and Full-Sized Horses", + "page": 75, + "id": "1ce", + "entries": [ + "The best asset of an efficient travelling Company is an appropriate number of ponies or horses to ride or to employ as baggage-carriers. Ponies are sturdy little beasts; they cannot go much faster than a normal walking pace, especially when loaded with stores and tackle, but they are cheap, and good to help the Player-heroes cope with the toil of spending long hours on the road. Horses can go faster, but few such animals are seen in the North, and most are used as pack animals or draught beasts.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ponies and Horses", + "page": 75 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/037-02-25.playing-dice.webp" + }, + "width": 1700, + "height": 1413 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 4: Rewards and Virtues", + "page": 77, + "id": "1cf", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/038-03-01.rewards-and-virtues-splash.webp" + }, + "width": 1700, + "height": 1183 + }, + { + "type": "quote", + "entries": [ + "There is more in you of good than you know, child of the kindly West. Some courage and some wisdom, blended in measure." + ], + "style": "quote-pull" + }, + "The heroic stature of an adventurer can be measured in different ways. Players of {@i The Lord of the Rings Roleplaying} can display the growth of their Player-heroes choosing rewards and virtues for them.", + { + "type": "list", + "page": 78, + "items": [ + "{@b Rewards} are pieces of war gear of superior craftsmanship, granted to a Player-hero as an award for their deeds.", + "{@b Virtues} are unique abilities and special talents, a number of which are characteristic of a given culture." + ], + "style": "list-hang-notitle" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/039-03-02.rewards-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 420 + }, + { + "type": "section", + "name": "Rewards", + "page": 78, + "id": "1d0", + "entries": [ + { + "type": "quote", + "entries": [ + "Háma knelt and presented to Théoden a long sword in a scabbard clasped with gold and set with green gems. \"Here, lord, is Herugrim, your ancient blade...\"." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In a world of growing darkness, trade is mostly limited to small areas and is often practised only among trusted individuals. Finely crafted weapons or suits of armour cannot be purchased, but are instead awarded for service or heroic deeds.", + "Rewards represent the characteristics of high-quality weapons and defensive gear, priceless instruments of war given to heroes by their own folk or family, or by generous lords honouring them by letting them choose a weapon or a suit of armour from their personal armoury.", + "In game terms, rewards are upgrades that players can select to raise the effectiveness of their war gear. Each reward affects an item in a unique way, described in the following paragraph.", + { + "type": "inset", + "page": 78, + "id": "1d1", + "entries": [ + "Characters choose a first reward when they reach 3rd level, and again at 5th, 7th, and 9th level." + ] + }, + "It is up to the players to decide whether a reward represents the discovery of a previously unknown property of an item, or an entirely new weapon or suit of armour. Whatever their choice, they are encouraged to integrate the decisions into a narrative, telling the tale of how they received a gift or had their equipment improved.", + { + "type": "inset", + "page": 78, + "name": "Items of Superior Worth", + "id": "1d2", + "entries": [ + "Items upgraded with one or more rewards enjoy a degree of 'plot immunity', and as such they should never be lost, broken, or be otherwise taken (if not temporarily) from a Player-hero. For the same reason, they cannot be sold or handed over to other Player-heroes to use, even in the case of character death (prized items are usually buried with their owners, or passed on to their heirs).", + "However, if the Company agrees, a Player-hero can spend one point of Fellowship to borrow an item belonging to a companion, be it an armour or weapon upgraded with one or more rewards, or a magical item (see {@book Chapter 7|TLotRR|6|The Treasure Index}). The Fellowship expenditure allows the Player-hero to use the item until the end of the current Adventuring Phase, or until the owner wants it back (whichever occurs first)." + ] + }, + { + "type": "entries", + "name": "Rewards List", + "page": 78, + "id": "1d3", + "entries": [ + "There are six different rewards. Each one indicates in brackets the type of gear that can receive that upgrade.", + { + "type": "inset", + "page": 78, + "id": "1d4", + "entries": [ + "All upgrades can be applied only once to the same item. The item cannot be a Famous Weapon or Armour." + ] + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Close-fitting Armour", + "page": 79, + "displayName": "Close-fitting (Armour)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Cunning-make Armour", + "page": 79, + "displayName": "Cunning-make (Armour)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Fell Weapon", + "page": 79, + "displayName": "Fell (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Grievous Weapon", + "page": 79, + "displayName": "Grievous (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Keen Weapon", + "page": 79, + "displayName": "Keen (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Reinforced Shield", + "page": 79, + "displayName": "Reinforced (Shield)", + "collapsed": true + }, + { + "type": "inset", + "name": "Named Weapons", + "page": 79, + "id": "1dc", + "entries": [ + "Warriors and adventurers often name items of war gear that prove themselves worthy. This is most common with blades and spears, rarer with helms and shields\u2014and almost unknown with armour.", + "Elves and Men follow similar naming traditions, bestowing titles upon their weapons\u2014such as 'Orc-cleaver', 'Foe-hammer', or 'Battle-friend'\u2014that glorify their effectiveness in battle. However, weapons with loftier or more poetic names\u2014such as 'Snow Point' or 'Cold Star'\u2014are almost always items of nobler lineage or greater antiquity, and are rarely given as rewards.", + "Weapons of worth are so highly esteemed among the Bardings that they often name their sons and daughters after pieces of war gear\u2014'Bard' can be translated as 'Battle-axe'. The Dúnedain treasure their ancient blades, and pass them down through generations of warriors.", + "Hobbits and Bree-landers rarely give titles to their weapons. If they do, it is probably because such an item has saved their lives. In any case, they tend to choose simple or otherwise unpretentious names taken from ordinary life.", + "Dwarves do not use names for their weapons at all, even renowned artefacts, which are most likely to be known by their legendary owners (such as the Axe of Durin). Of course, it is entirely possible that they do give names to their weapons but keep them secret." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Virtues", + "page": 80, + "id": "1dd", + "entries": [ + { + "type": "quote", + "entries": [ + "They...were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Virtues are special abilities that complement an adventurer's arsenal. Much more than simple talents, virtues define the heroic stature of the Player-heroes.", + "A Player-hero's choice of culture may grant them a starting virtue, to be selected from the common virtues list below, or from the appropriate list of cultural virtues.", + { + "type": "list", + "page": 80, + "items": [ + { + "type": "item", + "name": "Common", + "nameDot": false, + "entries": [ + "virtues describe aptitudes that come naturally to an adventurer, or that arise through time and practice." + ] + }, + { + "type": "item", + "name": "Cultural", + "nameDot": false, + "entries": [ + "virtues represent the secret talents of the dwellers of Middle-earth, and let adventurers accomplish things that are seen as extraordinary, if not magical, by ordinary folk." + ] + }, + "Each virtue can be acquired only once." + ] + }, + { + "type": "entries", + "name": "Common Virtues", + "page": 80, + "id": "1de", + "entries": [ + "There are six common virtues for players to choose from.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Confidence", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dour-Handed", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hardiness", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Mastery", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Nimbleness", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Prowess", + "page": 80 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/040-03-03.gathering-amongst-the-tree.webp" + }, + "width": 1700, + "height": 2052 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Bardings", + "page": 82, + "id": "1e5", + "entries": [ + "The Bardings are Northmen of the noblest blood\u2014a valiant people with a tradition of powerful kings. Considered lost for many long years, their ancient heritage has been tempered anew in dragon-fire and is today once again in capable hands.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dragon-Slayer", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "I am Bard, and by my hand was the dragon slain and your treasure delivered." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dwarf-Friend", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "Nowhere are there any men so friendly to us as the Men of Dale." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Fierce Shot", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "The great bow twanged...the arrow...smote and vanished, barb, shaft and feather..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "High Destiny", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "Bard is not lost!\" he cried. \"He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Stout-Hearted", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "To the lineage of Gondor he added the fearless spirit of the Northmen..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "The Language of Birds", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "...he found he could understand its tongue, for he was of the race of Dale." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/041-03-04.archer.webp" + }, + "width": 1700, + "height": 1282 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Dwarves", + "page": 83, + "id": "1ec", + "entries": [ + "The reserved and surly character of Dwarves has often been misinterpreted by others as hostility or untrustworthiness. Their secretiveness has even led other folks to believe that they possess strange and uncanny powers.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Baruk Khazâd!", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "\"Baruk Khazâd! Khazâd ai-mênu!\" An axe swung and swept back. Two Orcs fell headless. The rest fled." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Broken Spells", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "...they spoke fragments of broken spells of opening..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dark for Dark Business", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "We like the dark,\" said the Dwarves. \"Dark for dark business! There are many hours before dawn." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Durin's Way", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Stone-Hard", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "They are a tough, thrawn race for the most part, secretive, laborious, retentive of the memory of injuries..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Untameable Spirit", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "Though they could be slain or broken, they could not be reduced to shadows enslaved to another will..." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/042-03-05.dwarven-adventurers.webp" + }, + "width": 1700, + "height": 1277 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Elves", + "page": 85, + "id": "1f3", + "entries": [ + "Elves are synonymous with magic for most inhabitants of Middle-earth. The word 'magic' itself invokes images of their grace, the products of their craft, and their unearthly beauty.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Against the Unseen", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "I also will come,\" said Legolas, \"for I do not fear the Dead." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Deadly Archery", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "...their small knives...would have been of no use against the arrows of the Elves that could hit a bird's eye in the dark." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Elbereth Gilthoniel!", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "\"Elbereth Gilthoniel!\" sighed Legolas as he looked up." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Elvish Spirit", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Gleam of Wrath", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "The Elves were the first to charge...Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Memory of Ancient Days", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "But it is not your own Shire,\" said Gildor. \"Others dwelt here before hobbits were; and others will dwell here again when hobbits are no more." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/043-03-06.undead-army.webp" + }, + "width": 1700, + "height": 1181 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Hobbits", + "page": 86, + "id": "1fa", + "entries": [ + "Hobbits rarely display virtues considered to be heroic by other cultures, which partly explains their absence from history as written by Elves and Men. But to the discerning eye, these merry fellows reveal subtle qualities, often excelling in fields where stronger individuals might fail.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Art of Disappearing", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "They possessed from the first the art of disappearing swiftly and silently, when large folk whom they do not wish to meet came blundering by..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Brave at a Pinch", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "he is one of the best, one of the best\u2014as fierce as a dragon in a pinch." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Small Folk", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "For they are a little people, smaller than Dwarves..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Sure at the Mark", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "They shot well with the bow, for they were keen-eyed and sure at the mark. Not only with bows and arrows." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Three is Company", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "We hobbits ought to stick together, and we will. I shall go, unless they chain me up." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Tough as Old Tree-Roots", + "page": 88 + }, + { + "type": "quote", + "entries": [ + "They are a remarkable race,\" said the Warden, nodding his head. \"Very tough in the fibre, I deem." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/044-03-07.hobbit-smoking.webp" + }, + "width": 1700, + "height": 1268 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Men of Bree", + "page": 88, + "id": "201", + "entries": [ + "The Bree-folk live a sheltered life, it is true; but there is an upside in being fond of a warm hearth and the company of friends\u2013you know there is something worth fighting for.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Bree-Pony", + "page": 88 + }, + { + "type": "quote", + "entries": [ + "Bill the pony was with them, and as before he had a good deal of baggage, but he trotted along beside Sam and seemed well content." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Defiance", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Few had survived the turmoils of the Elder Days; but when the Kings returned again over the Great Sea they had found the Bree-men still there..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Desperate Courage", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Are you still willing to help me?\" \"I am,\" said Mr. Butterbur. \"More than ever." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Friendly and Familiar", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "...they were more friendly and familiar with Hobbits, Dwarves, Elves, and other inhabitants of the world about them than was (or is) usual with Big People." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Strange as News from Bree", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Strange as News from Bree was still a saying in the Eastfarthing, descending from those days, when news from North, South, and East could be heard in the inn..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "The Art of Smoking", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "And certainly it was from Bree that the art of smoking the genuine weed spread in the recent centuries..." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/045-03-08.bree-pony.webp" + }, + "width": 1700, + "height": 1672 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Rangers of the North", + "page": 90, + "id": "208", + "entries": [ + "The Rangers are what remains in the North of the great people that came to Middle-earth out of Westernesse, the Númenóreans. Their nobility of blood is exemplified by their many talents, even if their number has dwindled and their struggle has destined them to a life of secrecy.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Endurance of the Ranger", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Hardy is the race of Elendil!" + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Foresight of their Kindred", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "And I say to you: if you pass the doors of Moria, beware!" + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Heir of Arnor", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Here is the ring of Barahir,\" he said, \"the token of our kinship from afar; and here also are the shards of Narsil." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Royalty Revealed", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. \"Elendil!\" he cried." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Strength of Will", + "page": 91 + }, + { + "type": "quote", + "entries": [ + "\"Does he feel no fear?\" muttered the Dwarf." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Ways of the Wild", + "page": 91 + }, + { + "type": "quote", + "entries": [ + "Where sight fails the earth may bring us rumour,\" said Aragorn. \"The land must groan under their hated feet." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/046-03-09.man-in-forest.webp" + }, + "width": 1700, + "height": 1287 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 5: Adventuring Phases", + "page": 93, + "id": "20f", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/047-04-01.adventuring-phases-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "entries": [ + "Even the good plans of wise wizards like Gandalf and of good friends like Elrond go astray sometimes when you are off on dangerous adventures over the Edge of the Wild..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Right-minded, respectable folk know that adventures are disturbing, uncomfortable things. Not only do they make people late for dinner, but they often imperil the lives of those who embark upon them. Those few who dare cross the desolate regions of Eriador are another breed entirely. Some are enthusiastic explorers seeking the last remaining artefacts of a forgotten age. Others are valiant defenders of their people, venturing forth to push back the dark forces that threaten to engulf the land.", + "Perhaps the most heroic of all are the common folk who put aside their reluctance to leave their homes to do what needs to be done for the greater good. They are destined to confront the unknown, to brave dangers deemed insurmountable, and face foes believed to be invincible. Such is the life of adventurers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/048-04-02.adventuring-phases-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 223 + }, + { + "type": "entries", + "name": "Adventuring Phase Sessions", + "page": 94, + "id": "210", + "entries": [ + "The largest part of the gameplay of {@i The Lord of the Rings Roleplaying} is made up of a series of Adventuring Phases. As the name suggests, it is during an Adventuring Phase that most of the action takes place, as opposed to the {@book Fellowship Phases|TLotRR|5}, where the events happening between adventures are described.", + "During an Adventuring Phase it is the job of the Loremaster to challenge the players, putting them in difficult circumstances, setting fiendish riddles for them to solve, and confronting them with formidable opponents. The gameplay is a dynamic narrative, as the players take action to explore the situations they encounter. The Loremaster then describes what happens as a result of their actions, and the players again react to the new circumstances, and so on.", + "The Loremaster keeps the story flowing through a mixture of preparation and improvisation." + ] + }, + { + "type": "entries", + "name": "Heroic Ventures", + "page": 94, + "id": "211", + "entries": [ + "A truly seasoned adventurer is familiar with the trials and challenges that accompany the dangerous lifestyle of a wandering hero\u2014fighting dangerous enemies ({@book combat|PHB|9|Combat}), meeting new people or important personalities ({@book council|TLotRR|4|Council}), and travelling to distant or unknown places ({@book journey|TLotRR|4|Journey}).", + { + "type": "inset", + "page": 94, + "id": "212", + "entries": [ + "As previously anticipated, the rules for combat in {@i The Lord of the Rings Roleplaying} rely primarily on the {@book normal rules|PHB} for 5e, and thus are not repeated here." + ] + }, + "The following sections instead offer detailed rules for those activities that require a special treatment to better reflect adventuring in Middle-earth: councils and journeys." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/049-04-03.warrior.webp" + }, + "width": 850, + "height": 893 + }, + { + "type": "section", + "name": "Council", + "page": 95, + "id": "213", + "entries": [ + { + "type": "quote", + "entries": [ + "You will soon hear all you wish to know,\" said Gandalf. \"We shall have a Council, as soon as you are well enough." + ], + "style": "quote-pull" + }, + "Adventurers meet many travellers and wanderers along the road. Whenever they deal with strangers, they should exercise some caution, as theirs is a trade considered peculiar and sometimes dangerous by the common folk. Even when meeting foes of the common Enemy, Player-heroes should watch their tongues and be mindful of their manners, as even trusty friends can be quick to anger in days of doubt.", + "When the Company meets one or more nonplayer characters in a formal gathering, a council occurs. While much of what transpires in a council can be played out as a dialogue between the Company and the Loremaster, the rules presented in this chapter are particularly appropriate to determine the progress of a meeting and its consequences.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/050-04-04.council.webp" + }, + "width": 1700, + "height": 1503 + }, + { + "type": "entries", + "name": "Social Encounters", + "page": 95, + "id": "214", + "entries": [ + "Councils represent social events of extraordinary importance, gatherings vital to the success of the Company's aims and goals that can be influenced by how they behave. The rules presented in this section should not be adopted for every verbal exchange between the Company and nonplayer characters\u2014everyday circumstances are better represented using the standard rules for ability checks.", + "To qualify as a council, a meeting must be a formal gathering during which the stakes are high and, depending on the outcome, the Company stands to win or lose something valuable.", + { + "type": "inset", + "id": "215", + "entries": [ + "To achieve their goal in a council, the Company must achieve a number of successful ability checks, based on the import of the request and ranging from 1 to 3." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Council Structure", + "page": 96, + "style": "inset" + } + ] + }, + { + "type": "entries", + "name": "Council Sequence", + "page": 96, + "id": "216", + "entries": [ + "A council is set up and resolved by going through the following three steps:", + { + "type": "list", + "page": 96, + "style": "list-decimal", + "items": [ + "{@book Introduction|TLotRR|4|1. Introduction}", + "{@book Set Required Successes|TLotRR|4|2. Set Required Successes}", + "{@book Interaction|TLotRR|4|3. Interaction}" + ] + }, + "When the council is concluded, a final step is used to assess its consequences (see {@book End of the Council|TLotRR|4|End of the Council}).", + { + "type": "entries", + "name": "1. Introduction", + "page": 96, + "id": "217", + "entries": [ + "At the beginning of a council, a spokesperson chosen among the Player\u2013heroes presents the Company. Generally, the spokesperson is the best speaker in the group.", + "To introduce the Company, the spokesperson must make a {@dc 15} Charisma check:", + { + "type": "list", + "page": 96, + "items": [ + "On a success, the Company can reroll a single ability check that they fail during the Interaction stage. If the Charisma check succeeds by 5 or more, the Company can reroll up to two failed ability checks.", + "If the Charisma check fails by 5 or more, all Player-heroes have disadvantage on their ability checks during the Interaction stage." + ] + }, + "The skills that are particularly useful in setting up a good Introduction are listed below, with details on their uses and consequences.", + { + "type": "list", + "page": 96, + "items": [ + "A {@b Charisma ({@skill Intimidation})} check conveys a powerful message using few words. Player-heroes can use it to impress someone and overturn a negative early reaction, or to quickly set the terms for the coming discussion. This approach has a downside though, as the spokesperson voluntarily mentions the lineage, deeds and other personal information of the various members of the Company for full effect.", + "A {@b Charisma ({@skill Persuasion})} check is the best way to smooth a relationship before asking for support or other form of assistance. It is particularly useful if the Company (or at least the spokesperson) is already on friendly terms with the opposing party; on the contrary, to unfriendly ears, a courteous speaker might sound duplicitous. Finally, it is possible to politely refuse to reveal too much about the identity of the group.", + "If the Company has doubts about the opposite party's intentions, the spokesperson can make a {@b Charisma ({@skill Deception})} check to extract a lot of information from others in exchange for very little. However, a poor performance is sure to provoke mistrust in the opposing party." + ] + } + ] + }, + { + "type": "entries", + "name": "2. Set Required Successes", + "page": 97, + "id": "218", + "entries": [ + "When the Company travels to Rivendell to petition Master Elrond, or asks to see the Mayor of the Shire in Michel Delving, they do it with a purpose in mind.", + "Before the council even begins, the players should all agree on what the Company hopes to achieve from the meeting, and possibly on how to go about getting it.", + { + "type": "inset", + "page": 97, + "id": "219", + "entries": [ + "What are they asking for? What kind of help are they hoping to get? How do they intend to get it? Is there something they are willing to give in return\u2014or to sacrifice?" + ] + }, + "The difficulty for the Company to achieve their stated goal determines the number of successes required during the Interaction stage, and it is set by the Loremaster at a value equal to 1 (a reasonable request), 2 (a bold request), or 3 (an outrageous request).", + "To make the evaluation, the Loremaster considers the import of the objective chosen by the Company, in relation to the motivations and expectations of the folk they are encountering.", + { + "type": "list", + "items": [ + "In general terms, a {@i reasonable} request (1 success required) is one where the encountered folk do not lose anything by helping the Player-heroes, or if the Company is offering something in return of approximately equal import.", + "A {@i bold} request (2 successes required) corresponds to a goal that is profiting the Company more than it does the people encountered.", + "An {@i outrageous} request (3 successes required) happens when the Player-heroes are asking the encountered folk to do something that is dangerous, or has scarce or no possibilities for reward." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/051-04-05.pleaing-case.webp" + }, + "width": 1700, + "height": 1137 + } + ] + }, + { + "type": "entries", + "name": "3. Interaction", + "page": 98, + "id": "21a", + "entries": [ + "This is the main, and most challenging, part of most social gatherings\u2014from a birthday party to an official audience with a Lord or Lady.", + "It is during this stage that the players engage with the Loremaster in playing out the scene, and make ability checks. The players choose their own course of action as they see fit, but the DC of their ability checks depends on the attitude of the people they encounter. To this end, the Loremaster chooses whether the audience of the Player-heroes is reluctant, open, or friendly:", + { + "type": "list", + "page": 98, + "items": [ + { + "type": "item", + "name": "Reluctant\u2014{@dc 20}", + "entries": [ + "The encountered group has reasons to be unwilling to help the Company, possibly due to a level of prejudice or other source of concern." + ] + }, + { + "type": "item", + "name": "Open\u2014{@dc 15}", + "entries": [ + "This is the default attitude for an audience, representing a general inclination to listen to what the Company has to say." + ] + }, + { + "type": "item", + "name": "Friendly\u2014{@dc 10}", + "entries": [ + "The audience is very interested in hearing what the Player-heroes have to say, and is willing to hear their plea. Maybe the Company was introduced by someone of note, or the spokesperson belongs to the same culture as the opposing party." + ] + } + ] + }, + "During this stage, the Loremaster keeps track of the number of successful ability checks scored by the Company.", + "The skills listed below can be used to various effects during Interaction.", + { + "type": "list", + "page": 98, + "items": [ + { + "type": "item", + "name": "Charisma ({@skill Deception})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used to obtain favours or information from an individual, resorting to half-truths if not outright lies. Player-heroes must be aware that deceiving the audience may often be considered a Misdeed, depending on the circumstances (see {@book Chapter 8|TLotRR|7|Misdeeds}), and that a failure will lead to a disaster regardless of the result of the roll (see {@book End of the Council|TLotRR|4|End of the Council})." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Intimidation})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used to impress a crowd of listeners or a single individual; Player-heroes may attempt the check to push a {@condition frightened} community to action, or to rouse a downcast leader. The objective of a Charisma ({@skill Intimidation}) check must be obvious; otherwise, even if the check succeeds, it will not count towards the number of successful ability checks scored by the Company." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Performance})\u2014", + "nameDot": false, + "entries": [ + "A good song or tune is almost never out of place at a relaxed social gathering, but they can also be powerful diplomatic devices if the singer finds the proper song or intones well-chosen words. If the check succeeds, it will not count towards the number of successful ability checks scored by the Company, but it will grant a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Persuasion})\u2014", + "nameDot": false, + "entries": [ + "Player-heroes can use their persuasiveness to win the minds of their listeners, or to strengthen their hold on an already-captivated audience. Unlike a Charisma ({@skill Intimidation}) check, a Charisma ({@skill Persuasion}) check may be used discreetly during any kind of social interaction." + ] + }, + { + "type": "item", + "name": "Intelligence ({@skill Riddle|TLotRR})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used in a social environment, either to formally play the ancient riddle-game\u2014practised and respected even by the unlikeliest of wicked creatures\u2014or to gather information and news. In the latter case, a successful Intelligence ({@skill Riddle|TLotRR}) check does not count towards the number of successful ability checks scored by the Company, but allows a Player-hero to put together all sorts of tidbits that incautious speakers might accidentally give away in their conversation, or simply to gather interesting facts, granting a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + }, + { + "type": "item", + "name": "Wisdom ({@skill Insight})\u2014", + "nameDot": false, + "entries": [ + "This ability check is useful to evaluate the emotions of the person or people the Company is interacting with, possibly revealing unspoken purposes or hidden feelings. If the check succeeds, it will not count towards the number of successful ability checks scored by the Company, but it will grant a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + } + ] + }, + { + "type": "inset", + "name": "Awarding Effective Roleplaying", + "page": 98, + "id": "21b", + "entries": [ + "The players and the Loremaster may ask themselves about how much impact the interaction between them should have on the final outcome of a council. Should a good die roll be considered more important than a clever decision by a player? The right answer is to give both equal weight.", + "As happens with any action that has the possibility of failure, players during a council describe their conduct, and then an appropriate ability check is made to evaluate the result.", + { + "type": "inset", + "page": 98, + "entries": [ + "If the delivered speech touches topics that are relevant to the Company's goal and that are deemed important by their audience, then the Player-hero gains advantage on the ability check." + ], + "id": "09a" + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "End of the Council", + "page": 99, + "id": "21c", + "entries": [ + "A council can end in three different ways:", + { + "type": "list", + "page": 99, + "items": [ + { + "type": "item", + "name": "Success", + "entries": [ + "The Company reaches the number of successful ability checks required\u2014the Player-heroes achieve what was chosen as their objective at the start of the council." + ] + }, + { + "type": "item", + "name": "Failure, or Success with Woe", + "entries": [ + "A Player-hero fails an ability check attempted during the Interaction stage (after any rerolls gained with a successful Introduction)\u2014the Player-heroes can now choose to simply fail and be refused what they asked for, OR, with the approval of the Loremaster, they can opt to achieve their stated goal, but at a steeper price. For example, they gain from the council much less than what they asked for, or they end up acquiring one or more enemies from among their audience. The price doesn't need to be immediately apparent, and may lead to an unexpected challenge to be faced another day." + ] + }, + { + "type": "item", + "name": "Disaster", + "entries": [ + "A Player-hero fails an ability check attempted during the Interaction stage by 10 or more (after any rerolls), or by 5 or more if the request was outrageous\u2014The Player-heroes cannot opt to turn the failure into a success with woe, and the Company is now seen as a threat by the folk encountered. The Player-heroes may end up being imprisoned, or even attacked." + ] + } + ] + }, + { + "type": "entries", + "name": "Experience Awards for Councils", + "page": 99, + "id": "21d", + "entries": [ + "Combat encounters in {@i The Lord of the Rings Roleplaying} are not as important as in other 5e products\u2014for this reason, the Loremaster is encouraged to award players with XP also when they successfully complete a Council.", + { + "type": "inset", + "page": 99, + "id": "21e", + "entries": [ + "The following table provides a series of suggested awards, to be divided among all Player-heroes taking part in a gathering (not only those who made one or more ability checks during the council), and to be awarded exclusively if the council involved a meaningful risk for the Company." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Council XP Awards", + "page": 99, + "style": "inset" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Journey", + "page": 100, + "id": "21f", + "entries": [ + { + "type": "quote", + "entries": [ + "He then gave a full account of their journey from the time when they left Hobbiton." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A Company will often end up travelling across long leagues of inhospitable and unfamiliar terrain in the course of their errands and quests. But a journey is much more than simply a means of getting to a destination. Travelling Player-heroes see the world outside the borders of their own lands, witness wondrous events, and face challenges that put their capabilities to the test. In short, a journey is synonymous with adventuring.", + "Gameplay during a journey is less focused on details\u2014whenever possible, everyone involved should try to avoid explicitly referencing the rules, and rather blend the structure into an ongoing narrative.", + { + "type": "inset", + "page": 100, + "id": "220", + "entries": [ + "Applying the rules for journeys requires the use of a map of the traversed region, and collaboration between the Loremaster and the players to determine what happens along the way." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/052-04-06.traveling-by-wagon.webp" + }, + "width": 1700, + "height": 598 + }, + { + "type": "entries", + "name": "The Map", + "page": 100, + "id": "222", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/053-map-4.01-eriador-hex.webp" + }, + "imageType": "map", + "title": "Hex Map: Eriador", + "width": 4096, + "height": 2742, + "id": "389", + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/054-map-4.01-eriador-hex-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2742, + "mapParent": { + "id": "389" + }, + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/Key.webp" + }, + "title": "Map Key", + "maxWidth": 150 + } + ] + }, + "The rules for travelling in {@i The Lord of the Rings Roleplaying} assume that the Company is trying to reach a specific destination. If the Company must visit a number of different locations, reaching each of them must be considered as a separate journey.", + "As obvious as it may seem, the members of a travelling Company must know at least approximately where their destination is located to be able to reach it. At the end of the Third Age, Middle-earth is a dangerous place, and the folks inhabiting it have been long sundered from each other, to the point that most people do not know the precise whereabouts of places just a few days away\u2014if they are aware of their existence at all.", + { + "type": "inset", + "page": 100, + "id": "223", + "entries": [ + "The front end papers contain the {@book Players' Map|TLotRR|0|The Twilight of the Third Age}, representing the geographical lore of experienced adventurers\u2014that is, a deeper knowledge than that possessed by the average denizen of Eriador." + ] + }, + "All the locations indicated as villages or towns are places that the Company may choose as their destination. Not every settlement that exists in the Third Age is shown on the map\u2014even a sparsely populated region like Eriador counts dozens of unmarked villages and isolated homesteads, what remains of what was once a large kingdom of Men.", + "Players can update their geographical lore during play, by making a copy of the map and writing directly on it, adding the places they visit." + ] + }, + { + "type": "inset", + "name": "There and Back Again", + "page": 101, + "id": "221", + "entries": [ + "The rules for journey resolution have been devised to make travelling across the land a vital component of gameplay, but they are not meant to be used every time the Company is on the road. In particular, they should rarely be used when the heroes are on their way back home. This is because the main effects of adventuring on the Player-heroes are not very relevant if the members of the Company are headed for a safe haven where they can rest without problems, or if they are travelling without any concern for the amount of time it will take them to make the trip. On the contrary, the journey back should be played out in detail in those cases where an Adventuring Phase may profit from a 'closing act', or when reaching their destination was just part of the Player-heroes' mission\u2014for example, if they are escorting someone back with them." + ] + }, + { + "type": "entries", + "name": "The Travelling Company", + "page": 101, + "id": "224", + "entries": [ + "The members of the Company assume different roles during a journey. A journey role summarises roughly what a Player-hero is doing for the length of the trip and comes into play when the Company experiences an event (see {@book Journey Sequence|TLotRR|4|Journey Sequence}).", + { + "type": "inset", + "page": 101, + "id": "225", + "entries": [ + "There are four journey roles to cover: Guide, Hunter, Lookout, and Scout." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey Roles", + "page": 101 + }, + { + "type": "entries", + "name": "Assign Journey Roles", + "page": 101, + "id": "226", + "entries": [ + "A travelling Company must cover all four available roles. The same role can be assigned to more than one Player-hero, with the exception of the Company's Guide. A Player-hero can take on multiple roles, but can only do so with penalties (see further in this chapter) and by doing so cannot provide help to Player-heroes assigned to the same role (see {@book Resolve the Event|TLotRR|4|3. Resolve the Event}). Certain features, such as the Warded Lands feature of the Warden, allow Player-heroes to take on multiple roles without penalties (but they still cannot provide help to other companions assigned to the same role)." + ] + } + ] + }, + { + "type": "entries", + "name": "Journey Sequence", + "page": 101, + "id": "227", + "entries": [ + "If a Company is undertaking a very long journey (more than 20 hexes), the Loremaster should split the itinerary into a number of legs, to be considered as separate journeys.", + "Journeys are resolved by applying the following sequence:", + { + "type": "list", + "page": 101, + "style": "list-decimal", + "items": [ + "{@book Set Journey Path|TLotRR|4|1. Set Journey Path}", + "{@book Make Pathfinding Checks|TLotRR|4|2. Make Pathfinding Checks}", + "{@book Ending the Journey|TLotRR|4|3. Ending the Journey}" + ] + }, + { + "type": "entries", + "name": "1. Set Journey Path", + "page": 101, + "id": "228", + "entries": [ + "Using the Player's map, the Company shows the Loremaster the route that they intend to follow. The itinerary must connect the location where the Company is at the start of the journey, and the location chosen as their destination.", + { + "type": "inset", + "page": 101, + "id": "229", + "entries": [ + "When tracing their journey path, the players must consider that their itinerary can rarely be drawn 'as the crow flies'\u2014that is, connecting the starting point to the destination in a straight line. Instead, due consideration must be given to the lie of the land." + ] + }, + "For example, high mountain ranges and swift-running rivers can be traversed only across passes or over bridges or fords.", + { + "type": "inset", + "page": 101, + "id": "22a", + "entries": [ + "Then, the Loremaster checks the map on the back end papers and draws the Company's itinerary on a copy of the journey log, using its hex grid, as a path traversing a number of hexes equal to those required to reach the destination (not counting the starting hex)." + ] + }, + "The path drawn on the journey log must not necessarily conform to the shape of the path as traced by the players on the map\u2014the only requirement is that it must be composed of the same number of hexes.", + "This notwithstanding, the players are encouraged to annotate any prominent landmarks they are traversing or passing by, like ruins, or river fords and bridges. Players may also mark those hexes that contain different types of terrain, as seen on the region map, to eventually facilitate the Loremaster in assessing the duration of the journey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/055-04-07.map-example.webp" + }, + "title": "Journey Log Example", + "width": 1700, + "height": 1316, + "imageType": "map", + "id": "38a", + "grid": { + "type": "hexRowsOdd", + "size": 81, + "offsetX": -14, + "offsetY": 5, + "distance": 20, + "units": "miles" + } + }, + { + "type": "entries", + "page": 102, + "style": "text-center", + "entries": [ + "{@link Download Journey Log Example|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/000-journey-log-example.pdf}", + "{@link Download Journey Log Template|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/001-journey-log.pdf}" + ], + "id": "09b" + } + ] + }, + { + "type": "entries", + "name": "2. Make Pathfinding Checks", + "page": 102, + "id": "22b", + "entries": [ + "Journeys can be dangerous (and exciting!), as a travelling Company experiences along the way a number of events representing threats and unexpected occurrences.", + { + "type": "inset", + "page": 102, + "id": "22c", + "entries": [ + "Events take place in specific spots along the journey path of the Company. To determine exactly where, the Guide of the Company must make a {@dc 15} Wisdom ({@skill Travel|TLotRR}) check. If the Company carries a map of the itinerary, the Guide can use their proficiency with {@item cartographer's tools|PHB}, instead of {@skill Travel|TLotRR}. If the journey is by sea, the Guide can alternatively use their proficiency with {@item navigator's tools|PHB}. A Guide who takes on multiple roles takes a \u22125 penalty to this check." + ] + }, + "As soon as the Company leaves, the Guide makes a first pathfinding check, and counts a number of hexes along the journey path based on the outcome of the roll:", + { + "type": "list", + "page": 102, + "items": [ + "If the pathfinding check fails, the event occurs 2 hexes away along the journey path. If the check fails by 5 or more, the event occurs only 1 hex away.", + "If the pathfinding check succeeds, the event takes place at a distance of 3 hexes. If the check succeeds by 5 or more, the event occurs 4 hexes away." + ] + }, + "The Loremaster finds the precise spot by counting the appropriate number of hexes, starting from the current position of the Company and proceeding towards its destination\u2014the last hex reached by counting is the spot where an event takes place. If the Company is using a journey log, the event is marked on the appropriate hex.", + { + "type": "inset", + "page": 102, + "id": "22d", + "entries": [ + "To determine the precise nature of an event, the procedure described under {@book Event Resolution|TLotRR|4|Event Resolution} must be applied." + ] + }, + "Once the event has been resolved, the Guide must make a new pathfinding check to see if another event happens further along the Company's journey path." + ] + }, + { + "type": "entries", + "name": "3. Ending the Journey", + "page": 103, + "id": "22e", + "entries": [ + "A journey continues until the Guide's pathfinding check lets the Company match or exceed the number of hexes left between their current position and the final destination\u2014when this happens, the Company has reached its destination and the journey is over.", + { + "type": "inset", + "page": 103, + "id": "22f", + "entries": [ + "More specifically, a journey ends when the Company reaches its intended destination, and the Player-heroes take part in a new scene, or when an unexpected occurrence engages the Company in a different activity for a significant amount of time\u2014in that case, the Loremaster adjudicates whether this ends the journey or not." + ] + }, + { + "type": "entries", + "name": "Fatigue Saving Throw:", + "page": 103, + "entries": [ + "Fatigue represents the level of {@condition exhaustion} that a Player-hero accumulates while travelling and that manifests itself fully when the journey is finally over." + ], + "id": "09c" + }, + { + "type": "inset", + "page": 103, + "id": "230", + "entries": [ + "In game terms, at the end of the Journey each Player-hero must make a {@dc 10} Constitution saving throw. The DC is increased by an amount determined by the number and the type of events faced by the Company (see {@table Journey Events Table|TLotRR})." + ] + }, + { + "type": "inset", + "page": 103, + "id": "231", + "entries": [ + "If the fatigue saving throw succeeds, the Player-hero does not suffer any level of {@condition exhaustion}." + ] + }, + { + "type": "inset", + "page": 103, + "id": "232", + "entries": [ + "If the fatigue saving throw fails, the Player-hero suffers one level of {@condition exhaustion}. If the saving throw fails by 5 or more, the Player-hero suffers two levels of {@condition exhaustion} instead. If it fails by 10 or more, the Player-hero suffers three levels of {@condition exhaustion} instead." + ] + }, + "If you ride a mount for at least half of the journey's length in days of travel (rounded up), you gain a bonus to your fatigue saving throw equal to your mount's Constitution modifier." + ] + }, + { + "type": "entries", + "name": "Journey Length", + "page": 103, + "id": "233", + "entries": [ + "The following rules replace those for travel pace of 5e. During a journey, traversing each hex on the region map takes 1 day, or 2 days if the Company moves at a walking speed of 15 feet or lower.", + "If the Company moves at a speed of 50 feet or higher, count 1 day for each two hexes, or 1 day for each three hexes if the Company moves at a speed of 80 feet or higher.", + "Hexes suggesting {@book difficult terrain|PHB|8|Difficult Terrain} (hills, marshes, woods, etc.) do not allow proceeding on horseback, and must be traversed at half speed.", + { + "type": "entries", + "page": 103, + "name": "Forced March:", + "entries": [ + "The members of a Company can press themselves while on a journey, and march for more hours each day than they would otherwise dare." + ], + "id": "09d" + }, + { + "type": "inset", + "id": "234", + "page": 103, + "entries": [ + "If the Company undertakes a forced march, double their speed for the purpose of calculating travel pace, but each Player-hero must make a {@dc 15} fatigue saving throw at the end of each day of forced march, suffering the normal consequences on a failure." + ] + }, + { + "type": "entries", + "name": "Noticing Threats:", + "page": 104, + "entries": [ + "Use the passive Wisdom ({@skill Perception}) scores of the Player-heroes to determine if they notice hidden threats during a journey, as normal. Player-heroes who take on multiple roles or undertake a forced march take a \u22125 penalty to their passive Wisdom ({@skill Perception}) scores." + ], + "id": "09e" + }, + { + "type": "entries", + "name": "Stealth:", + "page": 104, + "entries": [ + "During a journey, Player-heroes can move stealthily if they travel at no more than half their base walking speed. While doing so, as long as they are not in the open, they can try to {@status surprised||surprise} or sneak past other creatures they encounter." + ], + "id": "09f" + }, + { + "type": "inset", + "name": "Perilous Areas", + "page": 103, + "id": "235", + "entries": [ + "A number of hexagons on the Journey Map are outlined with a thicker border\u2014these are areas that are considered particularly hard or dangerous to cross. These are patches of thick woodland, steep mountain passes, treacherous marshes, and other hazardous terrain types.", + "In game terms, all Perilous Areas are rated for their dangerousness with a numerical value\u2014their Peril rating. When a pathfinding check would lead the Company into or through a Perilous Area, apply the following:", + { + "type": "list", + "style": "list-decimal", + "items": [ + "The travelling Company stops in the Perilous Area as soon as it enters it.", + "Before the Player-heroes can leave the area, they must face a number of events equal to its Peril rating (all normal rules apply).", + "Once all events have been resolved, the Company continues the journey normally, resuming their pathfinding checks from the first hex along the journey path outside the boundaries of the Perilous Area." + ] + }, + "Supplements for the game may provide special Journey Events Tables based on specific Perilous Areas." + ] + } + ] + }, + { + "type": "entries", + "name": "Experience Awards for Journeys", + "page": 104, + "id": "236", + "entries": [ + "Characters in {@i The Lord of the Rings Roleplaying} also gain experience points by completing a journey.", + { + "type": "inset", + "page": 104, + "id": "237", + "entries": [ + "As it happens with Councils, the XP award should be gained exclusively if the Company took significant risks along the path, had to cover the route within a time limit, or had to make the journey under particularly disadvantageous conditions. The total XP award of a journey is calculated by adding up the suggested XP value of each hex crossed by the Player-heroes, and then dividing the total among all Player-heroes." + ] + }, + "For example, the journey from Bree to Sarn Ford along the Greenway involves travelling 4 hexes of road between the South Downs and the Barrow Downs (a Dark Land), worth 100 XP (25 × 4), and another 3 hexes of road in a Wild Land, worth 30 XP (10 × 3). The journey is therefore worth a total of 130 XP (100 + 30).", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey XP Awards", + "page": 104, + "style": "inset" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Event Resolution", + "page": 104, + "id": "238", + "entries": [ + "Journeys can be long but uneventful, or made exciting by many unexpected occurrences. Using the {@book Journey Sequence|TLotRR|4|Journey Sequence} described in the previous pages, each journey may end up featuring one or more events, based on the length of the journey.", + "Once the Loremaster has identified the location where an event is going to take place, apply the following sequence:", + { + "type": "list", + "page": 104, + "style": "list-decimal", + "items": [ + "{@book Select Targets|TLotRR|4|1. Select Targets}", + "{@book Determine Event|TLotRR|4|2. Determine Event}", + "{@book Resolve the Event|TLotRR|4|3. Resolve the Event}" + ] + }, + { + "type": "entries", + "name": "1. Select Targets", + "page": 104, + "id": "239", + "entries": [ + "The Loremaster selects who will face the journey event by rolling a {@dice d3} and using the Event Target table below.", + { + "type": "inset", + "page": 104, + "id": "23a", + "entries": [ + "The table identifies the possible targets, among those Player-heroes covering the roles of Scouts, Look-outs, and Hunters. The table also shows the ability check that will be required by the journey event." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Event Target", + "page": 104 + } + ] + }, + { + "type": "entries", + "name": "2. Determine Event", + "page": 105, + "id": "23b", + "entries": [ + "To determine the nature of the event, the Loremaster must check the map to see in which region type the event is taking place, and then makes a {@dice d20} roll:", + { + "type": "list", + "page": 105, + "items": [ + "If it is within a Border Land, the roll is made with advantage.", + "If it is within a Dark Land, the roll is made with disadvantage." + ] + }, + "The roll result is then checked on the Journey Events table below. All entries detail a type of occurrence that the Loremaster uses to describe what happens to the travelling Company, specifying precisely what happens in game terms.", + "More specifically:", + { + "type": "list", + "page": 105, + "items": [ + "Each journey event features a unique effect that must be resolved with an ability check made by a Player-hero among those covering the role that was singled out as the target.", + "Most events may additionally cause an increase in the DC of the fatigue saving throw made by each Player-hero at the end of the journey. Multiple increases are cumulative." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey Events Table", + "page": 105 + } + ] + }, + { + "type": "entries", + "name": "3. Resolve the Event", + "page": 105, + "id": "23c", + "entries": [ + "To resolve the event, one Player-hero among those selected as the targets must now make the ability check specified in {@book step 1|TLotRR|4|1. Select Targets}; a Player-hero covering the same role can choose to help the companion (unless they are covering other roles; see {@book Assign Journey Roles|TLotRR|4|Assign Journey Roles}), granting advantage to the check.", + "The DC of the ability check is determined by the terrain type where the event is taking place. Player-heroes who take on multiple roles take a -5 penalty to their check. The check has disadvantage if it is autumn or winter.", + { + "type": "list", + "page": 105, + "items": [ + { + "type": "item", + "name": "Hard Terrain\u2014{@dc 20}", + "entries": [ + "The event takes place in a hex suggesting a hard terrain." + ] + }, + { + "type": "item", + "name": "Roads\u2014{@dc 10}", + "entries": [ + "The events happens along a road." + ] + }, + { + "type": "item", + "name": "Open Terrain\u2014{@dc 15}", + "entries": [ + "The events takes place in a hex suggesting neither hard terrain nor roads." + ] + } + ] + }, + { + "type": "entries", + "name": "Consequences of the Ability Check:", + "page": 105, + "entries": [ + "Each entry in the {@table Journey Events table|TLotRR} specifies what happens in game terms, based on whether the ability check fails or succeeds. A consequence indicating 'the target' concerns the Player-hero who made the roll (and also includes anyone who helped)." + ], + "id": "0a0" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Describing Journey Events", + "page": 106, + "id": "23d", + "entries": [ + "When resolving events, the Loremaster should be ready to improvise a short scene describing what is happening to the Company, based on the information that the event resolution system has provided (who in the Company is facing the challenge, which ability check is required, etc.) and the current gameplay circumstances.", + "The aim is not only to provide the players with a narration giving context to the journey rules, but also to weave what happens to the Company on the road into the wider landscape of the ongoing gameplay.", + { + "type": "entries", + "name": "Event Types", + "page": 106, + "id": "23e", + "entries": [ + "The following paragraphs provide a number of suggestions on how to improvise scenes based on all event types.", + { + "type": "list", + "page": 106, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Terrible Misfortune:", + "page": 106, + "entries": [ + "Something went so badly that the Company is trudging wearily and the target of the event risked being seriously harmed. The Hunters were injured when a prey proved to be too dangerous, the Scouts suffered harm from the extreme cold, a Look-out fell from a tree while standing watch, etc.", + { + "type": "quote", + "entries": [ + "Slowly they moved off, and were soon toiling heavily. In places the snow was breast-high, and often Boromir seemed to be swimming or burrowing with his great arms rather than walking." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Despair:", + "page": 106, + "entries": [ + "The Company has been so unlucky as to have been subjected to a terrible ordeal, an occurrence that is most likely connected to the slow rising of the Shadow. Examples of such an experience include: the Company stumbled into a blighted area, discovered the grisly remains of other travellers murdered by Orcs, felt the chilling presence of an evil spirit, witnessed the passage of some powerful servant of the Enemy, and so on.", + { + "type": "quote", + "entries": [ + "The sun, a pale and watery yellow, was gleaming through the mist just above the west wall of the hollow in which they lay; north, south, and east, beyond the wall the fog was thick, cold and white. The air was silent, heavy and chill." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Ill Choices:", + "page": 106, + "entries": [ + "Failing the event caused the target much grief or frustration. Maybe the Scout couldn't decide on the right way and lost precious sleep finding a good path, the Hunter worried about scanty provisions, the Look-out feared constantly about putting the Company in danger, etc.", + { + "type": "quote", + "entries": [ + "You give the choice to an ill chooser,\" said Aragorn. \"Since we passed through the Argonath my choices have gone amiss." + ] + } + ] + }, + { + "type": "item", + "name": "Mishap:", + "page": 106, + "entries": [ + "Some adversity has caused the Company to slow its pace, or to stop altogether. Anything from not having brought the correct travelling gear or enough provisions and having to hunt or fish, to having to choose a longer and more difficult itinerary.", + { + "type": "quote", + "entries": [ + "Rope!\" he muttered. \"No rope! And only last night you said to yourself: 'Sam, what about a bit of rope? You'll want it, if you haven't got it.' Well, I'll want it. I cannot get it now." + ] + } + ] + }, + { + "type": "item", + "name": "Shortcut:", + "page": 107, + "entries": [ + "A successful roll by the target allowed the Company to progress faster. For example, the Look-out located a shorter path, the Scout opened the way quickly and efficiently, or a bountiful hunt didn't require the Company to stop.", + { + "type": "quote", + "entries": [ + "We could save a quarter of the distance if we made a line for the Ferry from where we stand." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Chance-Meeting:", + "page": 107, + "entries": [ + "The Player-heroes encounter someone who proves useful to their current circumstances. It may be nothing more than a fortuitous encounter with other travellers, or friendly denizens of the traversed region, providing the Company with food, water, or particularly accurate directions, but the Loremaster can take the chance to create a more meaningful episode involving a major character, a patron for example.", + { + "type": "quote", + "entries": [ + "...that has been averted because I met Thorin Oakenshield one evening on the edge of spring in Bree. A chance-meeting, as we say in Middle-earth." + ] + } + ] + }, + { + "type": "item", + "name": "Joyful Sight:", + "page": 107, + "entries": [ + "The Loremaster must describe how the Company witnessed an exceptional occurrence, connected to the subtle magic of Middle-earth and its denizens, and capable of lifting the spirit of those who observe it.", + "Examples of such sights include: witnessing the passage of a company of Wandering Elves, seeing a congregation of Great Eagles flying high above, feeling the presence of a benevolent spirit in a glade or waterfall, encountering by chance one of the Wise and Powerful, and so on.", + { + "type": "quote", + "entries": [ + "Come with me, Frodo!\" cried the Dwarf, springing from the road. \"I would not have you go without seeing Kheled-zâram." + ] + } + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/056-04-08.dragon.webp" + }, + "width": 1700, + "height": 1278 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 6: Fellowship Phases", + "page": 109, + "id": "23f", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/057-05-01.fellowship-phase-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "entries": [ + "But tonight I shall sleep without fear for the first time since I left Rivendell. And may I sleep deep, and forget for a while my grief! I am weary in body and in heart." + ], + "style": "quote-pull" + }, + "Heroes are not always busy navigating deep caverns, fighting back the Shadow, or fleeing from dangers beyond their ability to face. Even the most eager of adventurers needs some time to rest, to gather their wits, and allow time for their hurts to mend. Whether the Player-heroes spend it in pursuit of a personal goal, or simply resting comfortably to recover their energies before setting out on the road once again, the time between adventures is called the Fellowship Phase.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/058-05-02.fellowship-phase-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 822 + }, + { + "type": "section", + "name": "How a Fellowship Phase Works", + "page": 110, + "id": "240", + "entries": [ + { + "type": "quote", + "entries": [ + "They stayed long in that good house, fourteen days at least, and they found it hard to leave." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A Fellowship Phase is a gameplay instance driven by the players' choices\u2014while during the {@book Adventuring Phase|TLotRR|4} players react to the Loremaster's storytelling prompts, during a Fellowship Phase they get to elaborate upon their Player-heroes' stories and ambitions, and to mark their adventurers' progression. The Loremaster is invited to sit back and follow what the players have to say about their characters.", + "Players are encouraged to narrate in detail what they do during a Fellowship Phase, not necessarily limiting themselves to those activities with a direct gaming effect. For example, the adventurers might inquire about leads, problems, and opportunities that have arisen during the preceding Adventuring Phase.", + "When they do so, the players must always keep in mind the length of a Fellowship Phase and its geographical limits. Moreover, they must not introduce new background information\u2014such as exploring a location their Player-hero has never visited before, making the acquaintance of personalities they haven't encountered yet, and so on (in short, they should not do what is better suited to an Adventuring Phase).", + { + "type": "inset", + "page": 110, + "id": "241", + "entries": [ + "A Fellowship Phase marks the conclusion of each Adventuring Phase, and, as such, ideally takes place at the end of a gaming session. Otherwise, it can open a new session, and precede the next Adventuring Phase." + ] + } + ] + }, + { + "type": "section", + "name": "Fellowship Phase Structure", + "page": 110, + "id": "242", + "entries": [ + "All Fellowship Phases are structured as follows:", + { + "type": "list", + "page": 110, + "style": "list-decimal", + "items": [ + "{@book Set Duration|TLotRR|5|1. Set Duration}", + "{@book Choose Destination|TLotRR|5|2. Choose Destination}", + "{@book Spiritual Recovery|TLotRR|5|3. Spiritual Recovery}", + "{@book Choose Undertakings|TLotRR|5|4. Choose Undertakings}" + ] + }, + { + "type": "entries", + "name": "1. Set Duration", + "page": 110, + "id": "243", + "entries": [ + "A Fellowship Phase usually covers a longer period of time than the average Adventuring Phase. Events are described in broader strokes\u2014days and weeks pass while the Player-heroes relax, or busy themselves with their own personal work or studies.", + { + "type": "inset", + "page": 110, + "id": "244", + "entries": [ + "To give the Player-heroes a real break from active adventuring, a Fellowship Phase should last a minimum of one week, up to an entire season." + ] + }, + "Normally, the longest Fellowship Phase is taken during the mid-winter festivities (see {@book Yule|TLotRR|5|Yule})." + ] + }, + { + "type": "entries", + "name": "2. Choose Destination", + "page": 110, + "id": "245", + "entries": [ + "Once the length of the Fellowship Phase has been determined, the players must decide where they will spend it. Generally, the Player-heroes stop at a safe haven to spend the phase as a group, unless the year's end festivities are near.", + "To keep the gameplay authentic, the players should choose a place within a reasonable distance from the area where the Company was adventuring during the recent sessions of play, also taking into consideration how long the Fellowship Phase will last.", + { + "type": "inset", + "page": 111, + "id": "246", + "entries": [ + "The players are free to select any location the Company has visited so far. The journey required to reach the chosen destination is considered to take place 'behind the scenes', unless the players have a mind to play out the details." + ] + }, + "Places like the town of Bree or Rivendell are the ultimate safe havens, as they are particularly suited to resting and the mending of wounds, and are inhabited by a host willing to welcome travellers." + ] + }, + { + "type": "entries", + "name": "3. Spiritual Recovery", + "page": 111, + "id": "247", + "entries": [ + "The time spent in front of a cosy hearth while enjoying an everyday life confirms to the Player-heroes that their efforts are not wasted, and restores their faith in a brighter future.", + { + "type": "inset", + "page": 111, + "id": "248", + "entries": [ + "If the Adventuring Phase resulted in what can be considered a positive outcome in the fight against the encroaching Shadow, all members of the Company get to remove a number of {@book Shadow points|TLotRR|7|Shadow Points}." + ] + }, + "If that's the case, the Loremaster must then weigh the actions of the Company against the broader context of the Twilight of the Third Age, and allow them to remove from 1 to 3 Shadow points, based on how noteworthy their accomplishments are deemed to be.", + { + "type": "list", + "page": 111, + "items": [ + "If the Company's actions can be considered to have at least marginally interfered with the return of the Shadow, each Player-hero removes 1 Shadow point.", + "If their deeds can be considered to have actively hindered or damaged the Enemy, each Player-hero removes up to 2 Shadow points.", + "If the Player-heroes have committed feats that would gain the attention of the Dark Lord himself, or at least that of one of his major servants, then the Player-heroes can remove up to 3 Shadow points." + ] + } + ] + }, + { + "type": "entries", + "name": "4. Choose Undertakings", + "page": 111, + "id": "249", + "entries": [ + "Undertakings are time-consuming endeavours that Player-heroes can accomplish exclusively during a lengthy stop like a Fellowship Phase.", + { + "type": "inset", + "page": 111, + "id": "24a", + "entries": [ + "Players select a number of activities, based on whether the Fellowship Phase is an ordinary one, or if it's Yule, the end of a year (see {@book Fellowship Phase Undertakings|TLotRR|5|Fellowship Phase Undertakings})." + ] + } + ] + }, + { + "type": "entries", + "name": "Yule", + "page": 111, + "id": "24b", + "entries": [ + "Approximately once every three Fellowship Phases, winter comes, and with it the end of the current year. Normally, the Company spends the entire cold season as a single, prolonged Fellowship Phase. Life in the wild is unforgiving, and adventurers prefer to have a roof over their heads when the wind is howling, and the land is buried in snow.", + "In most cases, the Company disbands temporarily on occasion of the Yule festivities, as each Player-hero takes the chance to return home and enjoy some time among family and folk. Three months are enough for any Player-hero to return home from any location other than the most remote.", + { + "type": "entries", + "name": "The Passage of the Years", + "page": 111, + "id": "24c", + "entries": [ + "When Yule comes, it means that all Player-heroes have aged one year. Luckily, time does not only slay kings and ruin towns, but may bring wisdom\u2014the time the Player-heroes spend without adventuring allows them to reflect on their experiences, and possibly learn from their mistakes:", + { + "type": "inset", + "page": 111, + "id": "24d", + "entries": [ + "During Yule, all Player-heroes who do not choose the {@action Heal Scars|TLotRR} undertaking earn a number of bonus XP equal to 10 times their Intelligence score, multiplied by their current level." + ] + }, + { + "type": "quote", + "entries": [ + "For example, a 3rd-level Player-hero with Intelligence 13 gets 390 XP (13 × 10 × 3)." + ], + "skipMarks": true + }, + "Then, the Loremaster should take the chance offered by a Yule Fellowship Phase to update the Company on the changes that are taking place in the world and that their Player-heroes should know about. To this end, the Loremaster may use the information contained in the setting chapter to determine what news reaches the ears of the Player-heroes, tailoring the information based on the current circumstances and whereabouts of the Company.", + "Keeping the Company up-to-date with important news is a way to insert background elements into the next Adventuring Phase.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/059-05-03.hobbit-door.webp" + }, + "width": 1700, + "height": 1220 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Fellowship Phase Undertakings", + "page": 112, + "id": "24e", + "entries": [ + "This section lists the various activities available to the Company during a Fellowship Phase. Players select a different number of undertakings, based on whether the Fellowship Phase is an ordinary one, or if it's Yule\u2014the end of a year.", + { + "type": "list", + "page": 112, + "items": [ + "During an ordinary Fellowship Phase, the Company as a group chooses one single undertaking.", + "During a Yule Fellowship Phase, each player chooses one undertaking instead.", + "Finally, during each Fellowship Phase (ordinary or Yule), the Company is entitled to choose one additional undertaking, selecting it from among those that are listed as free, based on the callings or proficiencies of the Player-heroes." + ] + }, + "To sum things up, during an ordinary Fellowship Phase the Company will choose a maximum of two undertakings, and a number of undertakings equal to the number of Player-heroes plus one during Yule. Players must always select different undertakings, unless they are marked as Yule activities\u2014such endeavours can be chosen by any number of Player-heroes.", + { + "type": "inset", + "name": "Change Adventuring Gear", + "page": 113, + "id": "24f", + "entries": [ + "In addition to the various endeavours they may achieve, during each Fellowship Phase the players are free to buy and sell adventuring gear and any weapons and armour that are available in the location chosen as the destination." + ] + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Gather Rumours", + "page": 112 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Heal Scars", + "page": 113, + "displayName": "Heal Scars (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Meet Patron", + "page": 113 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Ponder Storied and Figured Maps", + "page": 113 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Raise an Heir", + "page": 113, + "displayName": "Raise an Heir (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Recount a Story", + "page": 114, + "displayName": "Recount a Story (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Strengthen Fellowship", + "page": 115 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/060-05-04.food-gathering.webp" + }, + "width": 1700, + "height": 1606 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Study Magical Items", + "page": 115 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Write a Song", + "page": 115 + }, + { + "type": "inset", + "name": "Singing Songs", + "id": "265", + "entries": [ + "During the Adventuring Phase, the Player-heroes may sing a song and rouse themselves to pursue their goals with renewed strength of purpose.", + "To do so, a Player-hero first chooses a song to sing from among those on the {@action Write a Song|TLotRR|Company's song list}. Then, as a bonus action, the Player-hero makes a {@dc 15} Charisma ({@skill Performance}) check. If the check succeeds, the effect depends on the song chosen:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Lay", + "entries": [ + "All Player-heroes who can hear the song during a council gain advantage on the first ability check they make before the end of the council." + ] + }, + { + "type": "item", + "name": "Song of Victory", + "entries": [ + "All Player-heroes who can hear the song during combat gain advantage on the first attack roll they make before the end of their next turn." + ] + }, + { + "type": "item", + "name": "Walking-song", + "entries": [ + "All Player-heroes who can hear the song during a journey gain advantage on their next fatigue saving throw." + ] + } + ] + }, + "Each song may be used once for each Adventuring Phase. Mark a song off the list once it has been spent. A song must be marked off whether it has been used successfully or not." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 7: The Loremaster", + "page": 117, + "id": "266", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/061-06-01.the-loremaster-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "entries": [ + "It appeared that Gandalf had been to a great council of white wizards, masters of lore and good magic..." + ], + "style": "quote-pull" + }, + "In the game world, a lore-master is an individual steeped in the old lore of the many cultures of Middle-earth. In {@i The Lord of the Rings Roleplaying}, the player taking the mantle of the Loremaster is the one assuming the task of managing all the elements of the game that do not fall under the authority of the players portraying the heroes.", + "This section of the volume is dedicated to defining the role of the Loremaster, and offers advice on how to play this fundamental role.", + { + "type": "inset", + "page": 118, + "id": "267", + "entries": [ + "If you are not taking the role of the Loremaster, you do not need to read from this point onwards." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/062-06-02.the-loremaster-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 1623 + }, + { + "type": "section", + "name": "The Middle-Earth Loremaster", + "page": 118, + "id": "268", + "entries": [ + { + "type": "quote", + "entries": [ + "This Mithrandir was, I now guess, more than a lore-master: a great mover of the deeds that are done in our time." + ], + "style": "quote-pull" + }, + "The most important task of a Loremaster is to act as the interface between the players and Middle-earth. Evoking the right mood is essential in order to give the players the feeling that they are taking part in the unfolding events composing the Twilight of the Third Age.", + "It can seem a daunting prospect at first, but being the Loremaster is an immensely satisfying role for a Tolkien enthusiast, a chance to experience the world of Middle-earth as its own creator did\u2014by orchestrating all the elements of the setting to produce new epic tales.", + { + "type": "entries", + "name": "The Qualities of a Loremaster", + "page": 118, + "id": "269", + "entries": [ + "The Loremaster's duties can be broken down into three roles: {@book Director|TLotRR|6|The Loremaster as Director}, {@book Referee|TLotRR|6|The Loremaster as Referee}, and {@book Narrator|TLotRR|6|The Loremaster as Narrator}.", + { + "type": "entries", + "name": "The Loremaster as Director", + "page": 118, + "id": "26a", + "entries": [ + "When framing each scene of an Adventuring Phase, it is useful to think of the job of the Loremaster as being similar to that of a theatre or movie director\u2014choosing and arranging the basic elements of the 'stage' that the characters will act on during the next session of play.", + { + "type": "inset", + "page": 118, + "id": "26b", + "entries": [ + "The Loremaster should not think of framing a scene as a complicated process\u2014it is really simply about selecting a location, setting the time of the day, and describing who is present, including any minor or major {@book nonplayer characters|TLotRR|6|Nonplayer Characters}. Details are important, for example what the weather is like, but they should not clutter a description\u2014everything can be expanded on later, once the players start exploring the scene, asking questions." + ] + }, + "What is important is that the Loremaster doesn't have to worry about telling a story, but only needs to provide the players with its basic ingredients. It is up to the players to pick them up, and compose them into a full-blown narrative through their choices and actions.", + "To facilitate this process, when framing a scene the Loremaster should consider including some immediate prompts to action. Usually, such prompts take the form of visible or otherwise obvious hurdles obstructing their path. An obstacle can be some form of active, direct opposition (from an adversary or a nonplayer character, for example) or the result of 'in-world', natural circumstances or threats, like bad weather conditions.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Consistency:", + "page": 119, + "entries": [ + "The key to successfully 'directing' a game of The Lord of the Rings Roleplaying is being able to weave descriptions that are always consistent, taking into consideration the lore and all the disparate elements that emerge from the gameplay session after session\u2014the goals and ambitions of the members of a Company, the places they visit, and the people they meet.", + "To achieve this, a good level of familiarity with the source material comes in extremely handy. {@book Chapter 9|TLotRR|8} presents details about the events, locations, and characters that compose the default setting for {@i The Lord of the Rings Roleplaying}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Loremaster as Referee", + "page": 119, + "id": "26c", + "entries": [ + "Roleplaying games combine game rules with a set of social and storytelling conventions. While these conventions place roleplaying games outside the constraints of traditional board or card games (which are defined solely by their rules), the correct application of the game mechanics depends on one essential element in order for them to work to their full potential: the presence of an impartial moderator\u2014the Loremaster.", + { + "type": "inset", + "page": 119, + "id": "26d", + "entries": [ + "The Loremaster must be ready to adjudicate the rules at all times, whether testing the mettle of the Player-heroes during the Adventuring Phase, or helping players determine the outcome of their choices during the Fellowship Phase." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Fairness:", + "page": 119, + "entries": [ + "Acting as a referee, a Loremaster should strive to be fair and to apply the rules properly and impartially. The game mechanics are designed to provide players with a challenge, and to determine whether their Player-heroes are up to the test or not; to reward them with success if they are, or to make their lives more complicated (and interesting!) with the consequences of failure if they are not.", + "A biased Loremaster can easily ruin a game, as an unfair call when applying a rule brings the rules themselves to the players' attention, and their immersion in the game is disrupted." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/063-06-03.resting-under-tree.webp" + }, + "width": 850, + "height": 1199 + } + ] + }, + { + "type": "entries", + "name": "The Loremaster as Narrator", + "page": 119, + "id": "26e", + "entries": [ + "As we have seen already, if playing a roleplaying game can create a story, that story arises from the interaction between the Loremaster's descriptions and the choices of the players. This means that the Loremaster should not prepare too much beforehand, to try and force a prewritten plot into the gameplay.", + "It is easier, and probably wiser, for the Loremaster to set up each session as if it was a separate episode of a longer, semi improvisational narrative, with each new one building organically upon the consequences of the previous sessions.", + "This does not mean that the Loremaster should solely improvise. In fact, each Adventuring Phase should feature one or more overarching 'schemes', pivotal plot elements that help the Loremaster to come up with new ideas to advance the narrative.", + "In a way, Schemes are the objectives of the Company's enemies, managed by the Loremaster, to establish opposition to the actions of the players (published material for {@i The Lord of the Rings Roleplaying} presents Schemes as an integral part of the premise and text).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Adaptability:", + "page": 119, + "entries": [ + "A quick and rich imagination and the willingness to adapt are precious qualities in a Loremaster, as they make it easier to integrate the actions of the players with the narrative.", + "The Loremaster should never forget that the Player-heroes are the protagonists of their story, and their choices must always produce tangible effects within the game world." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Canon and the Loremaster", + "page": 120, + "id": "26f", + "entries": [ + "Fans of the literary works of J.R.R. Tolkien have long debated the existence of a consistent canon\u2014as described in {@i The Hobbit}, {@i The Lord of the Rings}, and later publications\u2014that firmly defines the world and history of Middle-earth. This has often been cited as one of the major hurdles to roleplaying games set in Middle-earth, claiming as it does that the Player-heroes' adventures will 'interfere' with the actions of the sagas' known protagonists and 'break' the canon's consistency.", + "The quick and easy answer to such concerns is that 'there is no such thing as an established Tolkien canon'; however, it is interesting to delve a little further into the subject, because a Loremaster can learn a great deal from tackling this apparently insurmountable obstacle.", + { + "type": "entries", + "name": "An 'Unreliable Narrator'", + "page": 120, + "id": "270", + "entries": [ + "One of the ways a Loremaster can deal with the dilemma of altering facts perceived to be part of the Tolkien canon is to consider the information in the stories not as the words of an infallible, all-knowing narrator, but those of witnesses to the events\u2014individuals who are subject to errors and personal bias (for example, {@i The Hobbit} relates the content of Bilbo Baggins' memoirs).", + "This literary device served Tolkien well as he strove to create a believable 'ancient history' which included the inevitable inconsistencies that arise in a narrative composed by different chroniclers over time, and there is no reason why a Loremaster cannot do the same, especially if there is a need to change an 'established' date or the details behind a known 'fact' or 'historical' figure.", + "To get an idea of how much the perspective of an unreliable narrator can distort perceptions\u2014and possibly facts\u2014one need look no further than the books themselves. Readers of {@i The Lord of the Rings} often find it difficult to reconcile the image of Gimli, the redoubtable axe-wielding warrior of Erebor, with the Dwarven companions of Bilbo in {@i The Hobbit}, who, captured by Trolls, Goblins, Spiders, and Wood-elves, more often than not end up being saved by their Hobbit burglar." + ] + }, + { + "type": "entries", + "name": "Filling in the Blanks", + "page": 120, + "id": "271", + "entries": [ + "Tolkien wove a rich narrative tapestry, composed of believable characters set against a vivid landscape and driven by motivations firmly grounded in myth and tradition. But even such an extensive and intricate chronicle does not thoroughly explore every nook and cranny of this imagined world and time period\u2014far from it. As the narrative focus of the books shifts from one region to another, many locations and the events related to them remain obscure and are only briefly touched upon.", + "The 'filling-in-the-blanks' approach\u2014based on the concept that the sagas are told from the subjective perspective of their protagonists, who are not familiar with every corner of Middle-earth\u2014gives every Loremaster the freedom to create their own stories.", + "The setting material provided in this guide and in the various supplements for the game is an example of this. Many of the events occurring in the chosen time frame\u2014the years covering the period from the discovery of the Ring to its destruction\u2014are briefly mentioned in the source materials, and are therefore open for development and interpretation." + ] + }, + { + "type": "entries", + "name": "It is All About the Characters", + "page": 120, + "id": "272", + "entries": [ + "Another interesting view on canon comes from the author himself. While certainly very protective of his own creations in general, J.R.R. Tolkien stressed several times that what was ultimately dear to him was the integrity of his characters and their motivations, more than the preservation of his plots or other elements.", + "By applying this perspective to a game of {@i The Lord of the Rings Roleplaying}, it is clear that the game will remain true to its literary sources if the Loremaster pays due attention to the treatment of the canonical characters, and if the players strive to create and play plausible heroes." + ] + }, + { + "type": "entries", + "name": "Last, but not Least...", + "page": 120, + "id": "273", + "entries": [ + "Nowadays, the bulk of Tolkien's Middle-earth-related publications give the impression of an immutable and consistent corpus. But when the author was alive, he was constantly rewriting and rearranging his own material, even making substantial changes to be inserted in new, revised editions of his books. Some of these changes corrected inconsistencies, but more often than not they were introduced to accommodate later plot changes and developments.", + "For this reason, it is not unreasonable to assume that even Tolkien himself looked at his own work as being mutable\u2014that even the chronologies he himself carefully created were to be considered provisional at best and not restricted to or bound by an established canon.", + "Taking everything into consideration, a Loremaster should not feel intimidated by the source material; rather, they should push ahead and add their own story threads to Professor Tolkien's wonderful and epic narrative tapestry." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventuring in Middle-Earth", + "page": 121, + "id": "274", + "entries": [ + { + "type": "quote", + "entries": [ + "The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that they were things the wonderful folk of the stories went out and looked for, because they wanted them, because they were exciting and life was a bit dull, a kind of a sport, as you might say." + ], + "style": "quote-pull" + }, + "This section presents a number of questions that can help the Loremaster to make the world of Middle-earth itself a main element in the adventures of the Player-heroes.", + { + "type": "entries", + "name": "When?", + "page": 121, + "id": "275", + "entries": [ + "When is the Adventuring Phase taking place? Time is an important element to consider in {@i The Lord of the Rings Roleplaying}, as whatever happens will become an episode in the Player-heroes' lives. Moreover, important events involving the Company will eventually find their rightful place in the game's Tale of Years, alongside the historical facts which make up the Twilight of the Third Age.", + { + "type": "entries", + "name": "Current Season", + "page": 121, + "id": "276", + "entries": [ + "The passing of the seasons is a powerful descriptive tool. Across the twelve months of the year, the Free Peoples respect seasonal festivals and ceremonies, and the landscape of Middle-earth changes drastically from summer to autumn, and from winter to spring, providing a backdrop to the deeds of the Player-heroes that is always different.", + "The Loremaster can add flavour to the game by simply keeping a calendar, and reflecting the changes as the seasons pass. But seasons have a direct effect on the gameplay too\u2014climbing a mountain in winter poses a more serious challenge than doing so in spring, as trails disappear and wolves prowl the land in search of food. The mountains themselves appear to heed a more sinister call when their passes are thick with snow, and the winds rage around their peaks (it is for good reason that a Company generally prefers to sit out the winter months in the warmth and safety of a {@book Fellowship Phase|TLotRR|5}).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Current Year:", + "page": 121, + "entries": [ + "There is nothing like taking into consideration the passage of time to make the players feel part of a living world\u2014year after year, the intertwining of the Company's deeds and the events related in the stories and their chronologies creates a campaign with depth and texture.", + "There are many ways to incorporate wider events into the Player-heroes' adventures. They could witness a great gathe Ring, cross paths with groups involved in the timeline events or discuss the goings-on with the people they encounter on their Journey. Every Adventuring Phase can benefit greatly from making the Company's exploits part of the chronology of Middle-earth, provided that the focus of the narration remains firmly fixed on the Player-heroes' own deeds." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Where?", + "page": 121, + "id": "277", + "entries": [ + "Where is the action taking place? There are two answers to this question\u2014either a precise location is vital to the action, and the Loremaster chooses a specific place from those described in this guide or in the source material (see also {@book Landmarks|TLotRR|9|Landmarks}), or the adventure requires nothing more than a generic setting and any ruin, forest glade or river will do.", + "In either case, the Loremaster should consider a place that is either close to the current location of the Company, or one that they can reach conveniently (using the {@book Journey rules|TLotRR|4|Journey}). In the latter case, the trip itself gives the Loremaster the chance to set up a challenging situation for the Company.", + { + "type": "entries", + "name": "Exploring Middle-Earth", + "page": 121, + "id": "278", + "entries": [ + "Every so often, their adventures will bring the Company to one of the places described in Tolkien's books. For many players, this is what roleplaying in Middle-earth is all about. Having the Company enter the Hall of Fire in Rivendell for the first time, or seeing the White Tower of Elostirion on the horizon, can turn an ordinary Adventuring Phase into a particularly meaningful experience.", + "When this happens, the Loremaster should allow the Company to interact with the setting. What players remember of a place they have read about should be brought to life and incorporated into the narrative. One way to achieve this is to challenge them with some ability checks. For example, a Company crossing the Trollshaws in the east of Eriador who succeeds on a Wisdom ({@skill Perception}) check might locate the glade where three Stone-Trolls lie, forever frozen in their stupor at having been tricked by a Wizard." + ] + } + ] + }, + { + "type": "entries", + "name": "What?", + "page": 122, + "id": "279", + "entries": [ + "What is going on? This question defines the heart of the Adventuring Phase, and summarises the information that a Loremaster presents to the players at the beginning of the first game session.", + "Sometimes, this is summarised by a rumour that the Company has gathered during the last Fellowship Phase (see {@action Gather Rumours|TLotRR}), but can otherwise be something tied to what happened in a previous Adventuring Phase\u2014travellers talk of a strange luminescence they see while on the North Road; word of a stolen treasure and the reward offered to recover it reaches the inn at Bree; an important personality the Company was scheduled to meet is kidnapped or killed by an unknown threat. Any situation pointing the Player-heroes in the right direction on their path to adventure is a good starting point.", + "Another way is to begin an Adventuring Phase with a direct challenge\u2014something that provokes the Company into action right from the start. There's no need to plan a complete series of events, as the Company will provide enough material for the Loremaster to improvise upon as the game progresses.", + { + "type": "entries", + "name": "Simplicity", + "page": 122, + "id": "27a", + "entries": [ + "The objective of an Adventuring Phase doesn't have to be tied to an epic endeavour, or be about a world-threatening menace\u2014at least, not every time. In {@i The Lord of the Rings Roleplaying}, an epic level of gameplay is reached by playing through many smaller events that reveal their greater significance only when woven together. In time, everything a Player-hero endures will be easily raised to a greater importance, especially when set against the game's overarching motif\u2014the struggle against the Shadow.", + "For example, simply picking a worthy opponent from {@book Chapter 8|TLotRR|7}, or an interesting location from this chapter will provide the Loremaster and the Company with enough material to keep the game going for multiple sessions.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Plot Twists:", + "page": 122, + "entries": [ + "Once in a while the Loremaster might decide to complicate things by adding a twist or two to an otherwise straightforward Adventuring Phase. The Company will then have to figure out how to 'solve' a situation, instead of simply being asked to endure or overcome a series of difficulties.", + "In some cases, the Adventuring Phase might end without providing a clear answer; this opens up an opportunity to investigate the matter further during the Fellowship Phase which follows, or during a subsequent Adventuring Phase." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/064-06-04.unstable-bridge.webp" + }, + "width": 1700, + "height": 1444 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Why?", + "page": 123, + "id": "27b", + "entries": [ + "Why should the Player-heroes get involved in the current events in the first place? Is there something that interests them personally? This question directly addresses the reasons why the members of the Company choose to become adventurers\u2014heroes brave dangers that other individuals try to stay clear of, usually because they have a personal stake that pushes them to do it. While the very concept of adventuring provides a simple answer to the question, the Loremaster should focus on those motivational 'buttons' which are far more effective in capturing the players' interest.", + "During the first few games, the callings and distinctive features of the Player-heroes composing the Company can provide enough material to build upon. Once each member of the Company has a number of entries in their personal Tale of Years it will become much easier to find personal reasons for them to get involved in an Adventuring Phase. As the game progresses, the players themselves will start to explore their individual goals, and provide the Loremaster with personalised story hooks." + ] + }, + { + "type": "entries", + "name": "Who?", + "page": 123, + "id": "27c", + "entries": [ + "Tolkien has populated his stories with a multitude of memorable characters, and the Loremaster will need to do the same for an adventure to be successful. Will one or more familiar personalities feature in the story? Will the adventure introduce a new recurring character? The personalities that the Loremaster controls are a fundamental element of any game, as much as any other feature of Middle-earth.", + { + "type": "entries", + "name": "Role Models", + "page": 123, + "id": "27d", + "entries": [ + "The deeds of a familiar character can be a powerful inspiration for a player looking for an example of what it means to live in Middle-earth. Meeting their favourite hero helps players to integrate into the epic tapestry of the campaign, adding as it does an additional layer of involvement in the events that the Company is witnessing." + ] + }, + { + "type": "entries", + "name": "Supporting Cast", + "page": 123, + "id": "27e", + "entries": [ + "Nonplayer characters should be used sparingly and with careful judgement. Players don't like to see their Player-heroes play second fiddle to a powerful individual. To avoid this, the Loremaster could try the opposite\u2014have the famous character in need of the Player-heroes' help, or even need rescuing outright (a twist that Tolkien himself often utilised)." + ] + }, + { + "type": "entries", + "name": "Patrons", + "page": 123, + "id": "27f", + "entries": [ + "During play, the Company may adopt an important personality as their Patron. This provides an excellent source of story hooks and support, and is an easy way to make a familiar hero a recurring motif in the Company's adventuring. However, the Loremaster must make sure that a Patron is not simply reduced to a gameplay asset; instead they should be worked into the narrative as an active element.", + "The Patrons section in the {@book Appendix|TLotRR|9|Patrons} contains several suggestions on how to introduce important characters as Patrons in the game.", + { + "type": "inset", + "name": "Keeping it Thematic", + "page": 123, + "id": "280", + "entries": [ + "A simple way to start out on the right foot with a {@i The Lord of the Rings Roleplaying} campaign is to pay tribute to the source material at the very beginning. This is a quick and easy way to establish the right atmosphere, showing players that they really are in Middle-earth now.", + "To do so, the Loremaster can propose rumours and story hooks that reference the stories directly in a way that the players will easily recognise. For example, they may choose a chapter title from either {@i The Hobbit} or {@i The Lord of the Rings}, and be a little creative with it, always trying to weave in a level of personal investment.", + "Here are some examples:", + { + "type": "list", + "style": "list-hang-notitle", + "page": 123, + "items": [ + { + "type": "item", + "name": "The Shadow of the Past", + "entries": [ + "The first meeting of the Company is observed by, or has been organised by, their main Patron. Otherwise, an old letter from a relative who disappeared a long time ago involves the Company in a larger scheme of events." + ] + }, + { + "type": "item", + "name": "There and Back Again", + "entries": [ + "The Company uncovers a rumour about a long-lost place, item or treasure hoard that a renowned character from the stories tried to reclaim a long time ago and failed." + ] + }, + { + "type": "item", + "name": "Over Hill and Under Hill", + "entries": [ + "The session starts with the Company already on a Journey, travelling to reach a place connected to one of the heroes." + ] + }, + { + "type": "item", + "name": "A Knife in the Dark", + "entries": [ + "A safe place, such as the inn where the Company meets, turns dangerous as an agent of the Shadow attempts to murder one of the Player-heroes." + ] + }, + { + "type": "item", + "name": "Riddles in the Dark", + "entries": [ + "The Company encounters a dark, ancient creature they heard about as a folk tale in their homelands." + ] + } + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Nonplayer Characters", + "page": 124, + "id": "281", + "entries": [ + { + "type": "quote", + "entries": [ + "That's right! Barliman is my name. Barliman Butterbur at your service!" + ], + "style": "quote-pull" + }, + "Nonplayer characters are the best tool a Loremaster has to create a believable setting for the players. The adventurers interact briefly with a great many of them during each scene\u2014they compose the army of 'extras' who populate a village they enter, crowd the streets of a town, and frequent the inn the Company stops at to get some rest. Others serve a purpose that goes beyond that of acting simply as a backdrop for the deeds of the Player-heroes, and can be encountered more than once. Finally, there are famous personalities, those characters that are part of the history of Middle-earth as created in the stories\u2014individuals that the Player-heroes will have the chance to meet in the course of their career.", + { + "type": "entries", + "name": "Statistics", + "page": 124, + "id": "282", + "entries": [ + "Usually, what the Loremaster needs to play the part of a nonplayer character is just a name, a short description, and an idea of the purpose that character serves in the current scene.", + "Sometimes this is not enough, and additional information becomes necessary, either because the interaction develops (or degenerates!) during play as a result of the Company's actions, or because the introduction of the nonplayer character served a greater purpose.", + "The addition of one or more well-chosen traits to the description of a nonplayer character is generally all that is needed to give depth to an individual.", + { + "type": "inset", + "page": 124, + "id": "283", + "entries": [ + "To better define a character, the Loremaster may simply choose an occupation or a field of expertise, and then add one or two distinctive features (choosing from those available to heroes, or even inventing them on the spot)." + ] + }, + "By doing so, a faceless figure in the background becomes an 'old but trusted servant', a 'grim-faced, keen-eyed guard', a 'wise woman learned in herb-lore'\u2014a short but vivid description that helps the Loremaster and the players to picture the character more readily.", + { + "type": "inset", + "page": 124, + "id": "284", + "entries": [ + "If the Loremaster deems it necessary, nonplayer characters can be given more complete stats, for example to allow the Loremaster to make ability checks for them.", + "Stats that are directly related to combat are only included if a character can be involved in an armed confrontation." + ] + }, + "The box below offers an example of an important nonplayer character\u2014{@creature Barnabas Butterbur|TLotRR}, the innkeeper of The Prancing Pony!", + { + "type": "statblock", + "name": "Barnabas Butterbur", + "source": "TLotRR", + "page": 124, + "tag": "creature", + "style": "inset" + }, + "For the proprietor of The Prancing Pony, running a clean and welcome house is a matter of family pride. Barnabas dedicates himself to keeping his establishment in order, taking only the briefest of reprieves in his quarters on The Pony's top floor. While some locals see him as absent-minded or even befuddled, the truth is that Barnabas is both keen and perceptive. He also possesses the uncommon wisdom of knowing when to remain silent as well as being a sharp judge of character. To most of the people who visit The Pony regularly he is known as an affable host and a fine brewer of ales." + ] + } + ] + }, + { + "type": "section", + "name": "Treasure", + "page": 125, + "id": "285", + "entries": [ + { + "type": "quote", + "entries": [ + "...about him on all sides, stretching away across the unseen floors,lay countless piles of precious things, gold wrought and unwrought, gems and jewels,and silver red-stained in the ruddy light.'" + ], + "style": "quote-pull", + "skipMarks": true + }, + "Travelling across a land that has seen three Ages of the world, the adventurers are sooner or later bound to discover some form of treasure, and possibly claim it for themselves. Whether it is the forgotten hoard of a dead Dragon, a pile of gold and gems closely guarded by a Troll, or the loot accumulated by generations of raiding Goblins, treasure provides the Company with a focus for their adventuring, a means for the Player-heroes to raise their personal prosperity, and another way to bring to light obscure tales from previous ages of Middle-earth.", + "But there is more than just gold and precious stones to be found in deserted caverns and dark dungeons under the earth\u2014in past ages of the world, Men, Elves, and Dwarves long laboured to craft marvellous things from metal and stone, and put into their work all their lore, power, and subtle skill. These wondrous jewels, famous blades, and suits of armour were given to sons and daughters as gifts, hoarded as treasures by greedy kings, and lusted after and even stolen by thieves and burglars. Finally, they were lost, and passed out of the memory of the living.", + "Such remarkable things are not meant to remain lost forever. Their original purpose may have been forgotten with the passing of centuries, together with the name of their makers, but a day will come when a worthy blade will be found in a barrow among swords of lesser lineage, ready to serve a new fate in the hands of a hero; or, if the treasure had been left to rot in the shadow for too long, to work a curse upon them and draw them to a miserable end!", + { + "type": "entries", + "name": "Hoards", + "page": 125, + "id": "286", + "entries": [ + "Any treasure encountered by the Company when exploring caverns, lairs, and old ruins qualifies as a Hoard. Not all Hoards that Player-heroes can discover are equal though\u2014as shown in the table below, they are ranked in three levels of increasing rarity: {@i lesser}, {@i greater}, and {@i marvellous}, based on how rich, old, or unspoilt they are.", + { + "type": "inset", + "page": 125, + "id": "287", + "entries": [ + "On average, the Company should find a maximum of two Hoards during the same Adventuring Phase\u2014a {@i lesser} Hoard and a {@i greater} one; or, a single {@i marvellous} Hoard." + ] + }, + "When the Player-heroes stumble upon a Hoard, the first thing that the Loremaster must do is make a roll to determine its worth in gold pieces.", + { + "type": "inset", + "page": 125, + "id": "288", + "entries": [ + "As shown on the Hoard table below, the value of a Hoard in gold pieces is determined by rolling a number of dice based on the type of Hoard." + ] + }, + "It is up to the members of the Company to divide the resulting value among themselves, splitting the Treasure rating as they see fit, and recording their share on their character sheets.", + "Generally, a Hoard's value in gold pieces represents an unspecified amount of silver, gold and gems\u2014if the Loremaster wishes to be more specific, the rules for {@book Precious Objects|TLotRR|6|Creating Precious Objects} presented below can be used to craft one or more unusual finds.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Hoard", + "page": 126 + }, + { + "type": "entries", + "name": "Magical Treasure Rolls", + "page": 125, + "id": "289", + "entries": [ + "Once everyone in the Company has received their share of the treasure, it must be determined if anything possessing exceptional qualities lies buried among the silver and gold.", + "To do this, the players or the Loremaster roll a {@dice d20} a number of times (or many d20s together, if available), again based on the type of Hoard discovered:", + { + "type": "inset", + "page": 125, + "id": "28a", + "entries": [ + "Each result of 15 or higher corresponds to the discovery of a magical piece of treasure. To find out exactly what each piece is, consult the {@table Magical Treasure|TLotRR} table below." + ] + }, + "In addition, when Player-heroes find a Hoard they may gain a number of Shadow points from Greed (see {@book Chapter 8|TLotRR|7|Shadow Points})\u2014the result of a history of ill-gotten earnings, or years of possession by a wicked creature.", + { + "type": "inset", + "page": 125, + "id": "28b", + "entries": [ + "To see the amount of Shadow points gained, check the appropriate column of the {@table Magical Treasure|TLotRR} table in the next page. The DC to resist is 10 for a lesser Hoard, 15 for a greater Hoard, and 20 for a marvellous Hoard." + ] + }, + "Once the number and nature of any Magical Treasure discovered has been determined, the Player-heroes must agree on who is going to keep each piece as their possession.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Magical Treasure", + "page": 126 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/065-06-05.treasure-room.webp" + }, + "width": 1700, + "height": 1057 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Creating Precious Objects", + "page": 127, + "id": "28c", + "entries": [ + "Precious objects are gemstones, jewels, and other valuable ornaments whose main quality could be of particular significance as a family heirloom or antique, or an extraordinary and enchanting beauty, possibly due to a prodigious level of craftsmanship or a subtle virtue.", + { + "type": "inset", + "page": 127, + "id": "28d", + "entries": [ + "The value of a Precious Object in gold pieces is the amount that the Loremaster assigns to it, out of the rating generated for the Hoard discovered by the Company, but its inclusion in the game might serve a different purpose." + ] + }, + "For example, a golden crown found among the ruins of an ancient castle on the hills of Rhudaur may have more than a simple monetary value if it is brought to someone able to recognise it as a relic from a familiar past\u2014should a Player-hero make a gift of, or otherwise offer, such an item to members of a folk whose tradition hearkens back to the time when the item was crafted, they would receive more than its intrinsic value in return.", + "The tables presented below can be used to create an item at the moment it is uncovered, or to design it carefully beforehand. The Loremaster is encouraged to enrich the description of all Precious Objects or spend some time imagining wonderful things with rich backstories. It is not necessary to track down the full lineage of every crystal hanging from a fillet of Mithril; a few hints to a tragic or heroic heritage are more than enough to evoke the right mood.", + "This sort of information may be revealed to a player who chooses the {@action Meet Patron|TLotRR} undertaking during a Fellowship Phase.", + { + "type": "inset", + "name": "Extraordinary Precious Objects from the Stories", + "page": 127, + "id": "28e", + "entries": [ + "The following Precious Objects are examples of valuable items whose worth greatly surpasses their simple rating in gold pieces:", + { + "type": "list", + "page": 127, + "items": [ + { + "type": "item", + "name": "The Ring of Barahir", + "entries": [ + "A ring made by the Noldor ages ago, it is an heirloom of the house of the Chieftains of the Rangers of the North." + ] + }, + { + "type": "item", + "name": "The Necklace of Girion", + "entries": [ + "A necklace crafted for the Lord of Dale, made of five hundred emeralds \"green as grass\"." + ] + }, + { + "type": "item", + "name": "The Arkenstone", + "entries": [ + "A wonderful, multi-faceted great white gem, called the Heart of the Mountain, a heirloom of the Kings of the House of Durin." + ] + } + ] + }, + { + "type": "quote", + "entries": [ + "This is a thing of worth beyond your reckoning. For its ancientry alone. It has no power, save the esteem in which those hold it who love my house." + ] + } + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Precious Objects Tables", + "page": 127 + }, + { + "type": "inset", + "name": "Gems, Jewels, and Crystals", + "page": 128, + "id": "290", + "entries": [ + "Many beautiful gems freed from the roots of mountains and hills were cut and set in necklaces, crowns, circlets, and bracelets of precious metals by Dwarven smiths of great renown, in cities like Nogrod and Belegost, before Beleriand was broken. Many crystals and white or green gems of surpassing beauty were not dug from the earth, but created by the hands of Elven craftspeople and gem-smiths, and filled cunningly with flaming light." + ] + } + ] + }, + { + "type": "entries", + "name": "The Treasure Index", + "page": 128, + "id": "291", + "entries": [ + "Finding a magic ring or a famous sword in {@i The Lord of the Rings Roleplaying} is not simply a matter of stumbling upon an exotic object. There is more to chance than coincidence in Middle-earth, as there are other powers at work far stronger.", + "A Loremaster wanting to add spell-bound gems and Elven blades to a game must first take some time to create a Treasure Index:", + { + "type": "inset", + "page": 128, + "id": "292", + "entries": [ + "A Treasure Index is a list detailing all the magical items that can become part of the campaign. When something is uncovered with a {@table Magical Treasure|TLotRR} roll, the Loremaster refers to the Treasure Index to check exactly what has been brought to light." + ] + }, + "Using the index allows the Loremaster to keep a tight control over the desired level of magic to introduce into the game, avoiding the problem of having too many heroes wandering around Middle-earth wielding Beleriand-forged blades or wearing Mithril armour.", + "Additionally, the index lets the Loremaster 'time' the appearance of certain magical items in the campaign\u2014for example, to follow a wide-arcing plot involving the discovery of a particular object. Certain events might be triggered by the fortuitous finding of a lost artefact, or the Player-heroes could be left wondering how to confront a seemingly invincible threat, until they finally 'stumble' upon a weapon capable of giving them an edge.", + "Finally, the index helps in keeping magical objects unique and wondrous. Finding a magical item should represent a major turning point in a campaign, with definite consequences related to the future of a hero. A magical object isn't just a new special ability, but a new feature in the game world.", + { + "type": "entries", + "name": "Compiling a Treasure Index", + "page": 128, + "id": "293", + "entries": [ + "Magical items in {@i The Lord of the Rings Roleplaying} are categorised as Marvellous Artefacts, Wondrous Items, and Famous Weapons and Armour. Treasure Index sheets can be downloaded from {@link freeleaguepublishing.com|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Magical_Treasure_Index_fillable.pdf}\u2014one to keep track of Marvellous Artefacts and Wondrous Items, and another for Famous Weapons and Armour.", + { + "type": "inset", + "page": 128, + "id": "294", + "entries": [ + "When compiling a Magical Treasure Index, the Loremaster includes as many Marvellous Artefacts as desired, while a specific list must be made to indicate precisely the number and nature of any Wondrous Items and Famous Weapons and Armour that the Player-heroes will have a chance to find (ideally, 1 to 3 Wondrous Items and 1 to 3 pieces of war gear for each Player-hero in the Company)." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 128, + "name": "Sample Indexes:", + "entry": "Available for download from {@link freeleaguepublishing.com} are {@link a number|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Sample_magical_treasue_index_Erebor.pdf} of {@link sample indexes|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Sample_magical_treasue_index_Lone-lands.pdf}, created with different goals in mind. The title of each index and its description detail its goal and application. Loremasters are encouraged to create their own indexes though, based around the composition of the Company playing in their campaigns." + } + ] + }, + { + "type": "inset", + "name": "Fate and Predestination", + "page": 128, + "id": "295", + "entries": [ + "The creation of custom special items to be found among Treasure is meant to represent {@i predestination}, the potential of a hero to become the instrument of a higher purpose and to play a role in the long-term development of a campaign. To further reinforce this, Magical Treasure is meant to be strictly individual: heroes should never pass the object found over to a different companion, especially when Famous Weapons and Armour are concerned. After all, it was Bilbo who was meant to find the Ring, not Balin, Gandalf, or Thorin." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Marvellous Artefacts and Wondrous Items", + "page": 129, + "id": "296", + "entries": [ + "Objects included in this category possess characteristics that mortals wouldn't hesitate to call magical: cloaks that hide their wearers from observing eyes, war-horns capable of setting fear in the hearts of enemies and joy in the hearts of friends, staves blessed with virtues of finding and returning.", + "Such objects are wound about with powerful enchantments called {@i blessings}. An object possessing one blessing is called a {@i Marvellous Artefact}, while one possessing two blessings is a {@i Wondrous Item}.", + "A single blessing bestowed upon an object lets its bearer affect the result of all ability checks made using a specific skill. An object possessing two blessings will then modify the outcome of ability checks made using two different skills.", + { + "type": "inset", + "page": 129, + "id": "297", + "entries": [ + "The bearer of a Marvellous Artefact or Wondrous Item can roll a Blessing die and add the number rolled to the ability checks affected by the blessings. The Blessing die is determined by the bearer's proficiency bonus, as shown in the table below. A character can roll only one Blessing die on each check." + ] + }, + { + "type": "inset", + "page": 129, + "id": "298", + "entries": [ + "Additionally, a Marvellous Artefact or Wondrous Item allows the bearer to achieve a magical success when making an ability check using a skill affected by the blessings. The bearer can do so a number of times equal to half their proficiency bonus (rounded down) if the item is a Marvellous Artefact, or to their proficiency bonus if it is a Wondrous Item, and must finish a long rest to regain all expended uses." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/066-06-06.sitting-on-cliff-side.webp" + }, + "width": 850, + "height": 1916 + }, + { + "type": "table", + "page": 129, + "colLabels": [ + "Proficiency Bonus", + "Blessing Die" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "{@dice 1d4}" + ], + [ + "+3", + "{@dice 1d6}" + ], + [ + "+4", + "{@dice 1d8}" + ] + ] + }, + "When a blessed item is found, the Loremaster either chooses an object included in the {@book Treasure Index|TLotRR|6|The Treasure Index}, or uses the {@table Blessings|TLotRR} table on the next page to create one.", + "Marvellous Artefacts and Wondrous Items should be rare and unique, lest their worth be diminished in the eyes of the players. The Loremaster should use the directions contained in this chapter and their knowledge of the source material to create a limited number of such objects for inclusion in a Treasure Index\u2013two or three per Player-hero at most. Should that list run out, the Loremaster may create additional ones, either taking the time to design them or rolling them up on the spot.", + "The capabilities of an object may not be readily apparent upon discovery. While it is possible that a hero finds out while adventuring, a Player-hero may either use {@feat Rune-craft|TLotRR} if they have it, or learn about an item's blessings by choosing the {@action Study Magical Items|TLotRR} Fellowship Phase undertaking.", + { + "type": "inset", + "name": "A Fateful Discovery", + "page": 129, + "id": "299", + "entries": [ + "Marvellous Artefacts and Wondrous Items can become a meaningful addition to a campaign especially if their discovery is tied to some significant event, or if their introduction is meant to serve a particular purpose.", + "When the Loremaster is compiling the {@book Treasure Index|TLotRR|6|The Treasure Index}, some time should be dedicated to considering the objective of an item, in the context of the campaign being played. Or, its goal might be left undefined, to be then filled in when the players provide the Loremaster with the right suggestions through their own actions." + ] + }, + { + "type": "entries", + "name": "Blessings Table", + "page": 130, + "id": "29a", + "entries": [ + "To determine which skill is affected by a blessing the Loremaster rolls a {@dice d20} and consults the {@table Blessings|TLotRR} table. Roll twice (rerolling identical results) if the object is a wondrous item bestowed with two blessings.", + "In brackets are listed options to help the Loremaster in choosing the type of object discovered, whether it is a ring, a cloak, a belt, or something else. If the same item possesses two blessings, choose the type of object that seems more appropriate. To determine the craftsmanship of the find, you may use the {@table Precious Objects Tables|TLotRR}.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Blessings", + "page": 130 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Famous Weapons and Armour", + "page": 130, + "id": "29b", + "entries": [ + "Weapons of extraordinary craftsmanship are already dealt with in the game using the rules for rewards. While those items could arguably be considered magical, their lineage can hardly be compared with that of swords forged in Gondolin for the Goblin-wars.", + "When a Player-hero gains possession of such an extraordinary weapon, the Loremaster must consult the campaign's {@book Treasure Index|TLotRR|6|The Treasure Index}\u2014If the circumstances are appropriate, the Loremaster may select an item from those added to the Index specifically for the Player-hero.", + { + "type": "entries", + "name": "Designing Famous Weapons and Armour", + "page": 130, + "id": "29c", + "entries": [ + "To design a magical sword or a wondrous coat of armour for insertion into the {@book Treasure Index|TLotRR|6|The Treasure Index}, the Loremaster must follow a 5-step process, making a number of choices based on the current campaign and the composition of the Company:", + { + "type": "list", + "style": "list-decimal", + "items": [ + "{@book Choose Item Type|TLotRR|6|1. Choose Item Type}", + "{@book Determine Craftsmanship|TLotRR|6|2. Determine Craftsmanship}", + "{@book Select Banes|TLotRR|6|3. Select Banes} (Elven or Númenórean weapons only)", + "{@book Attribute Qualities|TLotRR|6|4. Attribute Qualities}", + "{@book Name the Item|TLotRR|6|5. Name the Item}" + ] + } + ] + }, + { + "type": "entries", + "name": "1. Choose Item Type", + "page": 130, + "id": "29d", + "entries": [ + "The first thing to choose is the most important one: what piece of war gear is the object of the design? Is it a weapon, or a piece of armour, like a mail shirt, or a shield?", + "A Treasure Index must only include items that are designed explicitly for specific members of the Company; there is no place for a wondrous shield that none of the players will be interested in using.", + "For example, the Loremaster is designing a famous weapon meant for the {@race Barding|TLotRR} {@class Warden|TLotRR} of the Company. The warrior uses a sword as his primary weapon. The Loremaster selects a sword as the item type." + ] + }, + { + "type": "entries", + "name": "2. Determine Craftsmanship", + "page": 130, + "id": "29e", + "entries": [ + "Weapons and armour can be of Elven, Dwarven, or Númenórean craftsmanship. The following paragraphs give some insight about which item types are most suited to a particular origin. Apart from defining in broad terms the history of an item, the choice of craftsmanship also determines whether a weapon should feature Banes or not, and affects the choice of Qualities (see {@book Steps 3|TLotRR|6|3. Select Banes} and {@book step 4|TLotRR|6|4. Attribute Qualities}).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 131, + "name": "Elven Craftsmanship:", + "entries": [ + "The best enchanted weapons that may be found in forgotten hoards were made by Elvenwrights in Beleriand in the Elder Days, or in Eregion, for the wars against Sauron.", + "Glamdring and Orcrist are good examples, not to mention Bilbo's (and later Frodo's) sword Sting.", + { + "type": "inset", + "page": 131, + "id": "29f", + "entries": [ + "The Elves forged many famous swords, daggers, and enchanted spears. Other weapons or pieces of armour are not unknown, but more difficult to find." + ] + } + ] + }, + { + "type": "item", + "name": "Dwarven Craftsmanship:", + "page": 131, + "entries": [ + "Many extraordinary swords, helms, and suits of armour were wrought by Dwarves in their cities of Nogrod and Belegost, either for use by their most renowned chieftains and champions, or as gifts to the greatest lords amongst Elves and Men.", + "The works of Telchar, the smith of Nogrod, are particularly renowned: the sword Narsil and the Helm of Hador were among his chief creations.", + { + "type": "inset", + "page": 131, + "id": "2a0", + "entries": [ + "The smiths of Nogrod and Belegost crafted especially swords and axes, shields, helms, and suits of armour." + ] + } + ] + }, + { + "type": "item", + "name": "Númenórean Craftsmanship:", + "page": 131, + "entries": [ + "The weaponsmiths among the Men of Westernesse were taught by the Noldor in the making of swords, axe-blades, spearheads, and knives. They acquired great skill, and put it to good use in forging many weapons using strange metals.", + "The barrow-blades Tom Bombadil gave to the Hobbits were weapons of this sort; swords forged by the Númenóreans for their bitter wars against Carn Dûm in the Land of Angmar.", + { + "type": "inset", + "page": 131, + "id": "2a1", + "entries": [ + "The Men of Westernesse excelled in the making of many weapons, but rarely devoted themselves to the creation of suits of armour, recognising the greater ability of Dwarf-smiths." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "3. Select Banes", + "page": 131, + "id": "2a2", + "entries": [ + "Bane weapons describe instruments of war that have been wrought to defeat a specific enemy. If the magical item is of Elven or Númenórean craftsmanship, then it may be attributed with one or more banes, as several of the special virtues that may be attributed to it are effective only against bane creatures (see {@book Enchanted Rewards|TLotRR|6|Enchanted Rewards}). A bane weapon provides special benefits against one or more creature types.", + "Blades, spears, and arrow-heads forged in Númenor may have been wound about with spells for the bane of two creature types.", + { + "type": "inset", + "page": 131, + "id": "2a3", + "entries": [ + "Choose two types from the following: Orcs, Trolls, Wolves, Evil Men, Undead." + ] + }, + "Items crafted by the Elven-smiths of Beleriand or Eregion were generally created with only one type of enemy in mind.", + { + "type": "inset", + "page": 131, + "id": "2a4", + "entries": [ + "Choose one type from: Orcs, Wolves, or Spiders." + ] + }, + "Particularly ancient and rare, some blades may have been wrought for the bane of the Enemy itself, and as such may be particularly dangerous to all his servants and minions." + ] + }, + { + "type": "entries", + "name": "4. Attribute Qualities", + "page": 131, + "id": "2a5", + "entries": [ + "Player-heroes may improve their war gear by upgrading their weapons of choice using rewards. Similarly, Famous Weapons and Armour owe their qualities to rewards and enchanted rewards.", + "Upon creation, a number of qualities must be attributed to the magical item, choosing among the {@book rewards|TLotRR|3|Rewards} listed in {@book Chapter 4|TLotRR|3}, and the {@book enchanted rewards|TLotRR|6|Enchanted Rewards} described in this chapter, starting overleaf. The mix and number of qualities attributed to an object determine how powerful it will be.", + { + "type": "list", + "items": [ + "Generally, a famous weapon or piece of armour should feature a maximum of 3 qualities, and must include a minimum of one enchanted reward.", + "All qualities of an item can be recorded on the Magical Treasure Index in any order desired, keeping in mind that the qualities that are listed first are the ones that the owner will discover soonest (see {@book How Famous Weapons and Armour Work|TLotRR|6|How Famous Weapons and Armour Work})." + ] + } + ] + }, + { + "type": "entries", + "name": "5. Name the Item", + "page": 131, + "id": "2a6", + "entries": [ + "Precious Objects and Wondrous Artefacts rarely possess proper names\u2014They are usually named after their maker, or after their most famous owner ('The Necklace of Girion', 'The Arkenstone of Thrain', 'The Phial of Galadriel'). On the contrary, Famous Weapons and Armour often have a name, or even more than one, if the item is known by different folks.", + "All pieces of war gear included in a Treasure Index should be given an appropriate name, along with a set of historical notes. The name of an item can be revealed to its bearer who researches it or asks a Lore-master about it (see the {@action Meet Patron|TLotRR} Fellowship Phase undertaking).", + "A player is, of course, free to name an item themselves much as Bilbo did with Sting\u2014either because the object does not have a known name or the companion isn't interested in discovering it. The notes about {@book Named Weapons|TLotRR|3|Named Weapons} in {@book Chapter 4|TLotRR|3} can provide useful suggestions.", + { + "type": "inset", + "name": "Bane Weapons", + "page": 132, + "id": "2a7", + "entries": [ + "In addition to being possibly more effective against the types of creatures they were crafted to defeat, bane weapons are destructive to elements connected to the creatures that are the object of the bane, and would immediately be recognised as such by them.", + "For example, Orcs would not dare touch a blade forged for the bane of their kind, and a sword created for the destruction of giant Spiders would easily cut through the thickest of their webs." + ] + } + ] + }, + { + "type": "entries", + "name": "How Famous Weapons and Armour Work", + "page": 132, + "id": "2a8", + "entries": [ + "When a companion finds a Famous Weapon or Armour, the item displays the following number of qualities based on the current level of the Player-hero, in the order listed in the Loremaster's {@book Treasure Index|TLotRR|6|The Treasure Index}\u2014the remaining features are secret and considered to be 'dormant':", + { + "type": "list", + "items": [ + "One quality for Player-heroes at levels 1\u20134", + "Two qualities for Player-heroes at levels 5\u20138", + "Three qualities for Player-heroes at level 9 or higher" + ] + }, + "Player-heroes at levels 1\u20134 already possessing a Famous Weapon or Armour get to discover the next qualities as they reach 5th and 9th level (always unlocking the new characteristic in the order listed on the Treasure Index).", + "{@i For example, before leaving Rivendell for the Quest of the Ring, Frodo receives two precious heirlooms from Bilbo: the Elven short sword Sting, and the Mithril mail-shirt that Thorin gave him. Frodo is level 4, so he can immediately activate the first quality in each of the two items: Luminescence (for Sting) and Mithril (for the mail shirt). Later in the Quest, Frodo reaches 5th level, therefore he can now activate the second quality of both Sting and the Mithril mail-shirt}.", + { + "type": "inset", + "name": "Seeking a Lore-master", + "page": 132, + "id": "2a9", + "entries": [ + "Player-heroes who wish to know more about a Famous Weapon or Armour may either use {@feat Rune-craft|TLotRR} if they have it, or choose the {@action Study Magical Items|TLotRR} undertaking during a Fellowship Phase. Once they have learned all there is to know about the qualities of a Famous Weapon or Armour, they can choose the order in which the item's qualities are activated, ignoring how they have been listed on the {@book Treasure Index|TLotRR|6|The Treasure Index}." + ] + } + ] + }, + { + "type": "entries", + "name": "Enchanted Rewards", + "page": 132, + "id": "2aa", + "entries": [ + "All the qualities described below set the craftsmanship of an item apart from any other. The extraordinary characteristics of the object may be the result of ancient spells or graven runes, or they may be due to the innate qualities of the materials used for its crafting, or a combination of all such elements.", + "Often, the magical power of the object makes the item gleam with an unnatural light or appear as if burning with an enchanted flame, but in other cases the magical quality is more discreet, if noticeable at all. The Loremaster is encouraged to embellish the description of each Famous Weapon or Armour with appropriately epic details (or leave them to the owner of the object to devise).", + "Each enchanted reward's description includes any requirement that the enhanced object must satisfy for the quality to be applied to it. Qualities indicating a specific craftsmanship (Elven, Dwarven, or Númenórean) exemplify the features of war gear created by weaponsmiths and armourers belonging to that culture.", + { + "type": "inset", + "page": 132, + "id": "2ab", + "entries": [ + "Loremasters must keep in mind that they may apply a maximum of 3 rewards (enchanted or ordinary) to a Famous Weapon or Armour, always including a minimum of 1 enchanted reward. All enchanted rewards are unique, meaning that they can only be applied once to the same item." + ] + }, + "The Loremaster should note that the first six enchanted rewards are enhanced versions of those described in {@book Chapter 4|TLotRR|3|Rewards}\u2014qualities sharing a common descriptor cannot be attributed to the same item. (For example, a {@item Grievous sword|TLotRR} cannot be given the {@item Superior Grievous sword|TLotRR|Superior Grievous} enchanted reward.) Moreover, when designing an Elven or Númenórean weapon, the Loremaster should be sure to bestow upon it at least one enchanted reward that possesses the Bane requirement.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/067-06-08.sword.webp" + }, + "title": "Sword", + "width": 850, + "height": 156 + } + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@item Ancient Close Fitting Armour|TLotRR}", + "{@item Ancient Cunning Make Armour|TLotRR}", + "{@item Superior Fell Weapon|TLotRR}", + "{@item Superior Grievous Weapon|TLotRR}", + "{@item Superior Keen Weapon|TLotRR}", + "{@item Superior Reinforced Shield|TLotRR}", + "{@item Biting Dart Weapon|TLotRR}", + "{@item Cleaving Weapon|TLotRR}", + "{@item Flame of Hope Weapon|TLotRR}", + "{@item Foe-Slaying Weapon|TLotRR}", + "{@item Gleam of Terror Weapon|TLotRR}", + "{@item Hammering Weapon|TLotRR}", + "{@item Hollow Steel Weapon|TLotRR}", + "{@item Luminescence Weapon|TLotRR}", + "{@item Mithril Mail-shirt|TLotRR|Mithril Armour Mail-shirt}", + "{@item Rune-Scored Armour|TLotRR}", + "{@item Rune-Scored Shield|TLotRR}", + "{@item Rune-Scored Weapon|TLotRR}", + "{@item Straight Flight Weapon|TLotRR}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/068-06-09.undead-doorframe.webp" + }, + "width": 1700, + "height": 2158 + } + ] + }, + { + "type": "entries", + "name": "Cursed Items", + "page": 135, + "id": "2bf", + "entries": [ + "Items that have been buried in darkness for centuries represent a potential threat to adventurers and their lust for power. Sometimes, a treasure has been left to rot long enough for the Shadow to have wound about it an even darker fate.", + { + "type": "inset", + "page": 135, + "id": "2c0", + "entries": [ + "If a Player-hero uncovered a piece of Magical Treasure, be it a Marvellous Artefact, a Wondrous Item, or a Famous Weapon or Armour, the Loremaster may additionally take the chance to introduce a curse." + ] + }, + "A cursed item does not differ from an unmarred one in its virtues. The Loremaster simply proceeds to design the curse that is laid upon it, either by choosing a curse designed previously for the campaign, or by creating one on the spot using the rules below.", + { + "type": "inset", + "name": "Cursed Precious Objects", + "page": 135, + "id": "2c1", + "entries": [ + "Generally, only Magical Treasure can be cursed, but if the Loremaster wishes, it is of course possible to lay a curse upon a heap of gold or a chest of precious gems, but usually that type of treasure just has an ill feeling about it and a character may struggle to sell it. To make things slightly darker, a cursed Precious Object might be denied any sentimental value (see {@book Creating Precious Objects|TLotRR|6|Creating Precious Objects})." + ] + }, + { + "type": "entries", + "name": "How to Design a Curse", + "page": 136, + "id": "2c2", + "entries": [ + "A curse bestows an item with an additional feature, similar to a blessing or a reward, except that it has a detrimental effect rather than a positive one. The Loremaster may consult the list of sample curses found below to select the most appropriate one, or to use them as inspiration to design new ones.", + "A curse may not be initially apparent, but instead be activated by a specific circumstance. Examples of circumstances that might trigger a curse include: leaving the area where the cursed item was found; exposing the object to the light of the moon; at the first shedding of blood; in the presence of a specific type of creature; upon entering a dark land.", + "When creating a cursed item, the Loremaster must also secretly decide how its curse can be lifted. This should be no small task and should definitely form the focus of an Adventuring Phase in its own right. For example, a curse might only be lifted at the place of the item's forging, or by the light of the same moon by which it was made. It might require the casting of an ancient spell lost to the ages or by the slaying of a particularly dangerous creature.", + "Note that a cursed item is not an evil artefact, or a device created by the Enemy or meant to condemn a companion to a life of misery. It is a wonderful object bearing a lasting trace of darkness. While it may make a hero's life more dangerous for a while, the introduction of a cursed item is primarily meant to make the game more exciting!", + "Once a curse has been removed, the item reverts to being a regular magical item.", + "Here follow a number of examples.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 136, + "name": "Curse of Weakness:", + "entries": [ + "The cursed Player-hero displays the worst flaw connected to their own Shadow Path.", + { + "type": "list", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Cowardly ({@reward Wandering-Madness|TLotRR})", + "entries": [ + "When the curse takes hold of the bearer, all they can think of is turning tail and fleeing into the night." + ] + }, + { + "type": "item", + "name": "Fearful ({@reward Path of Despair|TLotRR})", + "style": "italic", + "entries": [ + "The curse undermines the spirit of the bearer, casting a shadow of fear and doubt over every action and decision." + ] + }, + { + "type": "item", + "name": "Murderous ({@reward Curse of Vengeance|TLotRR})", + "style": "italic", + "entries": [ + "A terrible thirst for blood and malevolence lies within the item, provoking the bearer to dark thoughts of violence and murder." + ] + }, + { + "type": "item", + "name": "Thieving ({@reward Dragon-Sickness|TLotRR})", + "style": "italic", + "entries": [ + "The item glitters with a sickly light that causes the bearer to desire more and more." + ] + }, + { + "type": "item", + "name": "Tyrannical ({@reward Lure of Power|TLotRR})", + "style": "italic", + "entries": [ + "The item foments a sense of overconfidence and arrogance within the bearer, causing them to belittle and undermine their companions." + ] + }, + { + "type": "item", + "name": "Traitorous ({@reward Lure of Secrets|TLotRR})", + "style": "italic", + "entries": [ + "The item fosters thoughts of paranoia and discord within the mind of its bearer, causing them to mistake their friends for foes." + ] + } + ] + }, + "Note that this flaw is considered temporary, and does not count for the purposes of succumbing to the Shadow." + ] + }, + { + "type": "item", + "name": "Darken:", + "entry": "When the item is revealed (a sword is unsheathed, a glove is removed to reveal a ring and so on) all shadows in the area seem to deepen, and all sources of light seem to grow weak: bright light in a 30-foot radius becomes dim light, and dim light becomes complete darkness." + }, + { + "type": "item", + "name": "Hunted:", + "entry": "The presence of the item does not go unnoticed, and one type of enemy (Orcs, Evil Men, the Enemy) perceive it when they come near it. In addition, journey events experienced by a travelling Company may be made to revolve around this hunt." + }, + { + "type": "item", + "name": "Ill-Luck:", + "entry": "Bad luck dogs the bearer at every turn, their victories turned to defeats by simple\u2014but persistent\u2014misfortune. When the bearer rolls a 20 on an attack roll, ability check, or saving throw, they must reroll the die and use the new roll." + }, + { + "type": "item", + "name": "Ill-Omen:", + "entry": "The bearer's arrival is preceded by dark warnings and fell omens, filling the hearts of former allies with dread and fear. This increases the DC of all ability checks made by the bearer during a council by +5." + }, + { + "type": "item", + "name": "Malice:", + "entry": "The object does not love its bearer, and will try to cause them harm, or otherwise trouble them. The bearer takes a \u22122 penalty on saving throws." + }, + { + "type": "item", + "name": "Owned:", + "entry": "The item is owned or was created by another creature, much as the Ring was owned by Sauron. The item may have found its way into the hands of the Player-hero so it might eventually return to its master. The Loremaster should decide upon a specific enemy to be the owner of the item, possibly choosing a recurring villain in the campaign. When in the presence of its owner, the item becomes useless: its special features turn out to be completely ineffective." + }, + { + "type": "item", + "name": "Shadow Taint:", + "entry": "The item bears a greater shadow-stain upon it than most cursed items. As long as the hero carries the item, their Shadow score is augmented: by 1 point for an artefact with one blessing, 2 for one with two blessings; in the case of a Famous Weapon or Armour, the Shadow increase is equal to 1 + the number of enchanted rewards on the item. This Shadow increase cannot be removed or healed, and will raise the hero's Shadow score until the curse is lifted." + }, + { + "type": "item", + "name": "Weakening:", + "entry": "The item's curse worms away at its bearer, bringing with it a terrible weakness. The Loremaster chooses an ability score. The bearer has disadvantage on all ability checks and saving throws made with that ability score." + } + ] + }, + { + "type": "inset", + "name": "Discovering the One Ring", + "page": 137, + "id": "2c3", + "entries": [ + "Bilbo's discovery of the One Ring in Gollum's cave is a shining example of predestination, as discussed in {@book Fate and Predestination|TLotRR|6|Fate and Predestination}. Bilbo was meant to find the Ring, and then to pass it over to Frodo. Perhaps the Loremaster of Bilbo's campaign was planning very far ahead indeed\u2014maybe even not realising at the time quite what they had created\u2014the goal might have been merely to give the Burglar a Marvellous Artefact bestowed with a blessing of {@skill Stealth}.", + "But how can the Ruling Ring of Sauron be created under the Magical Treasure rules? The short answer is that it cannot: it is the greatest magical artefact ever created in the history of Middle-earth after all. But let's indulge a little bit more...The Ring would probably have a blessing of {@skill Stealth} for its capability to make its wearer {@condition invisible}, but eventually reveal later to bestow another blessing on the skill that better defines its wearer's ambitions and desires: {@skill Intimidation} for a mighty warrior, {@skill Persuasion} for a leader of Men, {@skill Old Lore|TLotRR} for someone who desires to learn ancient secrets, {@skill Insight} for those who seek to know the hearts of others...But what about its curses? Well, let's not even get started..." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/069-06-10.cursed.webp" + }, + "width": 1700, + "height": 1647 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 8: The Shadow", + "page": 139, + "id": "2c4", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/070-07-01.the-shadow-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "entries": [ + "And that is another reason why the Ring should be destroyed: as long as it is in the world it will be a danger even to the Wise. For nothing is evil in the beginning." + ], + "style": "quote-pull" + }, + "The Middle-earth has been under attack by the forces of darkness since its creation. Across each age, the world has been threatened by the designs of a Dark Lord, a powerful Enemy relentless in the desire to dominate all. Sauron the Great, an evil spirit of immense power, might already be far closer to victory than any dare dread. The presence of the Enemy weighs upon the hearts of most inhabitants of Middle-earth, with the exception of a fortunate few living in the havens of the northwest. Multitudes living to the east and south worship him already as the only god they have ever known.", + "The Free Peoples are among those few who have cherished a glimmer of hope: the knowledge that, as powerful as he appears to be, Sauron can be resisted and even defeated by steadfast opposition. Countless battles have been won or lost by alliances of the folk of Middle-earth. Though the Shadow has never failed to return in a new shape, even after the most resounding defeats, neither has hope ever fully deserted the hearts of those who fight against it.", + "But the Shadow does not rely solely upon instruments of war and the devious deeds of its servants to breed fear and doubt. The temptations that dwell even in the hearts of the brave have ever been its ally\u2014valiant warriors, adventurers, and kings can all stray from their path willingly, given the right circumstances. No matter how pure they believe their motives to be, or how just the ends, giving in to their darkest desires will eventually lead them to exert their power for personal gain or the domination of others.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/071-07-02.the-shadow-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 822 + }, + { + "type": "section", + "name": "Shadow Points", + "page": 140, + "id": "2c5", + "entries": [ + { + "type": "quote", + "entries": [ + "To his distress and amazement he found that he was no longer looking at Bilbo; a shadow seemed to have fallen between them, and through it he found himself eyeing a little wrinkled creature with a hungry face and bony groping hands." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Challenging an almost all-powerful Enemy and facing its terrible minions is bound to instil a sense of fear and doubt in the Player-heroes, a sentiment that in time comes to weigh heavily on their hearts and minds.", + "In the game, this burden is represented by the accumulation of Shadow points, and by the sources that force their gain.", + { + "type": "inset", + "page": 140, + "id": "2c6", + "entries": [ + "In the course of play, the Player-heroes see their Shadow score ebb and flow, as they gain points during the Adventuring Phase as a consequence of their actions, and then they possibly lose them by making a saving throw, by strengthening their resolve (see {@book Harden Will|TLotRR|7|Harden Will}), or by mending their spiritual hurt during a Fellowship Phase (see {@book Spiritual Recovery|TLotRR|5|3. Spiritual Recovery})." + ] + }, + "Shadow points are kept track of by marking them in the appropriate box on the character sheet. Heroes cannot accumulate Shadow in excess of their maximum Wisdom score (any additional points gained do not raise a hero's Shadow score).", + { + "type": "entries", + "name": "Saving Throws Against Shadow", + "page": 140, + "id": "2c7", + "entries": [ + "A number of sources of Shadow allow players to make a saving throw to cancel, or at least reduce, the amount of points gained. These saving throws use either Intelligence, Wisdom, or Charisma, depending on the specific source of Shadow (see {@book Sources of Shadow|TLotRR|7|Sources of Shadow}).", + { + "type": "inset", + "page": 141, + "id": "2c8", + "entries": [ + "When a saving throw against Shadow is successful, the hero reduces the number of Shadow points gained by 1 point. If the saving throw succeeds by 5 or more, the Player-hero reduces the number of Shadow points gained by 2 points." + ] + }, + "The sources of Shadow that can be resisted with a saving throw ({@book Dread|TLotRR|7|Dread}, {@book Greed|TLotRR|7|Greed}, and {@book Sorcery|TLotRR|7|Sorcery}) are described later in this chapter.", + { + "type": "entries", + "name": "Shadow Conditions", + "page": 141, + "id": "2c9", + "entries": [ + "{@i The Lord of the Rings Roleplaying} introduces two new conditions to describe the effects of Shadow on Player-heroes: {@condition miserable|TLotRR} and {@condition anguished|TLotRR}. Both conditions are triggered as a character accumulates Shadow points.", + { + "type": "statblock", + "tag": "condition", + "source": "TLotRR", + "name": "Miserable", + "page": 141 + }, + { + "type": "statblock", + "tag": "condition", + "source": "TLotRR", + "name": "Anguished", + "page": 141 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Harden Will", + "page": 141, + "id": "2cc", + "entries": [ + "Adventurers who are struggling under the burden of the Shadow may tap into their innermost reserves of spiritual energy to harden their determination, before it's too late. For some, this effort takes the form of a demonstration of desperate strength; others enjoy a moment of clarity in their darkest moment, when all seems lost, and suddenly all doubts are cast away:", + { + "type": "inset", + "page": 141, + "id": "2cd", + "entries": [ + "In game terms, Player-heroes whose accumulated Shadow does not yet match their Wisdom score may choose to remove all their current Shadow, replacing it with a single Shadow Scar." + ] + }, + "A Shadow Scar is a 'permanent' Shadow point that can be removed only during a Yule Fellowship Phase, by choosing the {@action Heal Scars|TLotRR} undertaking, but is otherwise considered as a normal Shadow point for all purposes.", + { + "type": "quote", + "entries": [ + "Sam's plain hobbit-face grew stern, almost grim, as the will hardened in him, and he felt through all his limbs a thrill, as if he was turning into some creature of stone and steel that neither despair nor weariness nor endless barren miles could subdue." + ], + "skipMarks": true + } + ] + }, + { + "type": "entries", + "name": "Sources of Shadow", + "page": 141, + "id": "2ce", + "entries": [ + "Adventurers gain Shadow in many ways. When their determination is shaken by witnessing distressing events or facing terrible foes, then the source of Shadow points is Dread; if they are committing despicable actions, they are tainting their conscience with Misdeeds; if they take possession of precious or powerful objects, they may be tempted by Greed; finally, if they fall victim to dark magics they have to resist the effects of Sorcery.", + { + "type": "entries", + "name": "Dread", + "page": 141, + "id": "2cf", + "entries": [ + "Terror is a spear in the hand of the Enemy. Adventurers gain Shadow points whenever they witness something capable of striking fear or sowing doubts into their hearts, be it facing a horrible creature out of the darkest pits of Mordor, entering a place where shadows are made thicker by an ancient curse, or experiencing directly the terrible power of the Enemy.", + "The extent of the Shadow gain depends on the source of Dread\u2014the table in the next page provides a number of examples to help the Loremaster adjudicate (other sources, like the terror caused by a creature or a dark spell, are discussed in detail in the {@book Adversaries|TLotRR|7|Adversaries} section).", + { + "type": "inset", + "page": 141, + "id": "2d0", + "entries": [ + "Adventurers may resist the effects of Dread with a Charisma saving throw." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Sources of Dread", + "page": 142 + }, + { + "type": "quote", + "entries": [ + "But the king sat upon Snowmane, motionless, gazing upon the agony of Minas Tirith, as if stricken suddenly by anguish, or by dread. He seemed to shrink down, cowed by age." + ], + "skipMarks": true + } + ] + }, + { + "type": "entries", + "name": "Greed", + "page": 142, + "id": "2d1", + "entries": [ + "Hoards of gold and great stores of enchanted weapons and armour lie in forgotten caves. Heroes risk being corrupted by their own desire whenever they put their hands on gold and precious objects that were tainted by laying in the dark for a long time.", + "When the Player-heroes find a Hoard of treasure, they may gain a number of Shadow points if the Hoard was tainted (see {@book Chapter 7|TLotRR|6|Magical Treasure Rolls}).", + { + "type": "inset", + "page": 142, + "id": "2d2", + "entries": [ + "Adventurers may resist the effects of Greed with a Wisdom saving throw." + ] + }, + { + "type": "quote", + "entries": [ + "It is mine, I tell you. My own. My Precious. Yes, my Precious." + ] + } + ] + }, + { + "type": "entries", + "name": "Misdeeds", + "page": 142, + "id": "2d3", + "entries": [ + "Companions often confront challenges that are so demanding that they might be tempted to adopt extreme measures, especially if they aim to achieve a noble goal. When this happens, the Loremaster must consider if a course of action can be considered a Misdeed.", + "Player-heroes gain Shadow points whenever they commit an act that is essentially wrong or even nefarious in nature, regardless of the objective they are trying to achieve. The {@table Misdeeds|TLotRR} table can be used as the basis of the Loremaster's decision.", + { + "type": "inset", + "page": 142, + "id": "2d4", + "entries": [ + "A Misdeed is a special instance of Shadow gain, as it cannot be reduced or cancelled by a saving throw of any kind." + ] + }, + "The Loremaster should usually warn the players when they are about to carry out a Misdeed.", + { + "type": "quote", + "entries": [ + "\"You can say that I was too strong and took it by force. For I am too strong for you, halfling,\" he cried; and suddenly he sprang over the stone and leaped at Frodo." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Misdeeds", + "page": 142 + }, + { + "type": "inset", + "name": "Intention", + "page": 143, + "id": "2d5", + "entries": [ + "It is important to note that merely attempting to do something despicable is a Misdeed, regardless of whether the action succeeds or not. Moreover, it is possible to commit a Misdeed unknowingly, for example, attacking someone considered to be guilty of a heinous crime, but who later turns out to be innocent. In this case, the Player-heroes should not gain Shadow automatically, but only if they don't attempt to make reparations when their mistake comes to light. If their reaction is one of contrition and they show an earnest attempt to put the situation right, then they can be allowed to make a {@dc 15} Wisdom saving throw to resist the Shadow gain." + ] + } + ] + }, + { + "type": "entries", + "name": "Sorcery", + "page": 143, + "id": "2d6", + "entries": [ + "It is said that those who are in the favour of the Dark Lord are often rewarded with evil knowledge. Some are able to wield such knowledge to terrible effect, twisting it into a form of dark magic. Adventurers gain Shadow when they fall victim to the dreadful spells of the Enemy and his minions.", + "The number of Shadow points gained by the Player-heroes depends on the power of the sorcerous spell. Often, failing a saving throw against Sorcery has additional negative consequences.", + { + "type": "inset", + "page": 143, + "id": "2d7", + "entries": [ + "Adventurers may resist the effects of Sorcery with an Intelligence saving throw." + ] + }, + { + "type": "quote", + "entries": [ + "Then the leader, who was now half across the Ford, stood up menacing in his stirrups, and raised up his hand. Frodo was stricken dumb." + ], + "skipMarks": true + } + ] + } + ] + }, + { + "type": "entries", + "name": "Madness", + "page": 143, + "id": "2d8", + "entries": [ + "As seen in {@book Shadow Conditions|TLotRR|7|Shadow Conditions}, Player-heroes whose Shadow score reaches the full value of their Wisdom score become {@condition anguished|TLotRR}. Once they reach this point, they can get rid of Shadow only in one way\u2014by playing out a bout of madness, a violent reaction marking a significant step in their downward course towards degeneration.", + { + "type": "inset", + "page": 143, + "id": "2d9", + "entries": [ + "To play out a bout of madness, players must describe how their characters lose control for a short period of time, doing something they will later regret." + ] + }, + "To describe their loss of control, players should take into consideration the source of the last Shadow gain that pushed their heroes beyond their limit, a character's Shadow Path, or one of their flaws (see {@book Shadow Paths|TLotRR|7|Shadow Paths} overleaf).", + "Here are some examples of the consequences of a bout of madness:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Betrayal:", + "entries": [ + "The Player-hero fails to keep their word or to perform an assigned duty, and the Company suffers the consequences. For example, the hero fails to watch over a prisoner properly and the prisoner escapes." + ] + }, + { + "type": "item", + "name": "Fear:", + "entries": [ + "The heroes fall prey to their fears, and flee from any source of danger, thinking only about preserving themselves from any threat." + ] + }, + { + "type": "item", + "name": "Lust:", + "entries": [ + "Lusting characters feel an irresistible desire for an object not belonging to them, and try to take it, secretly or overtly." + ] + }, + { + "type": "item", + "name": "Rage:", + "entries": [ + "Raging characters brood over real or imaginary wrongs until they react aggressively to a perceived threat or source of opposition." + ] + } + ] + }, + "If nothing seems to fit the circumstances, a standard bout of madness can take the form of an aggression of any type, verbal or physical, upon the most likely and available target. Player-heroes quickly regain control of themselves once their bout of madness passes. They see their mind finally cleared of the tangle of fear and doubt they fell into before facing the crisis.", + { + "type": "inset", + "page": 143, + "id": "2da", + "entries": [ + "They are no longer {@condition anguished|TLotRR} and remove all their current Shadow points, but they advance one step along their Shadow Path." + ] + }, + "A bout of madness must take place during the current Adventuring Phase (player-heroes ending the Adventuring Phase with a Shadow score matching their Wisdom score can be considered to have left the Company and are retired from the game).", + { + "type": "quote", + "entries": [ + "What have I done? Frodo, Frodo!\" he called. \"Come back! A madness took me, but it has passed. Come back!" + ] + }, + { + "type": "entries", + "name": "Shadow Paths", + "page": 144, + "id": "2db", + "entries": [ + "In addition to resetting their Shadow score, every time a hero suffers a bout of madness they advance along the Shadow Path corresponding to their chosen calling. All paths are articulated along a number of steps towards degeneration, with each step marked by the acquisition of a different flaw\u2014a Distinctive Feature with a negative connotation.", + "A Player-hero's calling determines which flaws are acquired, based on the character's Shadow Path.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Shadow Paths", + "page": 144 + } + ] + }, + { + "type": "entries", + "name": "Succumbing to the Shadow", + "page": 144, + "id": "2dc", + "entries": [ + "Heroes who develop the full complement of four flaws risk succumbing totally to the Shadow:", + { + "type": "inset", + "page": 144, + "id": "2dd", + "entries": [ + "The next time that their Shadow score reaches their Wisdom score they do not become {@condition anguished|TLotRR} but are taken out of play instead." + ] + }, + "A Player-hero who succumbs to the Shadow is going to disappear from the game soon, probably as a consequence of one of the following events:", + { + "type": "list", + "page": 144, + "items": [ + { + "type": "item", + "name": "Lost to Madness:", + "entries": [ + "When Men, Hobbits, or Dwarves fall under the Shadow, they succumb to madness. More often than not, this results sooner or later in their death, as they threaten others to the extent that they end up being killed, or starve to death in some solitary place, forsaken by folk and beasts." + ] + }, + { + "type": "item", + "name": "Return to Valinor:", + "entries": [ + "When the burden of the Shadow overpowers Elves, they seek to leave Middle-earth as soon as possible, to sail for the Uttermost West and be healed of the sadness and misery of this world." + ] + } + ] + }, + "The details about the fate of a Player-hero who descends a Shadow Path to its bottom are up to the Loremaster and the player controlling the fallen character. They should work together to find a way to incorporate the hero's destiny into the ongoing game." + ] + } + ] + }, + { + "type": "entries", + "name": "Using Flaws", + "page": 144, + "id": "2de", + "entries": [ + "Every time heroes develop a flaw they are renouncing their higher ambitions and embracing simpler, more primitive emotions. They are trading respect for arrogance, love for lust, trust for suspicion.", + "The Loremaster should take into account the effects of a flaw whenever the performance of a Player-hero can be made worse by it.", + { + "type": "inset", + "page": 144, + "id": "2df", + "entries": [ + "If a Player-hero is making an ability check that can plausibly be affected by a flaw, the check has disadvantage." + ] + }, + { + "type": "inset", + "name": "Example", + "id": "2e0", + "entries": [ + "{@i An arrogant hero is making a Charisma ({@skill Persuasion}) check. The Loremaster considers that her pompous conduct may worsen her chances to succeed, so the check has disadvantage.}" + ] + }, + "The following sections describe the various flaws that Player-heroes may develop as a result of their degeneration, grouped by Shadow Path. The Loremaster can use the definitions listed here to determine the effects of a bout of madness, and the players may use them to keep in mind how a flaw should affect the behaviour of a Player-hero.", + { + "type": "inset", + "name": "Flawed Heroes", + "page": 144, + "id": "2e1", + "entries": [ + "Flawed adventurers haven't lost the possibility of being heroes. Many of the characters described in the books display the influence of the Shadow to some measure\u2014certainly Boromir, or Frodo, but also Aragorn and even Gandalf. In most cases, they were able to keep their weaknesses in check, avoiding corruption's most dire consequences." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Curse of Vengeance", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "\"I wish I had Gandalf here! Curse him for his choice of you!...As for you, I will throw you to the rocks!\" he cried and lifted Bilbo in his arms." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Dragon-Sickness", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "...he fell under the Dragon-sickness, and took most of the gold and fled with it, and died of starvation in the Waste, deserted by his companions." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Lure of Power", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "It is by our own folly that the Enemy will defeat us,\" cried Boromir. \"How it angers me! Fool! Obstinate fool! Running wilfully to death and ruining our cause." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Lure of Secrets", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Path of Despair", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "Now the Company is all in ruin. It is I that have failed. Vain was Gandalf's trust in me. What shall I do now?" + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Wandering-Madness", + "page": 146 + }, + { + "type": "quote", + "entries": [ + "I feel I need a holiday, a very long holiday, as I have told you before. Probably a permanent holiday: I don't expect I shall return." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/072-07-04.monsters-in-the-woods.webp" + }, + "width": 1700, + "height": 1891 + } + ] + } + ] + }, + { + "type": "section", + "name": "Adversaries", + "page": 146, + "id": "2e8", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/073-07-03.army-with-banner.webp" + }, + "width": 1700, + "height": 1140 + }, + { + "type": "quote", + "entries": [ + "For the folk of Arnor dwindled, and their foes devoured them..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Not all the servants of the Enemy are Orcs, Trolls or Wraiths. Among the foes of those who choose to oppose the Shadow are many who cannot be distinguished easily from their friends, if at all. And in times of doubt, a deadly threat may come from otherwise steadfast allies, turned into ruthless adversaries by simple misunderstanding, or, worse, by treachery or betrayal.", + "This chapter presents a selection of adversaries, from the various cunning and evil creatures of Middle-earth, to misguided individuals that end up opposing the deeds of the Player-heroes.", + { + "type": "entries", + "name": "Evil Men", + "page": 148, + "id": "2e9", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player-heroes for reasons not dependent on an allegiance with the Dark Lord.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/074-07-05.evil-men.webp" + }, + "width": 1700, + "height": 1242 + }, + { + "type": "entries", + "name": "Hostile Southerners", + "page": 148, + "id": "2ea", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...", + { + "type": "quote", + "entries": [ + "If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk..." + ] + }, + { + "type": "statblock", + "name": "Southerner Raider", + "source": "TLotRR", + "page": 149, + "tag": "creature" + }, + "When a particularly harsh winter has passed, Men from the South may assemble war parties and look for some isolated homestead to plunder, before retreating just as quickly back into the mists where they came from.", + { + "type": "statblock", + "page": 149, + "name": "Southerner Champion", + "source": "TLotRR", + "tag": "creature" + }, + "A Southerner Champion may be a chieftain from Dunland, a bandit lord capable of uniting a number of fractious warriors into a small army, or just a particularly vicious brigand." + ] + }, + { + "type": "entries", + "name": "Ruffians", + "page": 149, + "id": "2eb", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.", + { + "type": "quote", + "entries": [ + "\"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Footpad", + "page": 149, + "source": "TLotRR", + "tag": "creature" + }, + "A cowardly bandit, ready to rob a defenceless victim, but capable of ambushing a lonely companion with the help of others.", + { + "type": "statblock", + "name": "Ruffian Leader", + "page": 150, + "source": "TLotRR", + "tag": "creature" + }, + "Tougher or simply fiercer, a leader is a ruffian who has reached the top with the help of a sharper mind, or blade.", + { + "type": "statblock", + "name": "Highway Robber", + "page": 150, + "source": "TLotRR", + "tag": "creature" + }, + "More dangerous than a common brigand, a Highway Robber is used to a life in the Wild, and has learned how to deal with armed victims.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/075-07-06.fancy-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 460 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Orcs", + "page": 151, + "id": "2ec", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any.", + { + "type": "entries", + "name": "Great Orcs", + "page": 151, + "id": "2ed", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.", + { + "type": "quote", + "entries": [ + "...he was a great Orc with a huge iron-clad head, and yet agile and strong." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Great Orc Chief", + "page": 151, + "source": "TLotRR", + "tag": "creature" + }, + "Great Orcs are often encountered as leaders and chieftains of their weaker-blooded relatives.", + { + "type": "statblock", + "name": "Great Orc Bodyguard", + "page": 152, + "source": "TLotRR", + "tag": "creature" + }, + "Less cunning than those who lead them, these fell creatures protect their captains at the cost of their lives." + ] + }, + { + "type": "entries", + "name": "Orcs of the North", + "page": 152, + "id": "2ee", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.", + { + "type": "quote", + "entries": [ + "We have come all the way from the Mines to kill, and avenge our folk." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/076-07-07.orc-army.webp" + }, + "width": 1700, + "height": 573 + }, + { + "type": "statblock", + "name": "Goblin Archer", + "page": 152, + "source": "TLotRR", + "tag": "creature" + }, + "A Goblin Archer is an Orc chosen for his keen eyes. His ability to see in the dark, coupled with a steady hand, lets him shoot arrows with precision by night or day.", + { + "type": "statblock", + "name": "Orc-chieftain", + "page": 153, + "source": "TLotRR", + "tag": "creature" + }, + "Only the most wicked and cruel Orcs live long enough to become chieftains and lead their tribe or warband to battle. An Orc-chieftain is easy to recognise, as it is usually the largest in a group, wielding the meanest weapons and donning superior armour. Often, tell-tale scars or mutilations mark a chieftain's long service under the Shadow.", + { + "type": "statblock", + "name": "Orc Guard", + "page": 154, + "source": "TLotRR", + "tag": "creature" + }, + "The strongest and boldest Orcs are equipped with the toughest armour they can find or put together, and are placed to keep watch on an area wielding a sword and sturdy shield.", + { + "type": "statblock", + "name": "Orc Soldier", + "page": 154, + "source": "TLotRR", + "tag": "creature" + }, + "Armed with characteristic bent swords, Orc soldiers are a loud, undisciplined lot. Only a forceful chieftain with a cruel whip and a sharp blade can keep them in line." + ] + } + ] + }, + { + "type": "entries", + "name": "Trolls", + "page": 155, + "id": "2ef", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered.", + { + "type": "entries", + "name": "Cave-Trolls", + "page": 155, + "id": "2f0", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.", + { + "type": "quote", + "entries": [ + "A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Great Cave-troll", + "page": 155, + "source": "TLotRR", + "tag": "creature" + }, + "Feared by its own handlers, a Great Cave-troll is sent by Orcs to smash the defences and the morale of the foes they fear the most.", + { + "type": "statblock", + "name": "Cave-troll Slinker", + "page": 156, + "source": "TLotRR", + "tag": "creature" + }, + "This breed of Cave-troll is smaller than many of its kin, but still larger than most Orc-kind. Used to living in the depths of the earth, a Cave-troll Slinker often hunts alone and in the dark, relying on its acute sense of smell.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/077-07-08.eye-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 353 + } + ] + }, + { + "type": "entries", + "name": "Stone-Trolls", + "page": 156, + "id": "2f1", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.", + { + "type": "quote", + "entries": [ + "...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Stone-Troll Robber", + "page": 156, + "source": "TLotRR", + "tag": "creature" + }, + "A Stone-troll Robber's appearance, while always frightful, is made less monstrous by their tendency to wear simple clothes, cook their food and use tools like drinking jugs and barrels.", + { + "type": "statblock", + "name": "Stone-Troll Chief", + "page": 157, + "source": "TLotRR", + "tag": "creature" + }, + "Small groups of Stone-trolls may band together around a stronger member of their breed, to attack caravans of merchants or isolated farmhouses.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/078-07-09.stone-troll.webp" + }, + "width": 1700, + "height": 789 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Undead", + "page": 158, + "id": "2f2", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses.", + "Whatever is their true nature, all Undead creatures are hard to defeat and provoke a sentiment of horror in those who encounter them.", + { + "type": "entries", + "name": "Wights", + "page": 158, + "id": "2f3", + "entries": [ + "Wights are malevolent creatures inhabiting the cold flesh of the dead. They hunger for the life and warmth of those who are unlucky enough to stumble into a region troubled by their presence. They strike from the cover of thick mists, or under the cloak of night, seeking to subdue their prey with their spells. They are hard to kill, and even if their bodies are destroyed, the spirit that animates them is unharmed, and flees to find some other barren place to haunt.", + { + "type": "quote", + "entries": [ + "Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Barrow-Wight", + "source": "TLotRR", + "page": 158, + "tag": "creature" + }, + "Sent to the hills of Tyrn Gorthad by the Witch-king of Angmar to plague his enemies in the wars against Arnor, a Barrow-wight appears as a tall, dark figure, with cold eyes lit by a pale light. It wears rings on its skeletal fingers, and gold chains around its neck. In its grip is an ancient, pitted blade.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/079-07-10.monsters-on-rocks.webp" + }, + "width": 1700, + "height": 1256 + } + ] + }, + { + "type": "entries", + "name": "Wraiths", + "page": 159, + "id": "2f4", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.", + { + "type": "quote", + "entries": [ + "Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Fell Wraith", + "page": 159, + "source": "TLotRR", + "tag": "creature" + }, + "Fell wraiths appear as crooked wanderers, roaming among ancient ruins, wrapped in cloaks hiding their spectral features. Their flesh is almost transparent, and their eyes seem to glow like embers. If encountered in the hours of twilight, they may pass as Men, as they can speak, even if with an unusual hissing voice and strange accents. Fell Wraiths carry old weapons, relics from an age of strife that they employ to deadly effectiveness.", + { + "type": "statblock", + "name": "Marsh-Dwellers", + "page": 160, + "source": "TLotRR", + "tag": "creature" + }, + "The Marsh-dwellers are shambling humanoid creatures with a clammy pale flesh, like that of a corpse left to rot in the water. A fell light in their small eyes suggests a wicked vitality and intent. They dwell among ruins where Men used to live, often by dark pools of stagnant water. They hide underground in small groups, ready to ambush unwary travellers and drag them into the cellars where they hoard their stolen gold.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/080-07-11.warrior-in-room.webp" + }, + "width": 1700, + "height": 2055 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "page": 162, + "id": "2f5", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat.", + { + "type": "entries", + "name": "Wargs", + "page": 162, + "id": "2f6", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.", + { + "type": "quote", + "entries": [ + "How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/081-07-12.wolves.webp" + }, + "width": 1700, + "height": 556 + }, + { + "type": "statblock", + "name": "Wild Wolf", + "page": 162, + "source": "TLotRR", + "tag": "creature" + }, + "The average Warg, a Wild Wolf is slightly larger than an ordinary wolf, and much more vicious. It can be encountered in a pack, but also as a solitary hunter or scout, ready to howl and alert other Wargs and evil creatures for miles around. Orcs learn how to ride upon Wild Wolves like men do on horses.", + { + "type": "statblock", + "name": "Wolf-Chieftain", + "page": 163, + "source": "TLotRR", + "tag": "creature" + }, + "Greater in stature, cruelty and cunning than ordinary Wargs, a Wolf-chieftain is called upon by its lesser kin to deal with serious threats, like bands of travelling adventurers trespassing into Warg territory. A Wolf-chieftain is never encountered alone, but always surrounded by a pack of Wild Wolves." + ] + }, + { + "type": "entries", + "name": "Werewolves", + "page": 163, + "id": "2f7", + "entries": [ + "It is suspected by the most learned among the Wise that the cruellest packs of Wargs might be led by the foulest of creatures: trusted servants of the Dark Lord returned from the Ancient World to serve him once again. Devouring spirits trapped in wolf-form, they hate the very soil they walk upon, and desire only to defile and ruin in an attempt to quench the dreadful hunger that consumes their mortal bodies.", + { + "type": "quote", + "entries": [ + "Listen, Hound of Sauron!\" he cried. \"Gandalf is here. Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring." + ] + }, + { + "type": "statblock", + "name": "Hound of Sauron", + "page": 164, + "source": "TLotRR", + "tag": "creature" + }, + "Chosen for its ferocity and malicious intelligence, a Hound of Sauron is a minion of the Dark Lord, a servant sent on a precise errand, be it the gathering of forces for a coming war, the hunt for a specific individual, or spying on an area. Hidden behind the shape of an ordinary Warg, a Hound of Sauron conceals much greater powers." + ] + } + ] + }, + { + "type": "entries", + "name": "Nameless Things", + "page": 164, + "id": "2f8", + "entries": [ + { + "type": "quote", + "entries": [ + "There are older and fouler things than Orcs in the deep places of the world." + ], + "style": "quote-pull" + }, + "The darkest legends of the Dwarves whisper of ancient things living in the pools and lakes of remote dales, and lurking in dark tunnels dug before the Orcs came to the mountains. So little is known about these beings that no one ever gave them a name. They do not seem creations of the Great Enemy, Morgoth, for they are older than his lieutenant Sauron, and unknown to him. Their accursed breed might be akin to that of the monstrous Ungoliant, the mother of all Spiders, but they might be something else entirely. Whence they came no one can say\u2014they are evil, but they do not heed the call of the Shadow.", + "What is certain about all of them is that they are always a horrible sight to behold, and that they are very dangerous. They are not just simple beasts, but have a primitive intelligence, linked to their survival instinct, certainly, but often betraying some deeper drive or craving. They all hate the light, and thus live in the darkest recesses of the earth, or in the depths of lakes or underground rivers, which is the reason why no one has ever seen one of them in their entirety. If they come to the surface, they do it for a short time, enough to spread fear and despair, and then they return to their hidden lairs to rest undisturbed.", + { + "type": "entries", + "name": "Nameless Things in the Third Age", + "page": 164, + "id": "2f9", + "entries": [ + "Nameless Things can be introduced to the game by a Loremaster looking for a formidable adversary for their Company of heroes. Differently from most opponents presented in this volume, they do not really belong to a specific breed, and thus must be designed by the Loremaster personally, using the guidelines offered below. The result will be a unique creature, complete with a level of backstory, to underline the long years that the creature has spent troubling the unhappy world." + ] + }, + { + "type": "entries", + "name": "Children of Darkness", + "page": 164, + "id": "2fa", + "entries": [ + "To create a Nameless Thing, the Loremaster either rolls dice on the following tables or directly chooses the entries they consider to be most fitting.", + "The tables numbered from 1 to 5 are used to create the identity of the thing, and give it a story.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 01. The Thing is Referred to as...|TLotRR|Table 01} is used to determine {@i how the Thing is referred to}", + "{@table Table 02. The Thing can be described as...|TLotRR|Table 02} is used to generate its {@i general description}", + "{@table Table 03. When first encountered...|TLotRR|Table 03} is used to determine what the Player-heroes notice moments before the {@i Thing appears}, and then {@i what they see first}", + "{@table Table 04. A Rumour About the Thing|TLotRR|Table 04} is used to generate a {@i rumour about the Thing}", + "{@table Table 05. Where the Thing is Remembered|TLotRR|Table 05} is used to discover {@i where the Thing is remembered}" + ] + }, + "Tables 06 to 08 are instead used to determine the characteristics of the Nameless Thing in gaming terms, in conjunction with the stat block presented overleaf.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 06. Characteristics|TLotRR|Table 06} determines all the usual stats required to use the Thing as an adversary, including its Armour Class, Hit Points, and physical ability scores. It also provided the recommended challenge rating of the Thing.", + "{@table Table 07. Attack Forms|TLotRR|Table 07} is used to determine the forms of attack that the Thing employs. There are suggestions for each type, but you'll want to use the previous entries as well to help fill in the details.", + "All Nameless Things, being creatures of darkness, suffer badly the light of the sun, and so display the Sunlight Sensitivity trait. Each Thing may possess additional special traits, chosen from {@table Table 08. Special Traits|TLotRR|Table 08}." + ] + }, + { + "type": "statblock", + "name": "Nameless Thing", + "page": 165, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 01. The Thing is referred to as...", + "page": 165 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 02. The Thing can be described as...", + "page": 166 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 03. When first encountered...", + "page": 166 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 04. A Rumour About the Thing", + "page": 167 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 05. Where the Thing is Remembered", + "page": 168 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 06. Characteristics", + "page": 169 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 07. Attack Forms", + "page": 169 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 08. Special Traits", + "page": 170 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Eye of Mordor", + "page": 171, + "id": "2fb", + "entries": [ + { + "type": "quote", + "entries": [ + "The number must be few, since your hope is in speed and secrecy. Had I a host of Elves in armour of the Elder Days, it would avail little, save to arouse the power of Mordor." + ], + "style": "quote-pull" + }, + "As the Twilight of the Third Age darkens and the War of the Ring approaches, the will of the Dark Lord pushes all wicked things to evil ends. Since his revelation in the year 2951, Sauron is awake and his spies and servants are abroad once again.", + "Many unfriendly things having little love for Elves, Dwarves, and Men are stirred into action, and those who dare to leave their homes find themselves often plagued by an ill-fortune. Distant folks grow suspicious and estranged once again. The arm of the Enemy grows longer every day.", + "The possibility that a Company catches the Eye of the Enemy is expressed in gaming terms through the rules for Eye Awareness and its major and most terrible consequence\u2014{@i the Hunt}.", + { + "type": "list", + "page": 171, + "items": [ + "{@book Eye Awareness|TLotRR|7|Eye Awareness} is a rating measuring the level of attention that the Enemy reserves for the Company of Player-heroes. Its rating ebbs and flows based on their actions and wandering, and is kept track of from session to session.", + "When the Eye Awareness of a Company reaches a certain limit, it triggers {@book the Hunt|TLotRR|7|The Hunt}, representing the way that the Enemy is able to focus the hostility of the world itself towards the group of Player-heroes." + ] + }, + { + "type": "inset", + "page": 171, + "name": "Optional Rules?", + "id": "2fc", + "entries": [ + "The rules concerning the Eye of Mordor are particularly suitable to be introduced later in the game, when the Company has already been playing for a few years of game time. This is because they add a layer of complexity that not every group may find to their liking, and also because they are meant to represent how the Enemy reacts to the deeds of a successful group of adventurers." + ] + }, + { + "type": "entries", + "name": "Eye Awareness", + "page": 171, + "id": "2fd", + "entries": [ + "In general terms, the Eye Awareness rating of a Company is based on the number of Player-heroes in the group, which Heroic Cultures are represented in it, and the intensity of their adventuring activity. A larger and more active group of Player-heroes, including Heroic Cultures recognised as enemies of Sauron such as Rangers or Elves, has more chances to raise suspicions and stir the minions of the Shadow into action than a smaller group composed solely of Hobbits.", + { + "type": "inset", + "page": 171, + "id": "2fe", + "entries": [ + "To keep track of Eye Awareness it is best to use a number of counters or tokens (glass beads work fine) that should be placed on the gaming table, within reach of all players (about 20 tokens should suffice)." + ] + }, + { + "type": "entries", + "name": "Starting Eye Awareness Score", + "page": 171, + "id": "2ff", + "entries": [ + "The starting Eye Awareness of a Company is calculated at the beginning of each Adventuring Phase. This value is determined by the composition of the group, as the Enemy keeps a closer watch on those individuals he hates, or fears, the most.", + "Check the table below to find out the individual score corresponding to each hero in the Company (nonplayer characters journeying with the Company are not normally considered part of it for the purposes of calculating Eye Awareness).", + { + "type": "list", + "page": 171, + "items": [ + "To find the starting Eye Awareness of the Company, find its basic score using the table below (apply only the highest applicable entry), then add 1 for each Player-hero with a proficiency bonus of +4 or more.", + "Additionally, the spies of the Enemy can be attracted by adventurers carrying powerful weapons: add 1 for each Famous Weapon and Armour carried by members of the Company." + ] + }, + { + "type": "table", + "page": 171, + "colLabels": [ + "Player-heroes", + "Eye Awareness" + ], + "colStyles": [ + "col-8", + "col-4 text-center" + ], + "rows": [ + [ + "Only Hobbits or Men", + "0" + ], + [ + "One or more Dwarves", + "1" + ], + [ + "One or more Dúnedain or Elves", + "2" + ], + [ + "One or more High Elves", + "3" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Increasing Eye Awareness", + "page": 172, + "id": "300", + "entries": [ + "A Company's Eye Awareness score increases in the course of an Adventuring Phase as a consequence of a number of circumstances, as detailed in the following paragraphs.", + { + "type": "inset", + "page": 172, + "id": "301", + "entries": [ + "The Loremaster must keep track of these instances, and update the Eye Awareness score of the company accordingly." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Rolling 1s:", + "entries": [ + "When under the Shadow, even the most successful exploits can be tainted by fear and self-doubt.", + { + "type": "list", + "items": [ + "Raise the Eye Awareness of the Company by 1 point whenever the {@dice d20} roll on an ability check is a 1, regardless of whether the roll resulted in a success or a failure." + ] + }, + "If the Loremaster considers it appropriate, rolling a 1 under particularly dramatic or otherwise grave circumstances may increase the Eye Awareness by 2 points or more instead of 1. Conversely, if the company is currently in a place deemed by the Loremaster to be safe, a 1 might not provoke an increase at all." + ] + }, + { + "type": "item", + "name": "Shadow Gain:", + "entries": [ + "A Player-hero tormented by grief and beset by the threat of corruption carries a burden that the Shadow is quick to recognise and exploit.", + { + "type": "list", + "items": [ + "Whenever a Player-hero gains 1 or more Shadow points, increase the Eye Awareness level by an equal amount." + ] + } + ] + }, + { + "type": "item", + "name": "Using Magic:", + "entries": [ + "Blatant displays of magical power further augment a Company's Eye Awareness score, in a measure that is proportional to the magical effect.", + { + "type": "list", + "items": [ + "Spells cast by a Wizard or another nonplayer character capable of such feats provoke the increase of the Eye Awareness score by 1 point in case of a {@i lesser effect}, 2 points for a {@i major spell}, and 3 points for a really {@i powerful spell} (see examples below)." + ] + }, + "Note that this does not apply to every use of magic\u2014for example, tracing signs on a surface that will be visible only to friendly eyes, or embellishing pipe-smoke or fireworks with shapes and colours does not provoke the increase of Eye Awareness\u2013unless they are done in the wrong place, or at the wrong time, of course!", + "Examples of display of magical power include:", + { + "type": "list", + "items": [ + "{@i Lesser effects} (+1 point): Illuminate a dark passage with a short blaze of magical light, open a locked door, play tricks with voices or sounds.", + "{@i Major spells} (+2 points): Light a fire in a storm, block a door against a powerful adversary, make a tree burst into flames.", + "{@i Powerful spells} (+3 points): Rain lightning down upon an advancing enemy, lend speed to a travelling company, make the waters of a river swell with rage." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Resetting Eye Awareness", + "page": 172, + "id": "302", + "entries": [ + "When an Adventuring Phase ends, the tally for Eye Awareness is suspended for the length of the Fellowship Phase. The Eye Awareness score of the Company is set again at its starting score at the beginning of the following Adventuring Phase." + ] + } + ] + }, + { + "type": "entries", + "name": "The Hunt", + "page": 172, + "id": "303", + "entries": [ + "Using the rules explained above, the Eye Awareness level of a Company grows session after session during the Adventuring Phase as a consequence of the actions of the Player-heroes. To determine whether this puts the Company at the risk of being noticed by the Enemy, the Loremaster must compare the Eye Awareness rating to another value, called the Company's {@i Hunt threshold}.", + { + "type": "entries", + "name": "Hunt Threshold", + "page": 173, + "id": "304", + "entries": [ + "At any given time, the Hunt threshold of the Company is determined by the region where the heroes are located, based on the Region table below. If the Player-heroes travel from one region to another, the Hunt threshold will change accordingly.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Region Table", + "page": 173 + }, + "A number of modifiers can alter the value set by the region, as the Company takes precautions or finds itself travelling under the protection of a powerful individual (see the Hunt Modifiers table below).", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Hunt Modifiers Table", + "page": 174 + }, + "The status of the Company as far as the perception of the Enemy is concerned is evaluated comparing the Hunt threshold to the Eye Awareness rating:", + { + "type": "inset", + "page": 174, + "id": "305", + "entries": [ + "As long as the Eye Awareness rating of the Company is lower than the Hunt threshold, the Player-heroes are considered to be hidden." + ] + }, + "In the eyes of the Enemy the adventurers are just a group of stray wanderers, and their actions are of small concern.", + { + "type": "inset", + "id": "306", + "page": 174, + "entries": [ + "Should the Eye Awareness match or exceed the Hunt threshold, the group would be revealed to the Eye, and something bad will happen as a consequence." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/082-07-13.adventures-looking-at-ruins.webp" + }, + "width": 1700, + "height": 1223 + } + ] + }, + { + "type": "entries", + "name": "Revealing the Company", + "page": 174, + "id": "307", + "entries": [ + "A Company is revealed to the Enemy when the Eye Awareness score of the company matches or exceeds the current Hunt threshold. When this happens, the Loremaster will introduce a {@i Revelation episode}, a dangerous event reflecting the increased hostility of the game world towards the members of the Company.", + "The source of this hostility may differ wildly from one Revelation episode to another: it may be the result of the direct actions of servants of the Enemy aimed to thwart the Company's plans, an accident caused by the ill-will of another unfriendly power, or simply an unusual and sinister stroke of bad luck. There are many strange and dark powers in Middle-earth, and not all of them are necessarily in league with the Dark Lord...", + { + "type": "inset", + "page": 174, + "id": "308", + "entries": [ + "As soon as the Loremaster has played out a Revelation episode, the Company is considered to be hidden again, and the Eye Awareness level of the company is set back to its starting level." + ] + }, + "From that moment on, the tally for Eye Awareness is resumed normally; and thus may lead to another Revelation episode should the score reach the Hunt threshold once again, and so on, until the end of the Adventuring Phase." + ] + }, + { + "type": "entries", + "name": "Revelation Episodes", + "page": 174, + "id": "309", + "entries": [ + "To determine the precise nature and consequences of a Revelation episode, the Loremaster should weigh the current circumstances of the Company and choose a course of events that will change the heroes' predicament for the worst. If the Player-heroes were already heading towards a difficult situation, now they will face one of their worst moments instead.", + "Regardless of the details, whatever happens to the Company must spring naturally out of the ongoing flow of events experienced during a session; no Orcs appearing out of nowhere to attack while the Player-heroes are sleeping at Bag End!", + "Additionally, the nature of a Revelation episode should always suggest that there are strange forces at work; a distinctive aura that smells of something dark and foul; a malicious misfortune, the unusual behaviour of Men or beasts, the faint trace of sorcery.", + "Generally, the current situation should provide the Loremaster with enough suggestions upon which to improvise. If this is not the case, then the resolution of a Revelation episode should be held off, until an appropriate situation appears (possibly even waiting for the following session of play).", + "A typical Revelation episode may include a hero losing the other companions during a journey or while fleeing, the group running out of food as provisions are found to be unexpectedly spoilt, a decision taken by heroes proving to be the worst possible choice, an individual the Company was waiting for failing to show up at a crucial moment, and so on.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/083-07-14.fighting.webp" + }, + "width": 1700, + "height": 982 + }, + { + "type": "inset", + "name": "Examples of Revelation Episodes", + "page": 175, + "id": "30a", + "entries": [ + { + "type": "quote", + "entries": [ + "Is it the will of the Dark Tower that steers us? All my choices have proved ill." + ] + }, + "Here follow several examples of how the Loremaster may worsen the situation of a revealed Company. A level of customisation is required, to adapt all suggestions to the actual situation of play.", + { + "type": "list", + "style": "list-decimal", + "items": [ + { + "type": "item", + "name": "Out of the Frying Pan...", + "entries": [ + "All actions concerning the resolution of a chosen situation inexplicably prove harder\u2014all ability checks have disadvantage. For example, all rolls made for the length of a journey's leg, or for the entire next encounter." + ] + }, + { + "type": "item", + "name": "Láthspell", + "entries": [ + "The arrival of the Company at a location is interpreted as ill-news, and the heroes are given a colder welcome than expected: the goal of a Council as chosen by the Company is made more difficult\u2014a reasonable request becomes bold, and a bold one becomes outrageous, as suspicions are roused and old prejudices flare up." + ] + }, + { + "type": "item", + "name": "Do not tempt me!", + "entries": [ + "A Player-hero gains 3 {@book points of Shadow from Greed|TLotRR|7|Greed}. The nature of the challenge may be overt or subtle, and should be based on the character's Shadow Path." + ] + }, + { + "type": "item", + "name": "Lies and Threats", + "entries": [ + "An ally becomes an enemy, through coercion, betrayal, or even sorcery. The individual is now bent on doing harm to the Player-heroes, and either acts directly or schemes in the dark." + ] + }, + { + "type": "item", + "name": "A Weariness of the Heart", + "entries": [ + "An unnatural sense of tiredness has gotten hold of the Company. Whether it is due to some subtle sorcery or else it is not clear, but all Player-heroes suffer one level of {@condition exhaustion} until the Loremaster deems it appropriate to the circumstances." + ] + }, + { + "type": "item", + "name": "A Will That Lends Speed", + "entries": [ + "An enemy that the Company was chasing or holding prisoner escapes, as if helped or hidden by an unseen hand, or pursuers that were hunting the Company catch up with them unexpectedly." + ] + }, + { + "type": "item", + "name": "Guided by Sinister Purpose", + "entries": [ + "A potential threat the Company had a chance to avoid is now waiting for them. An Orc patrol they could try to ambush now automatically spots them; a Troll they could sneak past sniffs them out at the worst possible moment; an unnamed terror that was sleeping in the deep places of the world is now aware of their passage." + ] + }, + { + "type": "item", + "name": "Reckless Hate", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Reckless Hate." + ] + }, + { + "type": "item", + "name": "Deadly Strife", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Aggressive." + ] + }, + { + "type": "item", + "name": "We Come to Kill", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Horrible Strength." + ] + } + ] + } + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 9: The World", + "id": "30b", + "page": 177, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/084-08-01.the-world-splash.webp" + }, + "width": 1700, + "height": 1191 + }, + { + "type": "quote", + "entries": [ + "...he kept in a drawer at Bag End the old cloak and hood that he had worn on his travels; and the ring, secured by a fine chain, remained in his pocket." + ], + "style": "quote-pull", + "skipMarks": true + }, + "This chapter contains background material describing the default setting for {@i The Lord of the Rings Roleplaying}\u2014the region of Eriador as it was towards the end of the Third Age. It introduces key locations, personalities and events, to be used mainly by the Loremaster to set up a great number of gaming sessions that will be both entertaining and faithful to the source material.", + { + "type": "inset", + "page": 178, + "id": "30c", + "entries": [ + "The best way to use the information presented here is to adopt a starting location (for example, the town of Bree, or the Shire), and have the heroes explore Eriador from there." + ] + }, + "As anticipated in the {@book Introduction|TLotRR|0} to this volume, the game is set 'officially' in the year 2965 of the Third Age\u2014Bilbo Baggins' great adventure was accomplished less than 25 years before, and war is brewing in distant lands. There is again a Dark Lord in Mordor, and his chief lieutenants, the Ringwraiths, have reclaimed his fortress in the depths of Mirkwood, to the east.", + "In the quiet west, in Eriador, not much is heard of this turmoil. Dwarves are encountered travelling on the great East Road to and from the Mountains in greater numbers, carrying strange and rich wares, a testimony of their newfound wealth and that of the Men of Dale; Elves wandering out of their own lands beyond the Tower Hills can sometimes be met wandering the woods in spring and autumn.", + "But the long peace that seems to reign in the pleasant land of the Hobbits can be deceitful\u2013there are dark things moving again in the world outside, and they are guided by an evil will.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/085-08-02.the-world-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 353 + }, + { + "type": "section", + "name": "Eriador", + "page": 178, + "id": "30d", + "entries": [ + { + "type": "quote", + "entries": [ + "In the westlands of Eriador...the Hobbits found both Men and Elves. Indeed, a remnant still dwelt there of the Dúnedain, the kings of Men that came over the Sea out of Westernesse..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Some say that 'Eriador' means \"the lonely land\" in the {@language Sindarin|TlotRR|tongue of the Grey-Elves}, and a more apt name is unlikely to be found. Though it was once the domain of ancient kings, as the ages passed and the world darkened, it became a mere shadow of its former self. Only ruins of crumbling white stone, forgotten by Men, are left, the domain of terrible creatures who serve dark masters.", + "Small pockets of civilization endure, settlements inhabited by people more concerned with their own affairs than with any glories of the past, and who feel that what lies more than a few miles beyond their own front door is none of their business. But this lack of interest, or even awareness, makes what stalks the ruined realms of Eriador even more dangerous. If they only knew what lurks beyond their isolated settlements, they would keep their doors locked at night and would not dare to stray too far beyond the borders of their towns and hamlets.", + "For all its danger, there is a melancholy and a beauty to even the most desolate and blasted parts of Eriador. Old songs are remembered, even if most ignore the origin of these lays, nor know their meanings. Perhaps those who wander the Lone-lands will live to see a day when hope and prosperity will take root in this region once again.", + { + "type": "inset", + "name": "North-western Middle-earth", + "page": 179, + "id": "30e", + "entries": [ + "The region where the Free Peoples and their foes dwell at the end of the Third Age is dominated by the great range of the Misty Mountains. To the west of its snow-capped peaks lies Eriador, where once the North-kingdom of the Men of the West rose. To the east lies wild Rhovanion, where the dark forest of Mirkwood lies. Beyond the forest to the northeast is the Long Lake and the Lonely Mountain, where a great Dragon used to rule. To the far south open the green plains of Rohan, bordered by the White Mountains. Further east is the South-kingdom of Gondor, the Realm of Stone, whose Tower of Guard faces the land of Mordor, where the shadows lie." + ] + }, + { + "type": "entries", + "name": "The Shire", + "page": 178, + "id": "30f", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/086-map-8-01.shire.webp" + }, + "imageType": "map", + "title": "Map: The Shire", + "width": 4925, + "height": 3418, + "id": "38b", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/087-map-8-01.shire-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "38b" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Shire, the land of the Hobbits, is found at the heart of Eriador, bordered by the Brandywine River and the Old Forest to the east, and by the hilly range of the Far Downs to the west. It is a peculiar land, sheltered from the wild regions surrounding it by watchful guardians, and inhabited by a folk that is almost never encountered anywhere else. For very few Hobbits ever leave their land to travel far. They prefer to keep to themselves, enjoying their green land and comfortable traditions. Dwarven traders often pass through the Shire, but never stop for more than what is required to cross it.", + "The existence of Hobbits has been hitherto overlooked by most folks outside Eriador, and their involvement in the great events of the age has been so far of little or no consequence\u2014but there is still time for them to play a part that neither the Enemy nor the Wise have foreseen." + ] + }, + { + "type": "entries", + "name": "Lake Evendim", + "page": 179, + "id": "310", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/088-map-8-02.lake-evendim.webp" + }, + "imageType": "map", + "title": "Map: Lake Evendim", + "width": 3418, + "height": 4925, + "id": "38c", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "312", + "points": [ + [ + 1557, + 3322 + ], + [ + 1557, + 3772 + ], + [ + 2460, + 3772 + ], + [ + 2460, + 3322 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/089-map-8-02.lake-evendim-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4925, + "mapParent": { + "id": "38c" + }, + "grid": { + "type": "none" + } + } + ] + }, + "Nestled against the base of the Hills of Evendim is the great lake for which those rolling lands are named. Its white, sandy shores have seen many generations of Men and Dúnedain live and prosper, thanks to the trade that once sailed along the waters of the Brandywine river, from here to the distant sea. But that age has passed, and the buildings that once rose along the banks of the lake have been abandoned so long ago that often not even a memory remains. Today, countless broken stones have become little more than a refuge for wild beasts. Sometimes, they serve as lairs for even worse things, creatures that come down from the lone-lands to the north in search of prey.", + "The waters of the lake are uncommonly still in summer, in spite of the wind sweeping down from the hills, as if those draughts were unwilling to disturb their peace. In winter, the surface often freezes solid for months, blanketing the entire lake in a white canopy. Fog rolls in from the east, settling across the waters and onto the shores in both late summer and winter, absorbing all sound. This mist rapidly burns off under the summer sun, but lingers to envelop everything it touches once the darker, colder seasons have taken hold.", + "Rumours persist that small islands lay unexplored in the middle of Lake Evendim, perhaps hiding forgotten treasures, heirlooms left behind when the great city of Annúminas was abandoned, more than two thousand years ago. Stories tell that the fog of the lake is summoned by some ancient magic, cast by the last High Men to keep these artefacts from falling into the hands of the Enemy.", + { + "type": "inset", + "name": "The Brandywine River", + "page": 180, + "id": "311", + "entries": [ + "The Baranduin river flows south out of Lake Evendim and across the North Moors before it descends south dividing the Eastfarthing of the Shire from Buckland and the Old Forest. Then, it flows in a southwesterly course, serving as the northern border of the wide region known as Minhiriath, south of the Shire. Finally, it empties into the sea near the woodland cape of Eryn Vorn. The Brandywine has two known crossings: The Brandywine Bridge, where the East Road leaves the Shire, and Sarn Ford, far to the south, which is seldom used." + ] + }, + { + "type": "entries", + "name": "Annúminas", + "page": 180, + "id": "312", + "entries": [ + "The great city of Annúminas has lain in ruins for more than two thousand years. Once the capital of the North Kingdom of the Men of the West, it was abandoned when the Dúnedain moved their capital to the east, to Fornost Erain. The broken stonework of the ruined city cast its long shadows on the shores of Lake Evendim for many centuries, like the bones of an immense dead beast. About fifty years ago, the waters of Lake Evendim rose dramatically, as a consequence of the terrible floods following the Fell Winter, changing the shoreline and submerging much of what remained of the once glorious city. Now, not even brigands and tomb-robbers visit Annúminas, for little of its ancient greatness is left to be remembered.", + "The Rangers of the North sometimes come here, and they speak of the city of Annúminas in a voice that mingles both sorrow and hope. According to their songs and rhymes, here were once housed great works of art and magnificent artefacts that came from the lands beyond the sea. Though the greatest of these were lost to the tides of time or are now held in secret by the lords of the Free People, many believe that a great number of treasures remain hidden, waiting to be discovered by explorers doughty enough to brave the waters that now claim the ruins.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Western Tower:", + "page": 180, + "entries": [ + "The rising waters of Lake Nenuial have claimed much of what was left of Annúminas. Today, only the tallest and unbroken towers and walls emerge from the surface, and only about once a year, when the depth of the lake diminishes for a while in winter. But there's one tower that is tall enough to rise above the surface all-year round. Called the Western Tower by the Rangers of the North, it stood at the end of a pier, extending above the surface of the lake, looking west. Today, the pier is broken and submerged, and the tower can only be reached by boat, or by walking on the surface of the lake when it freezes solid, in the coldest winters.", + "Some say that if one climbs the tower to look upon the shores of Lake Evendim on starry, moonless nights, they can hear a song drifting over its still waters, a dirge both mournful and beautiful. Then, strange, ghostly ships with high sails appear at the edge of vision, drawing ever closer to the tower, but never reaching it. Then, they fade and vanish on the mist-swept surface of Lake Evendim." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Hills of Evendim", + "page": 181, + "id": "313", + "entries": [ + "The Hills of Evendim give the nearby lake its {@language Sindarin|TLotRR} name\u2014Lake Nenuial, \"the Lake of Twilight\". This is maybe because the shadows of the hills lengthen over its waters, making them look dull and flat, except on starry nights, when the surface reflects the beautiful sky above. Once, the hills were the home of a folk that built upon their slopes even before the Men of the West settled there, and many stones still bear their markings. These days, they have become a wild and dangerous place, threatened by wandering Trolls and other monsters. They come down from their lairs in the northern lone-lands, to prowl along the shores of the lake in hopes of catching a wayward traveller or foolish treasure hunter. They make sport of anyone unlucky enough to fall under their gaze, and there are even rumours that a few of their strange kind sometimes slip into the south along the Shire's North Moors.", + { + "type": "inset", + "name": "The Forgotten Hamlet", + "page": 181, + "id": "314", + "entries": [ + "Eskerdale is an isolated village of Men, hidden in a deep valley on the northeastern slopes of the Hills of Evendim. Wanting little to do with other denizens of Eriador or the Shire to the south, its inhabitants make their homes in small stone houses by a swift running stream, and survive by hunting among the hills and fishing from the waters of the Lake. They are not accounted among the Rangers of the North, but they sometimes have dealings with them. More than twenty years ago, a chieftain by the name of Oswin rose to prominence in Eskerdale. A young and energetic man at the time, he resented the interference of the Rangers in the life of his community. As a result, the village grew more and more withdrawn, and its already small population began to dwindle.", + "In recent times, the few Rangers that are still welcome in Eskerdale have noticed a sullen look on the faces of the locals, and it is feared that they may have fallen prey to some curse, or that their isolation has finally broken their spirit.", + "Finding Eskerdale is not easy, even for those who are told of its existence or receive hints of its location. Finding it requires a {@dc 20} Wisdom ability check, using {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, or {@skill Perception}. Those who find the hidden community need to demonstrate that they are not a threat, for example with a {@dc 15} Charisma ({@skill Persuasion}) check, though {@race Ranger of the North|TLotRR|Rangers} have disadvantage on this roll. Consulting with the people of Eskerdale allows a hero to gain advantage on the next Wisdom ({@skill Explore|TLotRR}), Wisdom ({@skill Hunting|TLotRR}), and Wisdom ({@skill Travel|TLotRR}{@skill Travel|TLotRR}) checks associated with the region of Evendim." + ] + }, + { + "type": "inset", + "name": "The Twilight Ships", + "page": 182, + "id": "315", + "entries": [ + "Player-heroes who partake in the vision of the ghost ships sailing on Lake Evendim may react differently:", + { + "type": "list", + "items": [ + "Player-heroes who are {@condition miserable|TLotRR} must exchange a point of Shadow for a Shadow Scar. Those who are not {@condition miserable|TLotRR} gain inspiration instead." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Arin and Beinion of Evendim:", + "page": 182, + "entries": [ + "Unlike most Rangers of the North, {@creature Arin|TLotRR} and {@creature Beinion|TLotRR} do not often wander across Eriador. Instead, they remain close to Lake Evendim and its surroundings, where they maintain a close watch. A wife and her husband, their self-appointed tasks include warding off all evil creatures threatening to defile the ruins of Annúminas, and guiding wayward travellers back to safer lands. {@creature Beinion|TLotRR} is a grim and short-spoken man, and {@creature Arin|TLotRR} is equally silent, unless she's singing\u2014when she does, her voice is clear and can be mistaken for that of a fair Elf-maiden. The two see themselves as the appointed keepers of these lands, and they feel honour-bound by this duty.", + "{@creature Arin|TLotRR} and {@creature Beinion|TLotRR} live together in a small stone house that was once little more than a hovel on the edge of Annúminas. Over time, they have made this ruin into a warm and cosy home, in spite of all the desolation around them. Recently, {@creature Beinion|TLotRR} has grown concerned with his wife's well being, as she is now with child, making her life as a Ranger an even more dangerous business. {@creature Beinion|TLotRR} secretly wishes {@creature Arin|TLotRR} would agree to abandon their obligation as guardians, and retire to live the simple life of the Bree-folk. For the moment, she refuses to be left home. Maybe, they might agree to leave their post if someone took their place." + ] + } + ] + }, + { + "type": "statblock", + "name": "Arin", + "source": "TLotRR", + "page": 182, + "tag": "creature" + }, + { + "type": "statblock", + "name": "Beinion", + "page": 182, + "source": "TLotRR", + "tag": "creature" + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Bree-Land", + "page": 182, + "id": "316", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/090-map-8-03.bree-land.webp" + }, + "imageType": "map", + "title": "Map: Bree Land", + "width": 4925, + "height": 3418, + "id": "38d", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "317", + "points": [ + [ + 2045, + 2170 + ], + [ + 2045, + 2650 + ], + [ + 2622, + 2650 + ], + [ + 2622, + 2170 + ] + ] + }, + { + "area": "324", + "points": [ + [ + 2005, + 1500 + ], + [ + 2005, + 1820 + ], + [ + 2872, + 1820 + ], + [ + 2872, + 1500 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 3142, + 1587 + ], + [ + 3142, + 1935 + ], + [ + 4130, + 1935 + ], + [ + 4130, + 1587 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/091-map-8-03.bree-land-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "38d" + }, + "grid": { + "type": "none" + } + } + ] + }, + "If any credit is to be given to the tales recounted in Bree, there has always been a settlement here, on the Road, since the Elder Days. What is sure is that the simple Bree-folk\u2014a colourful community of Men and Hobbits, have endured the fall of kingdoms, fell winters, and terrible invasions from Orcs and Evil Men from the north.", + "Today, the Bree-folk, Big and Little, look out from behind their hedge wall and its great encircling ditch to see a landscape of rolling fields and stone-capped hills that are riddled with traces of a past time of glory. But they are not deceived\u2014they know that there are ancient riddles that are best left to others to answer, and instead, they focus their efforts on the responsibilities of daily life.", + { + "type": "entries", + "name": "Bree", + "page": 183, + "id": "317", + "entries": [ + "Bree is the chief village of the Bree-land. Some call it a town, especially when comparing it to its lesser cousins, the hamlets of Archet, Staddle, and Combe. Travellers who approach Bree journeying upon the great East Road see plumes of chimney-smoke first, and then a thick green hedge, flanked by a deep dike. The road coming from the west crosses over the dike on a causeway, leading to a break in that thorny row of lush greenery, where a heavy gate of wood and iron stands. Another, similar gate pierces the hedge to the south, where the road leaves the village on its way east.", + "The gates of Bree are a welcome sight to most travellers, and sit open every day from dawn until dusk, regardless of the season or the weather. Each gate is guarded by a gatekeeper at all times, less of a watchman and more of an observer of the comings and goings of those who enter the town upon the hill. Most visitors are given a courteous welcome, unless the hour is late\u2014after nightfall, it is the duty of the gatekeepers to ask questions of those who wish to pass the gates when they are closed.", + "A smaller gate can be found opening near the end of the northern arm of the great hedge, where it turns eastward towards the hill once again. It is seldom used, if ever, as it is crossed by a path leading to the Greenway, the North Road used only by Rangers and other wanderers of ill-repute.", + "Most Bree-folk, whether Big or Little, work as crafters or labourers, and build their simple homes using wood harvested from the Chetwood and stone mined from the quarry. The Bree folk also collect stones from old ruins, at least enough to keep the town in repair.", + "The Big Folk live mainly in stone houses built on the lower hillside, mostly above the road, their windows looking west. The Little Folk dwell in the higher slopes of the hill instead, the part of Bree the Big Folk still refer to as the 'new town', despite it being probably more than a thousand years old. But these differences aside, the people of Bree get along in a remarkably peaceable way, and are surprisingly welcoming to visitors, being ever curious about tales from beyond the gates of their town.", + "A Reeve holds a nominal position of leadership over the community, but they are rarely called upon to settle disputes, as most folk are able to keep any disagreements civil and private. Equally underutilised, but present, are the Bree-wardens, men and women ostensibly tasked with keeping the peace and maintaining law and order. In practice, their duties consist primarily of idly wandering the streets to engage in pleasantries or gossip along with the occasional request to manage the large crowds that gather upon the Green on market day.", + { + "type": "inset", + "name": "The Big and the Little", + "page": 183, + "id": "318", + "entries": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Prancing Pony:", + "page": 184, + "entries": [ + "The great East Road cuts through the heart of Bree, and at the centre of the town stands the inn of The Prancing Pony. Known locally just as The Pony, it has stood for as long as anyone in Bree can recall. Rising above the cobblestones of the East Road and looking out upon the Green, it is always a welcome sight to both locals and weary travellers. Though its most common patrons are Bree locals, it sees its fair share of Dwarven travellers moving between Dale, the Lonely Mountain and the Iron Hills in the east and the Blue Mountains in the west, or the occasional Hobbit of the Shire. The proprietor even claims his grandfather once hosted an Elf that was travelling west to the Great Sea.", + "On any given night, {@i The Prancing Pony} is filled with the sound of raucous laughter and the scent of fine food and fresh beer\u2014all of it under a cloud of aromatic pipe smoke. Even during the day, a few patrons can be found either enjoying a brief reprieve from their daily work or exchanging idle gossip. Day or night, regardless of the season, a crackling fire is set in the hearth and a soothing golden glow can be seen in its frosted windows. All who step under the lamp and signboard (showing a fat white pony rearing up and 'The Prancing Pony' in white letters) and enter The Pony are welcome, by order of the innkeeper, {@creature Barnabas Butterbur|TLotRR}. Even the ill-favoured Rangers are given a table when they patronise his establishment, though always one in the back and away from the regular customers.", + "Those looking for lodging will find simple, comfortable rooms with warm feather beds. Barnabas even makes sure to keep a few smaller rooms on the ground floor of the inn to ensure the comfort of his Hobbit patrons. Though not as grand as an Elf hall or as cosy as a Hobbit smial, travellers will be hard pressed to find better accommodations west of the Last Bridge. Guests can even pay a few extra silver pennies for a hot bath to wash away the dirt of the road, and are assured the comfort of their loyal mounts, who are well-stabled in the Pony's sheltered courtyard. Simple but hearty food fills the belly of all who visit, and partners perfectly with Barnabas's Best, an ale brewed on site and served fresh.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "An Evening at The Prancing Pony", + "page": 185 + } + ] + }, + { + "type": "item", + "name": "East Row:", + "page": 184, + "entries": [ + "The last side street branching out of the main road going towards the south gate is called the East Row. Its houses make up what is probably the youngest district in the town of Bree, even if it may seem to outsiders to be the most ancient. Until recent decades, it was little more than grazing lands for caravan horses, but when refugees came north out of Tharbad, they settled the open fields as their own land with the blessing of the Reeve of Bree. Bringing with them the grim determination of those who grew up in the farthest corners of Eriador, these refugees taught their children to survive and endure with little aid from others. This has led to East Row being a bit more insular and less welcoming than the neighbourhoods of other Bree-folk, who have called the town home for hundreds of years. As a further reflection of their unwillingness to abandon their roots, the people of East Row brought with them some of the very stones of their abandoned city to serve as the foundation of their new domain. Statues of ancient kings, though worn and cracked, stand next to traditional Bree homesteads, and icons of seafaring people mingle with the more rustic local imagery." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/092-08-04.leaves-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 474 + } + ] + }, + { + "type": "entries", + "name": "Ferny's House", + "page": 186, + "id": "319", + "entries": [ + "One of the less hospitable-looking houses in East Row belongs to the sallow-faced and cross-tempered horse trader and ostler, John Ferny. In previous generations, the Ferny family name was associated with the trade of some of the finest horses in Eriador\u2014today, it has become synonymous with deception. The quality steeds and workhorses traded by his father and grandfather have given way to wretched and ill-treated nags that he sells at inflated prices. The good will of his family name has withered to worthlessness, and to maintain profits, John has even taken to trading with foreign folk. More than once, locals have seen him taking silver pennies from foreigners and southerners, and John has little more than snide remarks for any who question his business practices. The only matter upon which the townsfolk seem to agree with the foul ostler is his constant suspicion of the Rangers whenever they make their way into Bree.", + { + "type": "statblock", + "name": "John Ferny", + "page": 186, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Green:", + "page": 186, + "entries": [ + "The heart of Bree, the Green is a wide grassy field at the centre of the town on the western side of the East Road, across from the Prancing Pony. This lush lawn is framed on one side by the administrative buildings of Bree: The Counting-House, the Armoury, and the Reeve's Hall. Except for on market days, the Green acts as little more than a playing field for local children. Here, they can often be found playing blind man's buff, wrestling, or play-acting at being knights of old.", + "During festivals and on market days, the Green is filled with tents, stalls, and carts, as Bree-land traders sell their goods alongside rare visitors from the tiny communities of southern Eriador, and even the occasional Dwarf from the Blue Mountains. As much a social gathering as an event for commerce, it is not uncommon to see barrels of Barnabas's Best setup beside long wooden tables, to help keep the thirst of the day at bay. Bree-wardens serve to keep the peace during these gatherings, though they rarely have to do more than settle a contentious negotiation or prevent a drunken brawl started by a reveller who's had one too many.", + "The day-to-day administration of Bree is carried out from the Reeve's House, which serves as both the town court-house and home to its senior official. The current Reeve is Cole Pickthorn, who, prior to his election, served for over a decade under the previous Reeve and has adopted many of his principles and policies. The Wardens' Armoury, more commonly known as simply the Armoury, is a squat stone building that is officially the headquarters of the Bree-wardens, but is little more than a storehouse for rarely used spears, shields, and helms, kept ready should the town ever face a threat from the wilds outside.", + "Larger than either of these buildings is the Counting-House. In ancient days, it was manned by a representative of the King, who collected taxes in his name and saw to the proper allocation of funds to the town. Sitting upon stone pillars and rising as tall as even the Prancing Pony, its size hints at its noble past. Now it serves as little more than a drafty hall for brief and inconsequential meetings of members of the town council, who are concerned with little more than small town politics and ensuring their own re-election." + ] + }, + { + "type": "item", + "name": "Lower Hillside:", + "page": 186, + "entries": [ + "The lower slopes of Bree-hill are dotted with stone houses, the living quarters of many of Bree's craftsmen. Blacksmiths, tailors, leatherworkers, and many other skilled tradesmen practice their crafts on the ground floor of their homes, while living on the first or even second storey. It is a tradition among many of the local residents to work in tandem alongside families of Hobbits that typically live and work in the basements of the Big Folk's stone homes. For example, one farmer by the name of John Andrews keeps a crop of Southern Star growing on his hillside land, but rents out space below his home to a small Hobbit family who aids in the curing and preparing of the leaf for sale. Hobbits living under this arrangement are sometimes known as Cellar-Hobbits.", + "As proud as they are skilled, the craftsmen of the lower hillside come from long family lines that set down roots during the days of the king. Because of this, they often regard outsiders or even other Bree-folk as less cultured or somehow beneath their concern. It is indeed a fact that their homes are among the first ones to have ever been built in Bree. This noble lineage authorises the local residents to call it the 'old town', in contrast to the houses built on the upper hillside\u2014the area they call the 'new town' with a good hint of superciliousness.", + "At the southern end of this 'old town' is the ancient quarry of Bree, clearly visible as a deep cut into the hillside, the result of centuries of excavations. But the most important landmark in the lower hillside is the Old Town Well. A source of pride to all the Bree-folk, the Well is said to grant luck to any traveller who takes a drink from it before heading off on a journey down the East Road. Given that it's the source for the water used to brew Barnabas's Best, perhaps it's true that there's always a taste of home on the lips of those travellers who partake of this tradition. Many Bree-folk looking for a bit of adventure often gather around the Old Town Well after Market Day is over, hoping to sign on with a caravan of Dwarven merchants either travelling west to the Blue Mountains or, in rare cases, far east to Dale and the Halls of the Lonely Mountain.", + "So welcome are the Dwarves that bring their trade to Bree, that the lower hillside is home to another remarkable establishment: the Dwarf-house. Overlooking the Well and purchased long ago by a Dwarf from the Blue Mountains, it is now a temporary home for any Dwarf merchants during their visits to Bree. The only permanent resident is Luki, the grey-bearded steward, whose bawdy songs can be heard ringing through the area whenever he hosts young visitors and distant kinsmen." + ] + }, + { + "type": "item", + "name": "Upper Hillside:", + "page": 187, + "entries": [ + "Compared to the lower hillside, this part of Bree is generally less affluent, and its homes more humble. It is an area inhabited mostly by Bree-hobbits, who favour low, one-story houses, fronted by colourful, fenced gardens. The exception to this rule is a large wooden building, the Schoolhouse. A recent establishment, it is open to all residents of Bree, whether Big or Little, and regardless of income. Its costs are covered by taxes taken from locals and tariffs levied on traders\u2014though neither of these is extreme. Because of the existence of the school, nearly all of the Bree-folk are capable of doing simple sums and know their letters. Little beyond these basics is provided, and scholarly pursuits are not common nor particularly encouraged. Even so, it is not uncommon for families from Combe, Staddle, and even Archet to pay an upper hillside family to house their child for a time so that they can receive a \"proper education\".", + "The upper hillside is also home to the town's largest smithy, which is a squat stone building high on the Hill. Few weapons are crafted here. Instead, the local smith is kept busy with crafting horseshoes, nails, and other day-to-day implements." + ] + } + ] + }, + { + "type": "inset", + "name": "Toss a Coin in the Well", + "page": 187, + "id": "31a", + "entries": [ + "Whether because of tradition, superstition, or some ancient enchantment, there is a strange luck associated with the Old Town Well. Player-heroes tossing a coin into the well on the same day that they depart for a journey from Bree have advantage on their first check for Event Resolution made during that journey." + ] + } + ] + }, + { + "type": "entries", + "name": "Combe", + "page": 187, + "id": "31b", + "entries": [ + "Tucked between the valley of Bree-hill to the south and the eaves of the Chetwood to the north, the village of Combe seems to sit in the shadow of both the land and its larger, livelier and more famous neighbour. Combe is only second in size among the area's settlements, and is populated primarily by Men, with a handful of Hobbit families. Its inhabitants are dour and gloomy farmers, happy to have to deal with visitors only rarely. The few who come to Combe find themselves greeted by the sounds of bleating sheep or barking hounds, before receiving suspicious stares and half-hearted welcomes from the locals.", + "This sullenness is not without cause. Living between Bree-hill and the Chetwood means that heavy spring rains or melting snows can lead to sudden floods which destroy homes and crops at least once a decade, though none was so devastating as the great flood that came in the spring following the Fell Winter. As if that were not trouble enough, unlike the vigilant and well-armed people of Archet, Combe locals have little protection should a Troll choose to come down from the Weather Hills, cross the Chetwood, and make mutton of their grazing sheep\u2014something which has happened in past generations and remains a source of constant concern.", + { + "type": "entries", + "name": "Oswald Breeker", + "page": 188, + "id": "31c", + "entries": [ + "The most well-known resident of Combe is one {@creature Oswald Breeker|TLotRR}, a wizened old man who lives alone in his ancient family estate on the edge of the village. He is the master of much of the farm and grazing lands of Combe, and extracts a heavy tax from those who tend these fields and hills. A widower who lost his only child over twenty years ago, he offers the people of Combe little more than cross words and demands for prompt payment. Rumours say that his wife, in despair at the cold heart of her husband, disappeared in the ruins of an ancient mansion that is visible at the end of the valley of Combe. No locals dare to visit these ancient and broken stones, as many have said to have seen a spectre haunting the grounds when the moon is new and the sky is black.", + { + "type": "statblock", + "name": "Oswald Breeker", + "page": 188, + "source": "TLotRR", + "tag": "creature" + }, + "In truth, while quite cantankerous, {@creature Oswald Breeker|TLotRR} is no villain. He is a hard man and pushes the people under his charge to be equally hard, so they might endure the dangers that lurk so close to the edges of Combe. He is well-versed in {@skill old lore|TLotRR}, maintaining a vast library of ancient books and tomes in his estate. In secret, he meets with {@race Ranger of the North|TLotRR|Rangers of the North}, who patrol the land around the ruined High House of Combe, trading news and providing aid where he can.", + "Should the Player-heroes prove themselves to be both allies of the Free Folk and capable of keeping his secrets, they might find a benefactor in Oswald, who may permit regular use of his library for research.", + { + "type": "inset", + "page": 188, + "id": "31d", + "entries": [ + "Any {@race Ranger of the North|TLotRR} or other character able to win over Oswald is able to make use of his collection of ancient texts, and gains advantage on Intelligence ({@skill Old Lore|TLotRR}) checks related to the history of Bree-land and Arnor." + ] + }, + { + "type": "inset", + "name": "Goblin Raids", + "page": 188, + "id": "31e", + "entries": [ + "Word of a Troll raiding the livestock of Combe has begun to circulate, after years of peace. This time, it is not simply the disappearance of a wayward ewe or sow. No livestock has been stolen. Instead, they are found savagely butchered, with hunks of their bodies carted away while the remnants are left on the side of Bree-hill to rot. The people of Combe haven't asked for assistance, but rumours of this have reached as far as Bree.", + "An official intervention on the part of the Bree-wardens has been dismissed, and the people of Combe have demonstrated to be unwilling to cooperate, regardless of the obvious danger. Maybe the Player-heroes can convince the locals to let them inquire on the matter?", + "After scouting the grazing fields on the first night of their visit, the Player-heroes discover signs of an unsuspected culprit: A band of Goblins! Tracking them to an abandoned Troll-hole hidden in the side of one of the hills to the north, the Player-heroes must drive them out before news of their success draws more Goblins down from the Weather Hills to raid the village itself." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Staddle", + "page": 188, + "id": "31f", + "entries": [ + "The village of Staddle is barely a stone's throw from Bree proper, just on the other side of the Hill. In fact, many Bree-folk consider it more a suburb of Bree\u2014much to the consternation of the many Hobbits of the Tunnelly family that call Staddle their home. As populated by Hobbits as it is by Men, nearly two dozen stone homes serve as the residences of the Big Folk who dwell there.", + "The majority of the Hobbits in Staddle are not only related to the Tunnelly family line, but also make their home in smials dug into the eastern side of Bree-hill. These underground homes are all interconnected by a series of tunnels that go deep into the ground, allowing kinfolk and cousins to visit one another without ever going above ground. This great network of smials is known locally simply as \"the Smial\".", + "Most folk in Staddle, whether Big or Little, are quite welcoming to visitors coming from Bree, or who slip off the great East Road to quench their thirst at the Lamplighter Inn. The Lamplighter itself is cosy and warm, built more to suit the Hobbit residents of Staddle than local Men or far off visitors. It serves the finest fare outside of The Prancing Pony, personally prepared by the proprietor, Karla Tunnelly. Visiting guests looking for a room for the evening will find warm, if a bit small, beds, and a good night's rest that ends with a robust morning breakfast of fresh eggs from local chickens and rashers of crispy bacon.", + "Anyone who does make trouble in Staddle is likely to face the wrath of the town matriarch, Grandmother Tunnelly. She seems to know every whisper and rumour that passes through Staddle, and according to legend, she even stared down a company of brigands caught attempting to raid the village one night several winters ago, fending them off with nothing more than her umbrella. Her duties are nominal at best, with her only regular obligation being presiding over the Summer Smoke Ring Festival. Instead, it is her reputation and the general respect of the townsfolk, both Men and Hobbits, that keeps the peace in Staddle.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Adelard Took:", + "page": 189, + "entries": [ + "A young, vigorous Hobbit, Adelard loves blowing smoke rings above everything else. He was inspired by {@creature Balin, son of Fundin|TLotRR}, who Adelard met several times at Bag End. Balin taught him a smoking trick or two (Dwarves are in general less experienced smokers than Hobbits, but show some great ingenuity when it comes to blowing smoke rings). His prize-winning trick is a large mushroom-shaped cloud he dubbed 'the umbrella'.", + { + "type": "statblock", + "name": "Adelard Took", + "page": 189, + "source": "TLotRR", + "tag": "creature" + } + ] + } + ] + }, + { + "type": "inset", + "name": "The Summer Smoke Ring Festival", + "page": 189, + "id": "320", + "entries": [ + "Every year on Midsummer's Eve, Men and Hobbits from the many villages around Bree-hill gather for the annual Summer Smoke Ring Festival. This celebration of the Hobbit art of pipe smoking finds competitors trying to blow ever-greater and more elaborate smoke rings, rings-within-rings, and even silhouettes of birds and beasts in wispy blue clouds. For the past several years, the winner of the Summer Smoke Ring Festival has been Adelard Took, a Hobbit whose skill in the art of his people is said to rival even that of {@creature Gandalf the Grey|TLotRR}.", + { + "type": "list", + "items": [ + "Player-heroes can participate in the Festival if they so choose. The contest is either an Intelligence, Wisdom, or Charisma check using {@item Pipe|TLotRR|pipes} ({@dc 20})." + ] + }, + "Failing one roll represents a lack of imagination or skill and allows the player to continue. A second failure is a coughing fit, knocking the hero out of the competition. If a Player-hero succeeds at the endeavour, Adelard surrenders an {@item Summer Smoke Ring Festival Pipe|TLotRR|elegantly crafted pipe inlaid with silver accents and a pearl stem} to the hero. The pipe is worth 1 gold piece and grants advantage on ability checks using it." + ] + } + ] + }, + { + "type": "entries", + "name": "Archet", + "page": 189, + "id": "321", + "entries": [ + "Hidden under the southern boughs of the Chetwood, Archet lies all but invisible beneath the eaves of the forest. Fewer than twenty cabins make up what can barely be called a proper village, and the locals greet outsiders with grim glances and sharp words. In an effort to keep outsiders from surprising them in their concealed hollow, and to keep a wary eye on lingering dangers that might come out of the Chetwood, a number of locals have taken to living in tiny huts among the tree-tops. Even the scant few Hobbits that make their home in Archet have adapted the ways of their people to the local woodcraft traditions, and they dig strange Hobbit-holes under the roots of particularly large and ancient trees.", + "When occasional visitors come to Archet, they spend their brief stay at the Green Fletcher Inn, enjoying its warm, rustic charm and fine stout. Foreigners come here almost exclusively to trade goods or services for one of {@item Archet hunting bow|TLotRR|Archet's finely crafted hunting bows}. It is said in Bree-land that the skill of the bowyers of Archet rivals that of the Elves\u2014a claim that is, of course, absurd, but certainly there is something extraordinary about them. But Archet locals are loath to trade their wares, even to other Bree-folk, and demand a high price for even the least of their creations.", + "Archet has no mayor, and is instead led by a Forester, who serves more as a chieftain and protector of the village than as an administrator. The current Forester is {@creature Fitch Talltree|TLotRR}, who took up the mantle after his father was slain by a Troll while the two were on a hunting expedition between the Chetwood and the Weather Hills. Like his father before him, Fitch is grim and proud. He leads his people with a firm but fair hand.", + "Unknown to all but the locals, there is a small stone fort atop a hillock between the East Road and the eaves of the Chetwood, where the villagers can watch in secret the comings and goings of travellers on the road. To the casual observer, this fort appears to be nothing more than a ruin from ancient days, but the Forester of Archet requires that at least one watchman be kept there at all times. Through some secret path known only to the locals, that sentry is able to alert the people of Archet long before outsiders arrive.", + { + "type": "entries", + "name": "Fitch Talltree, the Forester of Archet", + "page": 190, + "id": "322", + "entries": [ + "Fitch is not quite thirty, though his wild beard and fierce eyes make him appear older. Like his father before him, he holds the protection of Archet and its people as a sacred duty, and would gladly lay down his life to protect anyone in the tiny community. He blames himself for the untimely death of his father nearly ten years ago, when the two were hunting a brutal Stone-Troll from the Weather Hills that his father had nearly bested in combat previously. Not only was Fitch unable to aid his father in defeating the Troll, but the elder Talltree died saving his son from a particularly grievous blow from the Troll's massive stone club. To this day, Fitch seeks to alleviate his guilt over the death of his father, but fears facing the Troll alone. He is torn between this personal quest to avenge his father, and carrying out his promise to protect the people of Archet.", + "Player-heroes who have proven themselves through previous adventures or have come requesting an Archet Bow, are asked by Forester Talltree to join him in his hunt for the Troll that slew his father.", + "They must brave the natural hazards of the Chetwood as they move north into the Weather Hills. The Troll, knowing that Fitch has been seeking vengeance, has laid a trap and ambushes the party as they wander the region. Eventually the party tracks the Troll to a dark and crumbled ruin in the Weather Hills, where the creature is able to hide from the sunlight\u2014but Fitch is consumed by his lust for revenge and the Player-heroes must find a way to defeat the brute as the Forester charges headlong into battle\u2013and likely his death.", + { + "type": "statblock", + "name": "Fitch Talltree", + "page": 190, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "inset", + "name": "Archet Hunting Bows", + "page": 190, + "id": "323", + "entries": [ + "Purchasing a famed {@item Archet hunting bow|TLotRR} is not a matter of simply paying the right price. Player-heroes wishing to acquire a bow will need to both prove themselves worthy and perform some great deed of service to the people of Archet. For example, a Player-hero may address some danger in the {@book Chetwood|TLotRR|8|The Chetwood} or the {@book Weather Hills|TLotRR|8|The Weather Hills}, protecting a group of woodsmen who have encountered some trouble while felling trees in the forest, or anything else the Loremaster deems appropriate to their campaign.", + "Once a Player-hero has proven worthy, they must then demonstrate that they are a skilled archer by spending three days on a solitary hunt in the Chetwood, and returning with a buck of no less than ten points (a {@dc 20} Wisdom ({@skill Hunting|TLotRR}) check; the Player-hero can make two rolls each day, and has three days to complete the task).", + "After completing this, the Player-hero can choose the {@item Archet hunting bow|TLotRR} as their next reward, or replace one of their rewards with it.", + { + "type": "list", + "page": 190, + "items": [ + "When making a weapon attack roll with an {@item Archet hunting bow|TLotRR}, you can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. In addition, when you score a critical hit with an {@item Archet hunting bow|TLotRR}, you can roll one additional weapon damage die and add it to the extra damage." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Chetwood", + "page": 191, + "id": "324", + "entries": [ + "The residents of Bree and the surrounding villages regard the Chetwood as a delightful forest to look upon from atop the hill, or even stroll under its eaves during long summer sunsets. But this wide patch of woodland stretches much farther to the north from the slopes of Bree-hill, and is a wild place. Expanding to meet the Midgewater Marshes on its eastern edge and the Weather Hills in the north eastern corner, at its heart it is far more diverse and mysterious than most sensible folk are willing to discuss. Only the people of Archet know that the Chetwood can be a truly dangerous place.", + "Wisely, few venture into the heart of the forest, where the trees seem as old as time. Large and gnarled, with twisting roots and clawing branches, they can turn any pleasant walk into a perilous journey, especially after sunset. Even during the day, its thick green canopy can block out the summer sun, forcing a lost wanderer to find their way by thin beams of light broken by long shadows. Here, only birds and beasts are welcome.", + "In recent years, news of Orcs, wolves, and worse coming down from the Weather Hills and entering the Chetwood have reached even the Bree-wardens with such frequency that they can no longer be dismissed as simple rumours or idle gossip. {@creature Fitch Talltree|TLotRR} has forbidden the people of Archet from venturing too deeply into the forest alone, and more than one of the woodsmen that dare to dwell in this area have abandoned their cabins, or worse, these homesteads have been discovered abandoned and burnt.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Travelling in the Chetwood", + "page": 191 + } + ] + }, + { + "type": "entries", + "name": "The Midgewater Marshes", + "page": 192, + "id": "325", + "entries": [ + "East of the Chetwood, the ground falls steadily, and soon becomes damp and boggy. This flat expanse of country is dotted by pools of water, lined by patches of reeds and rushes. Keeping a proper course becomes difficult, even for experienced travellers, as no tracks can be made out among the shifting quagmires. After a few miles, one enters the proper Midgewater Marshes, a treacherous wetland owing its name to clouds of tiny midges.", + "No one goes into this marshland, unless they must flee from mortal danger. Camping is cold and uncomfortable, and the insects make sleeping a misery\u2014because if the midges were not enough, the bog is also infested by a noisy relative of the cricket that never ceases to squeak, all night long." + ] + } + ] + }, + { + "type": "entries", + "name": "The Great East Road", + "page": 192, + "id": "326", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/093-map-8-04.great-east-road.webp" + }, + "imageType": "map", + "title": "Map: The Great East Road", + "width": 4925, + "height": 1823, + "id": "38e", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "327", + "points": [ + [ + 705, + 1080 + ], + [ + 705, + 1272 + ], + [ + 887, + 1272 + ], + [ + 887, + 1080 + ] + ] + }, + { + "area": "332", + "points": [ + [ + 1922, + 1027 + ], + [ + 1922, + 1205 + ], + [ + 2632, + 1205 + ], + [ + 2632, + 1027 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 1112, + 725 + ], + [ + 1112, + 967 + ], + [ + 1907, + 967 + ], + [ + 1907, + 725 + ] + ] + }, + { + "area": "324", + "points": [ + [ + 190, + 667 + ], + [ + 190, + 872 + ], + [ + 890, + 872 + ], + [ + 890, + 667 + ] + ] + }, + { + "area": "317", + "points": [ + [ + 235, + 1102 + ], + [ + 235, + 1490 + ], + [ + 680, + 1490 + ], + [ + 680, + 1102 + ] + ] + }, + { + "area": "338", + "points": [ + [ + 4205, + 500 + ], + [ + 4205, + 1035 + ], + [ + 4782, + 1035 + ], + [ + 4782, + 500 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/094-map-8-04.great-east-road-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 1885, + "mapParent": { + "id": "38e", + "autoScale": true + }, + "grid": { + "type": "none" + } + } + ] + }, + "No Man, Dwarf, or Hobbit in Eriador can recall a time before the East Road\u2013it is likely that its history reaches into the misty past of previous ages of the world. The Dwarves claim it began in the Iron Hills, far to the east beyond the Misty Mountains, beyond even Erebor. From those distant peaks it runs all the way to the Grey Havens on the Gulf of Lhûn.", + "Originally built to facilitate swift travel between the many Dwarven kingdoms of the Elder Days that have since fallen, the East Road is still widely used today by all manner of travellers in Eriador\u2013though it is by no means safe or kept in good repair, save in the Shire where those peaceable people maintain their ancient duty, all the while hoping that no outsider would bother coming through their land at all.", + "The quality of the East Road is inconsistent at best, with some stretches running for miles as paved stones and well-packed earth, while at other times it seems little more than a wide muddy scar across an abandoned landscape. Merchants and wanderers who make use of the East Road are likely to see broken towers and ruined castles that have been reclaimed by time or fallen to neglect.", + "As far as the Bree-land is concerned, the East Road is its lifeblood. Merchants from the Blue Mountains pass on through it and continue further east as in olden days, to trade with their kinfolk on the other side of the Misty Mountains or the Men of Dale. These adventurous merchants arm themselves well for such a journey, for the road is long and hard and fraught with peril. Between the trees that loam over the road, one can see distant hills occupied by broken castles. Travellers describe them as having an evil look, as if they had been built by wicked people. Strange lights can be seen lingering inside them on cold, moonless nights.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Encounters on the East Road", + "page": 193 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/095-08-05.army-in-the-forest.webp" + }, + "width": 1700, + "height": 2111 + }, + { + "type": "entries", + "name": "The Forsaken Inn", + "page": 195, + "id": "327", + "entries": [ + "On the eastern edge of the Bree-land there is a ramshackle wooden hovel that is easily mistaken by the casual observer for a forgotten and abandoned cabin, rotting by the road. It is only the steady stream of unsavoury characters trickling in and out of the crooked front door that reveals it to be an inn\u2013if only in the most broad sense of the word.", + "Aptly called the {@i Forsaken Inn}, this establishment attracts patrons fitting its appearance and name. Criminals, desperate wanderers, and those who are best avoided seek refuge here, drinking the worst kind of swill, and sleeping on flea-infested mattresses set out beneath the leaky roof of the common room. Those who complain of a draft in the evening are given a lice-ridden blanket and charged an extra silver penny for the privilege.", + "Even the ill-favoured Rangers of the North do not often go here. The proprietor, who refuses to give his name even to paying customers and is then called simply 'Jack the Forsaken' by most, has no concerns about who enters his establishment, as long as they have silver to spend. Unfortunately, those with coins to pay had best sit with their backs to the wall, lest a patron make quick use of a dagger and relieve them of their wealth.", + { + "type": "inset", + "name": "Over the Edge of the Wild", + "page": 192, + "id": "328", + "entries": [ + "For those who travel east along the road, there are still many miles from the {@i Forsaken Inn} to the Last Bridge and then from there to the High Pass over the Misty Mountains. The wide land on the other side of the mountains is known as Rhovanion, the Wilderland. There are many good reasons for such an ominous name. Not only did the region once host a Dragon's lair, but its greater part is occupied by the forest of Mirkwood, home to Giant Spiders, Orcs, and other dangerous creatures.", + "But of late the Wilderland has become a little less wild. Smaug, the Dragon who once occupied the Lonely Mountain, was slain by King Bard and the kingdoms of Dale and Erebor were restored. The Necromancer was driven from his fortress of Dol Guldur in southern Mirkwood, and the inhabitants of Rhovanion have new hope for the future. Merchants and adventurers set off to explore Wilderland or distant Eriador, and the East Road has never seen such traffic in the living memories of all but the Elves." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Greenway", + "page": 195, + "id": "329", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/096-map-8-05.greenway.webp" + }, + "imageType": "map", + "title": "Map: The Greenway", + "width": 4925, + "height": 2854, + "id": "38f", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "32f", + "points": [ + [ + 2245, + 1150 + ], + [ + 2245, + 1607 + ], + [ + 3407, + 1607 + ], + [ + 3407, + 1150 + ] + ] + }, + { + "area": "32a", + "points": [ + [ + 1985, + 610 + ], + [ + 1985, + 1412 + ], + [ + 1345, + 1412 + ], + [ + 1345, + 610 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/097-map-8-05.greenway-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 2902, + "mapParent": { + "id": "38f", + "autoScale": true + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Greenway crosses the East Road at the ancient meeting of ways to the west of Bree. Once known as the North Road, it fell into disrepair long ago, and in the vicinity of Bree it became so grass-grown that it earned its current nickname. Long ago, its north-south course joined the kingdom of Arnor to its southern counterpart, the realm of Gondor, running for thousands of miles. On its way, it passed the great bridge at Tharbad, until it was flooded and mostly abandoned, and the crossing reduced to a dangerous ford.", + "Having lost most of its traffic, the Greenway has earned a dark reputation as a dangerous thoroughfare, plagued by bandits and cutthroats. Yet, groups of honest folk endure in small communities, spread thinly along the way. Many of these settlements are composed of a handful of homesteads, populated by refugees from Tharbad and their descendants. Huddling together for protection, they live an isolated existence, leaving their fortified sanctuaries exclusively to trade. They are often glum and taciturn, and may seem concerned only with their own survival in this wild, lonely place.", + "But the folk of the Greenway are not without kindness in their hearts, and have, on occasion, offered refuge to wayward travellers. Some still cling to very ancient traditions, considering themselves scions of the ancient kingdom that once held all this land under its protection. Proof of their ancient ancestry, they say, is evident in the many ruins that can be found near their settlements along the Greenway, and in the remains of the ancient buildings that are found under their very homes, every time that anyone digs for just a few feet.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ruins Along the Greenway", + "page": 196 + } + ] + }, + { + "type": "entries", + "name": "The Barrow-Downs", + "page": 197, + "id": "32a", + "entries": [ + "To the east of the Shire, beyond the Old Forest, rise the green-grey hills known in Hobbit-legend as the Barrow-downs. It is a maze-like country, made of grassy ridges rising one after another, with deep green hollows in between. If on a journey, it is much wiser to travel around them, especially since the great East Road lies immediately north of the Downs. If a traveller must pass through them, they go quickly and only when the sun is up.", + "By day, the scent of turf is strong and sweet, and the air itself is often still when caught between hillside and hillside, silent except for the high calls of strange birds. As one proceeds eastward coming from the forest, the hills grow higher and steeper, their tops crowned with mounds and standing stones. When the sun begins to set, a mist rises to obscure the landscape, slowly turning into a thick and cold fog, covering the land as a shroud.", + "Anyone caught in this white sea risks falling prey to the dreadful spells of the {@creature Barrow-wight|TLotRR|Barrow-wights}, spirits inhabiting the hollow chambers buried under the green mounds on top of the hills. These crypts served as tombs for those who once ruled over Eriador, in the time of the kings, but there is no rest for them, as their bones are stirred by an evil will. Travellers who lose their path in the fog find themselves suddenly in the shadow of huge standing stones, and hear cold voices coming out of the ground, calling them. If they fail to resist the call, they will be taken by the {@creature Barrow-wight|TLotRR|Barrow-wights} and imprisoned.", + { + "type": "entries", + "name": "The Great Barrow", + "page": 197, + "id": "32b", + "entries": [ + "Rising on one of the highest hills in the Barrow-downs, this burial mound conceals a vast underground complex, descending deep into the bowels of the earth, with dark and cold tunnels winding into many lesser burial chambers, where dozens of warriors are entombed with their gear of war and precious treasure. The stink of decay, stagnation, and rot chokes any who are foolish enough to push aside the great carven stone that blocks the entryway into this labyrinth of the dead.", + "This is the haunted lair of {@creature the Wight-king|TLotRR}, the chief of all blighted creatures who dwell in Tyrn Gorthad. Some say he was the last King of Cardolan, buried in the Barrow-downs before the Great Plague. Others hold him to be the malicious spirit of some fell captain who once served Angmar. What is certain is that in the ages since the barrow was dug, {@creature the Wight-king|TLotRR} has carved for himself a great throne room, deep in the darkness. Concealed from the light of day, he sits and festers in his own hatred, his lust for death satiated only when intruders dare enter his domain, or on the rare occasions when he walks among the mists of the Barrow-downs under cover of darkness. Stories of his empty eyes, his broken blade, and his terrible song have kept most would-be tomb robbers from daring to come near his domain\u2014and those who do are seldom heard from again.", + { + "type": "statblock", + "name": "The Wight-King", + "page": 197, + "source": "TLotRR", + "tag": "creature" + }, + "Scant few have seen {@creature the Wight-king|TLotRR} and lived to tell the tale, but mad tomb-robbers who have come out of the Barrow-downs tell of a fleshless warrior wearing the blackened raiment of an ancient noble. Empty black eyes burn behind a great, cracked helm, and a pitted blade is clutched in his left hand. All that is dead and yet still lives by sorcery or the will of the Enemy is his to command.", + "{@creature The Wight-king|TLotRR} leaves the Great Barrow only at night, and moves in darkness and silence across Tyrn Gorthad, singing songs of hopelessness and sorrow in both the {@language Westron|TLotRR|Common Tongue} and the {@language Black Speech|TLotRR} of Mordor.", + { + "type": "inset", + "name": "The Cold Stone", + "page": 197, + "id": "32c", + "entries": [ + "At the very centre of the Barrow-downs is a hill with a wide and flattened top, rimmed by a low raised edge. A single monolith stands tall in its middle, like a finger raised in admonishment. Its stone surface is always cold to the touch, even when hit directly by the light of the sun.", + { + "type": "list", + "page": 197, + "items": [ + "Whoever climbs to the top of the hill is cursed to encounter a {@creature Barrow-wight|TLotRR} as soon as the night comes. Additionally, anyone touching the monolith gains 2 points of {@book Shadow|TLotRR|7|Shadow Points}, resisted by a {@dc 15} Charisma saving throw." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The North Downs", + "page": 198, + "id": "32d", + "entries": [ + "The North Downs are a landscape of high hills and gullies, covered in grass and dotted by many ruins. They stretch in a north-eastern direction for many leagues from where the Greenway ends, until they give way to the empty lone-lands running towards Angmar of old. Once the North Downs stood at the heart of a great kingdom, but these wild lands are now deserted, and all that is left are broken towers and crumbling walls. The region is not entirely devoid of life though, quite the contrary\u2014wild hares and sheep roam the land, grazing on the lush grassland, and kestrels cross the sky searching for prey. If this place wasn't shunned as cursed, the North Downs would prove bountiful as a hunting ground.", + "Recently, a particular type of predator has made its lair in the North Downs, profiting from its ill-repute and contributing to it\u2014a good number of reckless robbers and brigands have found refuge in its half-ruined towers and stone homesteads. They waylay travellers along the Greenway, and exact payment from merchants heading to Bree or returning from there, ready to disappear into the North Downs if pursued.", + "The presence of these bands of rogues is starting to worry those who have sworn to keep safe the land of old Arnor. Indeed, the Rangers of the North used to maintain several of their secret refuges in hidden dales close to where the city of Fornost Erain used to be, centuries ago, and they have been forced to abandon them when the bandits moved into the North Downs. Of course, the Rangers won't suffer this interference for long. Talandil, a veteran Ranger and self-appointed guardian of Fornost Erain, is already seeking help among adventurers willing to fight to free the area from the bandit threat.", + { + "type": "entries", + "name": "Fornost Erain", + "page": 198, + "id": "32e", + "entries": [ + "In the southern foothills of the North Downs lies what remains of a great city of stone, now almost completely reclaimed by time and nature. This place is called Deadmen's Dike by those who live in Bree and fear it, and Norbury by the most scholarly among Shire-hobbits. But only those mysterious wanderers called the Rangers recall its former glory as a great fortress and city built in the time of the kings out of the sea, and called Fornost Erain.", + "Centuries ago, the walls and towers of Fornost were broken when the city was attacked by Angmar and sacked. Though the Witch-king sat upon the throne of Fornost for only a brief while, the defilement of the city left a scar so deep that it never rose again. In the Twilight of the Third Age, the roots of trees hundreds of years old have broken through the stones that paved its streets, and ivy and lichen have covered its once white walls. The folk of the Bree-land call this place cursed, and none dare dwell there. Even the most callous tomb-robbers do not cross into the ruins of Fornost Erain, for it is said that the spirits of the men who died protecting the city still linger there, hoping to redeem their name by forbidding anyone to enter.", + "Only the Rangers of the North venture into that broken place, and for their bravery, they are scorned by the people of Bree, for they believe that anyone willing to live in the shadows of the fallen city must themselves be as cursed as the place itself.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Dome of Sight:", + "page": 199, + "entry": "Caved in upon itself from the weight of the years, this great, domed chamber once housed the Seeing Stones of the North Kingdom: the chief stone that once was kept at Amon Sûl, and the Stone of Annúminas, now both lost. A part of the chamber is now underground and is still accessible from the surface. If reached, one can observe part of the dome that hasn't collapsed yet, a high vault covered by mosaic tiles displaying the image of a starlit sky. Some among the Rangers say that the ceramic tiles of the mosaic still retain images of faraway places." + }, + { + "type": "item", + "name": "The Throne Room of Arvedui:", + "page": 199, + "entry": "Some among the older Rangers of the North talk of a vast, underground chamber, surviving intact under the ruins of what they claim was the Hall of Eärendur, the royal palace of Fornost. It's the throne room of Arvedui, a long hall with tall pillars reaching up towards the ceiling, carved with a craft now lost to the ages. A raised throne stands among broken stones that fell from the ceiling, its high marble back decorated with the image of a single, many-rayed star. The throne itself seems untouched by time." + }, + { + "type": "item", + "name": "The Records of the Last King:", + "page": 200, + "entry": "The life of Arvedui Last-king was ill-fated, and most of what is remembered of him concerns his fall. Few recall that in life he was considered Elven-wise, and that he held council with many among the Fair folk. He kept many books of lore and records of these meetings in a private library, a chamber of records now concealed beneath the ruin of his palace. Should it be discovered, its content would offer great insight into the mind of the last king and the affairs of his final days." + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/098-08-06.ruin-tower.webp" + }, + "width": 1700, + "height": 1087 + } + ] + } + ] + }, + { + "type": "entries", + "name": "The South Downs", + "page": 200, + "id": "32f", + "entries": [ + "Bordered to the west by the Greenway and to the north by the East Road, the South Downs is a range of hills running from east to west for about a hundred miles. Dreary, empty and featureless, the hills sport little vegetation and few animals make their lairs there. The Bree-folk and the Rangers have little reason to travel across this wild region, and avoid it whenever possible, disliking in particular the occasional miasma that drifts east from the Barrow-downs.", + { + "type": "entries", + "name": "The Howling Hollows", + "page": 200, + "id": "330", + "entries": [ + "Long ago, Wolves from the Misty Mountains came west into Eriador to hunt. Some never returned, and made new lairs in the South Downs, as they found the desolate hills to offer good sanctuary. In time, they have burrowed deeply under the hills, creating a web of caves. From here, they go out at night to search for prey.", + "These secret hollows give shelter to a pack of a dozen Wolves, but word is spreading among the cunning beasts, and more wicked creatures are coming to the South Downs.", + "{@creature Búrzgul|TLotRR} is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. {@creature Búrzgul|TLotRR} heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of {@creature Ash|TLotRR}. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that {@creature Búrzgul|TLotRR} regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow.", + { + "type": "statblock", + "name": "Búrzgul", + "page": 200, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "name": "Ash", + "page": 200, + "source": "TLotRR", + "tag": "creature", + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ruins and Broken Stones", + "page": 201 + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Weather Hills", + "page": 202, + "id": "331", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/099-map-8-06.weather-hills.webp" + }, + "imageType": "map", + "title": "Map: Weather Hills", + "width": 3418, + "height": 4373, + "id": "390", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "332", + "points": [ + [ + 1670, + 2705 + ], + [ + 1670, + 3022 + ], + [ + 2607, + 3022 + ], + [ + 2607, + 2705 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 680, + 2272 + ], + [ + 680, + 2627 + ], + [ + 1662, + 2627 + ], + [ + 1662, + 2272 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/100-map-8-06.weather-hills-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4373, + "mapParent": { + "id": "390" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Weather Hills rise in a long, northward undulating ridge, starting in the south where the East Road passes under the shadow of their tallest rise, the hill of Weathertop. Overgrown walls and old, broken stonework are on full display atop these high hills, visible to any wanderer travelling on the road. The Men of the West did not live here, but fought and died in bitter wars against Angmar\u2014the ruins that dot the hills are what remains of ancient forts and watchtowers, and the paths and tracks that served them. A mournful air hangs over the Weather Hills. The hilltops are bleak and treeless, and the dells deep and shadowy.", + { + "type": "entries", + "name": "Weathertop", + "page": 202, + "id": "332", + "entries": [ + "Weathertop, or Amon Sûl, as the Rangers call it, is the southernmost hill of the Weather Hills. On its summit once stood a tall and fair watchtower, built in the days of the North Kingdom. It was once used to store a Seeing Stone, one of the greatest treasures that Elendil brought out of Númenor. The tower was burned and broken during the wars with Angmar, and only a ring of stonework remains to crown the hilltop.", + "The {@race Ranger of the North|TLotRR|Rangers of the North} often come here, to watch over the surrounding land, and to pay tribute to one of the places they hold in greater regard. Those few who make the long ascent to reach this ancient place often find encrypted notes and supplies left by the mysterious wanderers of Eriador." + ] + } + ] + }, + { + "type": "entries", + "name": "Angmar", + "page": 202, + "id": "333", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/101-map-8-07.old-witch-realm-of-angmar.webp" + }, + "imageType": "map", + "title": "Map: Angmar", + "width": 4925, + "height": 3418, + "id": "391", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "334", + "points": [ + [ + 1320, + 325 + ], + [ + 1320, + 785 + ], + [ + 1997, + 785 + ], + [ + 1997, + 325 + ] + ] + }, + { + "area": "336", + "points": [ + [ + 2305, + 1977 + ], + [ + 2305, + 2210 + ], + [ + 2797, + 2210 + ], + [ + 2797, + 1977 + ] + ] + }, + { + "area": "335", + "points": [ + [ + 2235, + 2320 + ], + [ + 2235, + 2942 + ], + [ + 3412, + 2942 + ], + [ + 3412, + 2320 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/102-map-8-07.old-witch-realm-of-angmar-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "391" + }, + "grid": { + "type": "none" + } + } + ] + }, + "In the northern reaches of eastern Eriador, beyond the Ettenmoors and the peak of Mount Gram, lies the land that of old saw the witch-realm of Angmar. Long ago, the Chief of the Ringwraiths himself ruled this land from his fortress of Carn Dûm, wielding fear and terror and commanding great armies of Orcs, Goblins and Hill-men. He made war against the North Kingdom of Arnor and its successor kingdoms, destroying them. But his kingdom was obliterated in turn, when a great host of Elves and Men came north to challenge him. He fled from the ruin of his armies, deserting them.", + "Now, as a new darkness descends on Eriador and smoke issues forth from Mount Doom once again, the ancient realm of Angmar seems to stir once more. A cold wind blows from the north and all evil things feel a call to return to Carn Dûm. The Wise worry that a new servant of Sauron occupies the fortress again. Orcs are coming north from the south and east; Trolls venture out from their hiding holes in the Ettenmoors, crossing the Grey Waste northwards. Even tribes of Hill-men from Rhudaur have started to answer the call.", + "Although the High Elves and the Dúnedain keep a careful watch on its borders, few dare to venture into that desolate land. Who has explored Angmar and returned speaks of a grey desert of gnarled trees and broken stones. Freezing winds blast down from the mountains, to bite at every traveller. It seems that winter rules all year long in this land and that Carn Dûm itself lies still and waiting under the ice.", + "Beneath the snow are bare traces of the roadways that once crossed this land. Towers, encampments and entire villages lay dead beneath the cold. But at night one can sometimes see lights in the towers and hear strange sounds on the wind. It may be that Angmar is waking up, and that may bring doom to the North and prevent the Wise from sending any help south to combat the growing threat of Mordor.", + { + "type": "entries", + "name": "Carn Dûm", + "page": 202, + "id": "334", + "entries": [ + "Once the seat of power of the Witch-king of the North, this icy tower is hidden in the endless labyrinth of passes and tunnels that snake through the Mountains of Angmar. Even though the Witch-king himself has yet to return home, rumours of rekindled forges, gathering armies, and fell sorcery occurring in the dungeons of the broken tower are heard as far as Bree itself. Whether these rumours have any substance to them or not remains to be seen, but the growing threat of the Enemy's forces and their increased presence in Eriador hints at there being a terrible truth behind these dark whispers." + ] + } + ] + }, + { + "type": "entries", + "name": "The Ettenmoors", + "page": 203, + "id": "335", + "entries": [ + "Under the looming reach of the Misty Mountains is a bleak highland of fog-shrouded moors and marshland that is inhospitable to all but the hardiest. Even the {@race Ranger of the North|TLotRR|Rangers of the North} are loath to travel there, for it's a cold and unforgiving land. Its close proximity to both Mount Gram and the Misty Mountains keeps the Ettenmoors wrapped in a thick fog that sunlight never seems to fully pierce. A great many Trolls wander this region, eager to catch wayward travellers lost in the wilderness and devour them. So brutal are these terrible beasts that, as if driven to madness, they have even turned their attention to Mount Gram itself and on more than one occasion raided the Goblin tunnels that are still hidden from the sun beneath the stone cliffs of that rocky terrain." + ] + }, + { + "type": "entries", + "name": "Mount Gram", + "page": 203, + "id": "336", + "entries": [ + "A long mountain range rises west out from the Misty Mountains and marks the southern border between Angmar and the Ettenmoors. Its highest peak is Mount Gram, a name remembered mostly in songs from the Shire as the domain of Golfimbul, who was slain by Bandobras \"Bullroarer\" Took during the Battle of Greenfields several hundred years ago. In that silent and shadowy region, Orcs, Goblins, and even some Trolls have restored their numbers, now rivalling those of the days when Angmar drove them to war. Though they remain secret, it is only a matter of time before their craving for blood and the will of their master drives them to fall once more on Eriador." + ] + }, + { + "type": "entries", + "name": "The Trollshaws", + "page": 204, + "id": "337", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/103-map-8-08.trollshaws-player.webp" + }, + "imageType": "map", + "title": "Map: Trollshaws", + "width": 3418, + "height": 4373, + "id": "392", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/104-map-8-08.trollshaws.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4373, + "mapParent": { + "id": "392" + }, + "grid": { + "type": "none" + } + } + ] + }, + "In the land beyond the Last Bridge, between the Hoarwell River in the west and the Loudwater River in the east, the East Road is almost swallowed by a rough, rocky landscape, broken only by thick patches of woodland. The horrid brutes that hide in the numerous caverns that dot the stony landscape are the source of the land's name: The Trollshaws. The few hardy (or foolish) travellers that dare go so far from civilization and travel so near to the Misty Mountains should be wise to never stray from the Road.", + "Should some reckless wanderer step off the path, they will find broken towers and ancient castles dragged down to rubble, hidden atop the low stony highlands that cast long shadows over the East Road, while the forests between these long abandoned buildings are filled with dangerous predators and savage foes\u2014many of whom have come down from the Coldfells or out of their dark holes in the Misty Mountains. Regardless of their origin, they have no love for the Free People, seeing them as little more than prey to be slaughtered.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Troll-Holes", + "page": 204 + }, + { + "type": "entries", + "name": "The Last Bridge", + "page": 205, + "id": "338", + "entries": [ + "Approximately one hundred miles east from Weathertop, a great stone bridge crosses the Hoarwell River in three arches over a deep gorge. Crossing it means entering the Trollshaws, a very dangerous wild land. As its name implies, this bridge is the last opportunity for a wanderer to turn back and return to more civilised areas.", + "The stones of the Last Bridge are old and worn, often slick when rain has fallen, with little more than a knee-high barrier on each side to prevent travellers from slipping and falling into the cold, rushing waters of the Hoarwell far below. This is taken as yet another sign of both the Bridge's age and the impending doom awaiting any who cross it." + ] + } + ] + }, + { + "type": "entries", + "name": "Tharbad", + "page": 205, + "id": "339", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/105-map-8-09.cardolan-tharbad.webp" + }, + "imageType": "map", + "title": "Map: Cardolan Tharbad", + "width": 4925, + "height": 3418, + "id": "393", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "339", + "points": [ + [ + 1267, + 1780 + ], + [ + 1267, + 2307 + ], + [ + 2357, + 2307 + ], + [ + 2357, + 1780 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/106-map-8-09.cardolan-tharbad-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "393" + }, + "grid": { + "type": "none" + } + } + ] + }, + "This ruined city lies where the Greyflood is no longer navigable for sea-going ships. Of course, this hasn't mattered for many, many years, but there was once plentiful commerce in Tharbad, even before the founding of the city proper. A great bridge was built first, then a fortress to guard it, and then an entire city grew up around the crossing. Tharbad endured, through wars, plagues, and worse, though its population dwindled. It became no longer a place where travellers met, but a market town for the locals. The latest calamity struck about 50 years ago, when the Fell Winter brought great floods in spring. The rushing waters of the swollen river could not destroy the town itself, but the bridge was washed away, along with many people.", + "Yet, Tharbad was not entirely abandoned. In these years of Twilight, a former bandit by the name of Gurnow rules the city with a strong hand. He has promised to keep the road safe, repair the bridge, and protect the surviving inhabitants from harm. He tells the folk that he has many friends in other lands and that Tharbad will be restored. The city waits to see if his speeches will yet turn into actions.", + "More detailed information on Tharbad can be found in {@link Ruins of the Lost Realm|https://freeleaguepublishing.com/shop/the-one-ring/ruins-of-the-lost-realm/}." + ] + }, + { + "type": "entries", + "name": "Lindon", + "page": 205, + "id": "33a", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/107-map-8-10.lindon.webp" + }, + "imageType": "map", + "title": "Map: Lindon", + "width": 3418, + "height": 4925, + "id": "394", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/108-map-8-10.lindon-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4925, + "mapParent": { + "id": "394" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The wide seaward land to the west of the Blue Mountains is the Elven realm of Lindon. The region is what remains of the great country of Beleriand, destroyed almost entirely in wars that only the long-lived Elves remember. Originally populated by the survivors of that land, it was for a while the greatest nation of the Elves in Middle-earth. Gil-galad, the last king of the Noldor, dwelt there, as did Celeborn and Galadriel, before they went to Lórien. In time, Celebrimbor led many of the High Elves away east, to found Eregion, after hearing of the discovery of Mithril in the mines of Moria.", + "The land of Lindon comprises Forlindon and Harlindon, the coastlands to the north and south of the Gulf of Lhûn. It once included land to the east of the Ered Luin, but today the Tower Hills represent its most eastern borders. No Men cross into Lindon, but Dwarves still maintain some remote halls in the Blue Mountains, both north and south of the Gulf of Lhûn.", + "At the mouth of the Gulf of Lhûn is Mithlond, the Grey Havens, from where the Elven-ships bound to leave Middle-earth set sail and where {@creature Círdan the Shipwright|TLotRR} is master. Since the death of Gil-galad at the time of the Last Alliance of Elves and Men, the rule of the master of the Grey Havens is acknowledged all over Lindon. Accounted among the Wise, he sends messengers often to Elrond, to offer and receive counsel." + ] + }, + { + "type": "entries", + "name": "The Blue Mountains", + "page": 206, + "id": "33b", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/109-08-07.fordge-blade.webp" + }, + "width": 850, + "height": 1004 + }, + "The Ered Luin are an ancient mountain range, where two of the greatest cities of the Dwarves once were found. Nogrod and Belegost are no more, as they were destroyed at the end of the First Age, when Thangorodrim was broken. At that time, many Dwarves went to Khazad-dûm, but the Ered Luin were never entirely forsaken. Many halls and mines are still open and populated, especially now that the Kingdom Under the Mountain has been restored, and there is travel and commerce between the Blue Mountains, Erebor, and the Iron Hills. In fact, Dwarves passing along the great East Road are the most reliable source of news in places like the Shire and Bree.", + "Most of the mines that are still active in the Blue Mountains are in the southern reach, below the Gulf of Lhûn. Many Dwarves dwelling there do not belong to the House of Durin. Some veins have been worked for thousands of years, slowly and steadily by the same family of Dwarves over the ages." + ] + }, + { + "type": "inset", + "name": "Other Lands", + "page": 206, + "entries": [ + "Where the Misty Mountains reach their southernmost end, there opens the Gap of Rohan, the gate leading from Eriador to the lands of Calenardhon. It is a green province of rolling hills and meadows, bordered to the south by the Ered Nimrais, the White Mountains. It is today known as the Riddermark, the Mark of the Riders.", + "Further to the East, the Great River descends from the North in wide bends, eventually slowing its course into a vast marshland. Before the Anduin reaches the Sea, it enters the land of Gondor, the South-kingdom of the Men of the West. Beyond its borders lies Harad to the south, and to the east, the black land of Mordor.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mordor:", + "entries": [ + "Encircled by ranges of broken and barren peaks to the north, west and south, lies the Land of Mordor. It is a vast, desolate region, made of mournful plains of ash and blasted rock, dominated in the north by Orodruin, the Mountain of Fire.", + "It is here that Sauron forged the One Ring, long ago, in the Chambers of Fire of Mount Doom, when he tried to seize dominion over all the Rings of Power. And it is here that he has returned, when he left his fortress of Dol Guldur.", + "Since his return, Sauron has bent his will on the rebuilding of his power and the Dark Tower of Barad-dûr. In the last twenty years, his many servants have bored all the hills and rocks about the Black Gate of Mordor, filling every tunnel with deep armouries for the mustering of a great host. Away south, by the dark waters of Lake Núrnen, slaves till the fields for the provision of many armies." + ] + } + ] + } + ], + "id": "0a1" + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix", + "page": 209, + "id": "33c", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/110-09-01.appendix-splash.webp" + }, + "width": 1700, + "height": 1133 + }, + { + "type": "quote", + "entries": [ + "But great though his lore may be, it must have a source." + ], + "style": "quote-pull" + }, + "The following sections contain information on a variety of topics\u2014Patrons presents biographical data and rules concerning many wise or otherwise distinguished individuals living at the end of the Third Age and suited to become allies of the Company, while Landmarks discusses one of the main ways that {@i The Lord of the Rings Roleplaying} presents playable material, including {@book The Star of the Mist|TLotRR|9|The Star of the Mist}, a full example of the new format.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/111-09-02.appendix-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 282 + }, + { + "type": "section", + "name": "Patrons", + "page": 209, + "id": "33d", + "entries": [ + { + "type": "quote", + "entries": [ + "And now,\" said the wizard, turning back to Frodo, \"the decision lies with you. But I will always help you." + ], + "style": "quote-pull" + }, + "As seen in {@book Chapter 2|TLotRR|1|Patron}, in the course of their adventures the Player-heroes will sooner or later encounter others who, like them, oppose the encroaching Shadow. Among them are Men, Elves, and Dwarves, even Hobbits, who started to fight the Enemy long before them, and are actively seeking worthy allies to join in their fight.", + "Whenever a Company makes the acquaintance of such an individual, they might adopt them as their Patron. A Company typically encounters a potential Patron during play, in the course of an Adventuring Phase.", + "In time, the Player-heroes are bound to meet several such individuals throughout their career, but may designate only one of them as their main Patron at any time\u2014a Company enjoys exclusively the Fellowship Bonus and advantages related to the Patron they choose as their main one.", + { + "type": "inset", + "page": 210, + "id": "33e", + "entries": [ + "The Player-heroes designate their main Patron when they are in the same place as the selected individual during a Fellowship Phase, by choosing the {@action Meet Patron|TLotRR} undertaking." + ] + }, + "The following section presents some of the most influential individuals living at the end of the Third Age who may act as Patrons for the Company.", + { + "type": "entries", + "name": "Balin, Son of Fundin", + "page": 210, + "id": "33f", + "entries": [ + { + "type": "quote", + "entries": [ + "...there was a very old-looking Dwarf on the step with a white beard and a scarlet hood; and he too hopped inside as soon as the door was open, just as if he had been invited." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Born in the year 2763 of the Third Age, Balin is the eldest son of Fundin, one of Durin's Folk. He and his younger brother Dwalin are of royal blood, as they count King Náin II among their ancestors. A venerable Dwarf, Balin has seen much, including the death of too many allies and dear friends. He fought the Orcs when his father died defending Moria, was there when Thráin disappeared in Mirkwood, and was with Thorin Oakenshield on the quest that ended with the liberation of Erebor and the death of the Dragon.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/112-09-03.balin-son-of-fundin.webp" + }, + "width": 850, + "height": 1214 + }, + "For decades, Balin was Thorin's counsellor, and now serves Dáin Ironfoot, the King Under the Mountain. One of Dáin's most trusted officers, he is an adventurer at heart, and rarely remains at court for long periods of time. Despite his status among his kin, he is surprisingly humble and polite. While still doughty, Balin's age is beginning to show. He sometimes mutters to himself and dodders as if every day of his years presses upon him.", + { + "type": "statblock", + "name": "Balin, Son of Fundin", + "page": 211, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Balin", + "page": 211, + "id": "340", + "entries": [ + "According to his nature as a wanderer and his duty as a messenger of Dáin, Balin is often on the road, travelling across Wilderland and Eriador. He sometimes journeys with {@creature Gandalf the Grey|TLotRR|Gandalf}, to suit his own or the Wizard's purposes. Balin enjoys his visits to the Shire to see his dear old friend Bilbo Baggins, and out of a general fondness for Hobbits and their excellent hospitality. He also goes to the Blue Mountains regularly, to work with the Dwarves residing there.", + "Balin is unusually woodcrafty for a Dwarf, adept at tracking, fire-making, and pathfinding. He often serves as a lookout and takes pride in his acute sight. Balin knows well the regions he traverses when he journeys from Erebor to the Blue Mountains, having made the trip several times, though he prefers not to cross Mirkwood, even to this day.", + "One might encounter Balin in a small inn along the way between Erebor and the Blue Mountains, camping in the wild near the road, or sharing a {@item pipe|TLotRR} with old friends. He is generous to a fault, kind of spirit, and easily the wisest and best of those who reclaimed the Lonely Mountain. He may accompany a group of adventurers if their purposes align, or even for a while if they are going roughly in the same direction." + ] + }, + { + "type": "entries", + "name": "Balin as a Patron", + "page": 211, + "id": "341", + "entries": [ + "Unlike many Dwarves, Balin is genuinely interested in other folks and takes kindly to Hobbits especially. Of the Dwarves of Thorin's Company, Balin is the only one still associating with Gandalf long after the death of Smaug, as he shares the Wizard's concern about the growing Shadow.", + "In addition to that, Balin aims to restore the strength and prominence of the Dwarves in Eriador, whether through direct action, or by setting into motion agents who might affect the change he wishes to see. Like all his folk, he hates Orcs and their ilk, and seeks in every way to drive them back wherever he can. His adventuring has made him wiser and more cautious though, and he often counsels patience and observation as a tactic, versus rash or violent action.", + "Balin is eager to know anything that can be learned regarding Dwarf-holds fallen to the Enemy, and actively encourages his allies to scout those places or rid them of any foul denizens therein. In particular, Balin is interested to find out all he can about Moria, where his father was slain. Together with two of his fellow survivors of Thorin's company\u2014Ori and Óin\u2014he speaks often about entering Khazad-dûm and exploring it. So far, King Dáin of Erebor has cautioned them against such an endeavour, though it is clear that they are not to be dissuaded.", + { + "type": "table", + "page": 211, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Balin's Counsel" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the {@dice 2d20|d20s} is used." + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Bilbo Baggins", + "page": 211, + "id": "342", + "entries": [ + { + "type": "quote", + "entries": [ + "...he looked and behaved exactly like a second edition of his solid and comfortable father, got something a bit queer in his make-up from the Took side, something that only waited for a chance to come out." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In the year 2965, Bilbo is a vigorous Hobbit\u2014At seventy-five he is very much the same as he was at fifty, at the time of his remarkable disappearance and surprising return. On the surface, the son of Bungo Baggins and Belladonna Took is a prime example of a respectable Hobbit. He is a great lover of pipe-weed, good food, and fine waistcoats, and lives in one of the cosiest Hobbit-holes in the Shire. But this is not all there is to Mr Baggins.", + "Bilbo's unexpected journey with Thorin Oakenshield and company changed him profoundly, setting him apart from his fellow countrymen. Perhaps that adventure provided a spark that ignited his Tookish and more adventurous side, and he certainly returned from Erebor a wealthier Hobbit. All this estranged him from much of the (admittedly tedious) Shire society, leading him to focus on his own, peculiar lifestyle, the company of friends, and working on his diary.", + "Twenty years after his great adventure, Bilbo remains curious about news from outside the Shire, and is always gathering rumours and bits of lore to add to his personal records\u2014he is planning to turn his private diary into a real book.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/113-09-04.bilbo-baggins.webp" + }, + "width": 850, + "height": 1409 + }, + { + "type": "statblock", + "name": "Bilbo Baggins", + "page": 212, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Bilbo", + "page": 212, + "id": "343", + "entries": [ + "The Bagginses have lived in the neighbourhood of The Hill from time out of mind, and Bilbo has no desire to break that long-standing tradition. His address is at Bag End, Underhill, Hobbiton, and it's at Bag End that the Hobbit is likely to be found, probably having tea, or standing at the door, smoking a {@item pipe|TLotRR}. That said, his experiences with Thorin's Company and a Dragon have awakened in him a certain appetite for adventure, and sometimes he stays away from home for much longer than is considered appropriate in the Shire. When travelling further away than Buckland, or Michel Delving, he is often in the company of Dwarves.", + "If encountered outside the Shire, Bilbo might carry his Elf-dagger, Sting, sheathed at his side. But he has yet to encounter a danger that might require him to use it\u2014if threatened, the Hobbit displays an uncanny ability to disappear almost instantly, a talent far outstripping the normal Hobbitish affinity for escaping notice. He always remembers to bring a {@item pocket-handkerchief|TLotRR} along." + ] + }, + { + "type": "entries", + "name": "Bilbo as a Patron", + "page": 212, + "id": "344", + "entries": [ + "Unbeknownst to his fellow Hobbits who just consider him to be strange, if not completely mad, Bilbo knows a lot about the world outside the Shire, and is well aware of its dangers. He keeps himself as informed as he can, exchanging tidings with travellers and by writing and receiving letters. When he learns about potential threats that might affect the Shire, he does what he can to enlist the help of anyone who might do something about it.", + "Being a Hobbit of considerable means, Bilbo is all too happy to arrange hospitality, finance expeditions, and to generally encourage those who would dare to go out and have adventures. He provides support merely in return for a good story and perhaps a souvenir or keepsake\u2014he is especially interested in maps, and geographical lore in general, which he uses to amend his own charts.", + "Contrary to this inclination towards hosting a veritable rogues gallery of guests from far afield, he is growing increasingly isolated when it comes to his fellow Hobbits. He finds them staid, close-minded, and demonstrates little patience for their shenanigans and petty foibles. To the eyes of the Shire-folk, Bilbo is becoming more and more an eccentric recluse.", + { + "type": "table", + "page": 213, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Bilbo's Hospitality" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + ] + }, + { + "type": "inset", + "name": "Bilbo's Magic Ring", + "page": 212, + "id": "345", + "entries": [ + "Bilbo found many valuable things in the course of his last adventure, but the greatest treasure he brought back is one he doesn't know much about. It's the magic ring he found in an underground cave, under the Misty Mountains, and that he has kept a great secret. To him, it's a precious commodity, as wearing it makes him {@condition invisible}\u2014a quality that Bilbo finds invaluable when unpleasant callers come looking for him.", + "This ring has been in Bilbo's possession for more than twenty years now, and what in the beginning seemed nothing more than a curiosity to the Hobbit is slowly developing a growing hold over his mind. He keeps it in the pocket of his waistcoat upon a fine silver chain at all times, and has developed the habit of slipping a finger or two in the pocket to touch it, as if to reassure himself that it's still there." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Círdan the Shipwright", + "page": 213, + "id": "346", + "entries": [ + { + "type": "quote", + "entries": [ + "As they came to the gates Círdan the Shipwright came forth to greet them. Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Círdan is perhaps the most ancient Elf still living in Middle-earth. He has witnessed three ages of the world, and has been given many titles. Today, he is mostly known as the Shipwright, and the Master of the Grey Havens. He is accounted among the Wise and the Great, and has served as a member of the White Council for many long centuries. For a time, he was the keeper of one of the three Elven Rings of Power, for he bore Narya, the Ring of Fire, until he gave it to {@creature Gandalf the Grey|TLotRR}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/114-09-06.cirdan-the-shipwright.webp" + }, + "width": 850, + "height": 1313 + }, + "Círdan is currently the chief of all Elves residing west of the Blue Mountains, in Lindon. He has been leading them since Gil-galad died fighting Sauron in the War of the Last Alliance. Many consider him to possess the greatest gift of foresight, and thus to be able to see further and deeper than any other in Middle-earth. That is perhaps why the task of preparing the ships that all Elves board when leaving Middle-earth to cross the sea to Valinor is appointed to him.", + { + "type": "statblock", + "name": "Círdan the Shipwright", + "page": 214, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Círdan", + "page": 214, + "id": "347", + "entries": [ + "Círdan dwells with his people at the great port of Mithlond, on the banks of the Gulf of Lune. He rarely ventures forth from the Grey Havens, but all who are of good spirit and come in peace are welcome to come and see him there. Galdor of the Havens is his herald and envoy, and often travels across Middle-earth representing the Shipwright wherever needed, and speaking with his full authority.", + "In person, Círdan is very tall, even for an Elf. His appearance is that of a grey but vigorous individual, with a long, silver beard, a rarity among the Fair Folk. He is gracious and hospitable, receiving all guests with full courtesy and kindness. His bright eyes are keen, yet profound\u2014If anyone was to look into them for a few moments, they would see a deep well of memory and experience, telling of the countless things that Círdan has accomplished over his long lifetime." + ] + }, + { + "type": "entries", + "name": "Círdan as a Patron", + "page": 214, + "id": "348", + "entries": [ + "Círdan knows that the Grey Havens play a role of primary importance in the war against the Shadow. The Five Wizards landed here when they came to Middle-earth almost two thousand years ago, and it is here that many great fleets armed for the defeat of Sauron found safe harbourage. In the twilight of the Third Age, Mithlond serves as the last refuge for those who desire to leave Middle-earth, and Círdan considers it his duty to ensure that their passage is made as safely as possible.", + "The Grey Havens also guard a great wealth of knowledge. Círdan's memory goes back to a time before the light of the Sun and Moon, and his knowledge rivals that of Elrond, greatest of lore-masters. The Lord of the Havens and that of Imladris seek the counsel of one another, and their messengers can be often found on the great East Road on errands from their masters.", + { + "type": "table", + "page": 215, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Shipwright's Foresight" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster." + ] + ] + }, + { + "type": "inset", + "name": "The Elendil Stone", + "page": 214, + "id": "349", + "entries": [ + "Círdan and the Elves of Lindon guard one of the seven \"seeing stones\" brought to Middle-earth from Númenor by Elendil. It is locked away in the tower of Elostirion, in the Tower Hills. Also known as a {@i palantír}, this stone is a perfectly smooth globe, made of a dark, glassy material, about a foot in diameter. According to old lore, the {@i palantíri} allowed their owners to see things from a distance, and could communicate with each other. Only a few among the Wise know whether the Elendil Stone is still capable of revealing any vision, as the other stones are deemed lost, or destroyed." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/115-09-05.orb.webp" + }, + "width": 1700, + "height": 966 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Gandalf the Grey", + "page": 215, + "id": "34a", + "entries": [ + { + "type": "quote", + "entries": [ + "At the end of the second week in September a cart came in through Bywater from the direction of the Brandywine Bridge in broad daylight. An old man was driving it all alone. He wore a tall pointed blue hat, a long grey cloak, and a silver scarf." + ], + "style": "quote-pull", + "skipMarks": true + }, + "To the Hobbits of the Shire, Gandalf the Grey is just a pilgrim, a wanderer without a home. He says he's a Wizard, but the extent of his magical skill seems to be limited to his wonderful fireworks and to the prodigious smoke-rings he produces with his {@item pipe|TLotRR}. But the wanderings of Gandalf have brought him much farther than his beloved Shire, to lands where he is known by different names: to the Elves he is Mithrandir, Tharkûn is how the Dwarves know him, and Men in the South call him Gandalf Greyhame. In these countries, Gandalf is not always welcome\u2014indeed, some call him a bringer of ill-news, as he often comes when a threat is near.", + "In truth, Gandalf is the greatest enemy of Sauron in the Third Age. Few among the Wise know that the Wizards first came to Middle-earth out of the Uttermost West almost two thousand years ago, on a mission to thwart the Dark Lord's machinations. Gandalf's appointed task is to bolster the hearts of those who would fight against evil everywhere, and that's what he has done for centuries now, counselling Dwarves, Elves, and Men, always bringing light where darkness lies.", + "Gandalf is the secret bearer of Narya, the Ring of Fire, the third Elven-ring created by Celebrimbor of Eregion. It was given to him for safekeeping and for his own use by Círdan the Shipwright. Narya is an invaluable aid to Gandalf in his mission to inspire others in their struggles against the Shadow. If pressed into combat, the Grey Pilgrim unsheaths Glamdring, an ancient Elven blade, forged in Gondolin for the Goblin-wars.", + { + "type": "statblock", + "name": "Gandalf the Grey", + "page": 215, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/116-09-07.gandalf-the-grey.webp" + }, + "width": 850, + "height": 1099 + }, + { + "type": "entries", + "name": "Encountering Gandalf", + "page": 215, + "id": "34b", + "entries": [ + "Gandalf can be encountered almost anywhere\u2014riding across the countryside on horseback, walking alone or in the company of friends or allies, or even in the seat of a horse-drawn cart. He may not show up when called but often appears when needed. Gandalf holds a particular fondness for the Hobbits of the Shire and when he is meeting someone in Eriador, he will always choose the inn in Bree as a meeting place.", + "When encountered along the road, the Grey Wizard may appear just as an old man, with a long white beard and carrying a staff that he sometimes leans upon as he walks. But when he sits in council, his white hair and piercing dark eyes make him look like a wise king from some ancient legend.", + "Gandalf does not resort to using magic lightly, as he fears it would betray his presence to the eyes of the Enemy. When he does, he displays a mastery of fire and smoke, a reflection of his personality. Seemingly irascible, the old Wizard is also just as quick to burst into warm laughter. He might gently chide a friend, offer words of reassurance, then wax wroth at those who fail to show him due respect." + ] + }, + { + "type": "entries", + "name": "Gandalf as a Patron", + "page": 217, + "id": "34c", + "entries": [ + "Once, {@creature Círdan the Shipwright|TLotRR|Círdan} of the Havens said that the Grey Wanderer's mission is to 'rekindle hearts in a world that grows chill'. In accordance with this mandate, Gandalf labours to inspire all individuals into action, and set events in motion that will eventually spiral into greater consequences. The Quest of Erebor is an example of how Gandalf acts\u2014helping Thorin Oakenshield to reclaim his lost kingdom led to the elimination of a Dragon that could have become a terrible weapon in the hands of the Enemy.", + "Unlike the head of his order, Saruman, who deals in devices and instruments from his high tower in Isengard, Gandalf moves among those who oppose Sauron, listening to their pleas and providing help when emergencies occur. This has made Gandalf welcome in most places, despite his reputation as a troublemaker.", + "A member of the White Council, Gandalf is the one among the Wise that is most likely to act promptly. While the others may counsel patience and caution, Gandalf moves decisively, putting himself in danger, infiltrating the lairs of the Enemy, and facing evil without hesitation. His goal is to lead the Free Peoples by example, encouraging them to set aside ancient rivalries and petty disputes, and to work together in defence of all that is good and worth keeping.", + { + "type": "table", + "page": 217, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Wisdom of the Grey Pilgrim" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used." + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/117-09-08.gandalf-with-sword.webp" + }, + "width": 1700, + "height": 2090 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Gilraen the Fair", + "page": 217, + "id": "34d", + "entries": [ + { + "type": "quote", + "entries": [ + "After a few years Gilraen took leave of Elrond and returned to her own people in Eriador, and lived alone..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A woman of noble lineage, Gilraen is the mother of Aragorn, the current chieftain of the Rangers of the North and Heir of Isildur. She was quite young when she married, and became a widow soon after she gave birth to her son. When that came to pass, Elrond took her and her newborn to dwell with him in Rivendell, and he raised Aragorn as a son of his own\u2014Aragorn was called 'Estel' in Imladris ({@language Sindarin|TLotRR} for 'Hope'), to conceal his lineage and true name from his enemies.", + "In the year 2965, Gilraen is not yet sixty years old. Being one of the long lived Dúnedain, she is in the fullness of her strength of body and mind, and possesses a measure of the foresight of her people. When her son left Rivendell to seek adventure a few years ago, Gilraen decided to remain in Imladris. She often leaves the Last Homely House on short trips, to visit her own people in Eriador and confer with the captains of the Rangers of the North, in the absence of their chieftain.", + { + "type": "entries", + "page": 217, + "name": "Encountering Gilraen", + "id": "34e", + "entries": [ + "Gilraen is accorded great respect among the Dúnedain of Eriador as the widow of Arathorn, their previous chieftain, and as the mother of the Heir of Isildur. She is also deemed to be foresighted, having inherited that gift from Ivorwen, her mother. Many captains of the Rangers seek her advice, knowing her to be a wise and prudent counsellor.", + { + "type": "statblock", + "name": "Gilraen the Fair", + "page": 217, + "source": "TLotRR", + "tag": "creature" + }, + "Anyone who meets her will find Gilraen to be a tall and slender woman, her demeanour marked by sorrow, but who refuses to be bent under the weight of her misfortune.", + "Gilraen can be met in the company of small bands of Rangers, along the many paths trod by her folk in the vicinity of Rivendell, or in the Weather Hills and the North Downs. She never stays away for more than a few weeks at a time though, always returning to the safety of the house of Elrond to rest." + ] + }, + { + "type": "entries", + "name": "Gilraen as a Patron", + "page": 218, + "id": "34f", + "entries": [ + "Having lost her husband Arathorn to an Orc-arrow, and his father Arador to the ferocity of Hill-Trolls in the Coldfells, Gilraen has experienced personally the hatred of the Enemy for her folk. She knows full well that the Dúnedain of the North and the entire region of Eriador will never be safe if evil creatures are allowed to prowl undisturbed. In the absence of her son the chieftain, Gilraen makes sure that the Rangers don't forsake their duty as guardians of the land of old Arnor and the borders of the Bree-land and the Shire. In this, she has found a staunch ally in the Wizard {@creature Gandalf the Grey|TLotRR|Gandalf}. When she is in Rivendell, she never misses a chance to encourage the sons of Elrond to go out and hunt all monstrous creatures.", + "Adventurers worthy of Gilraen's trust find themselves enjoying the respect of the Rangers of the North. When out in the wild, they can count on the help of many scouts, and are provided directions to find their hidden refuges and caches of supplies.", + { + "type": "table", + "page": 218, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Gilraen's Folk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "0", + "At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@table Journey Events table|TLotRR}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Tom Bombadil and Lady Goldberry", + "page": 218, + "id": "350", + "entries": [ + { + "type": "quote", + "entries": [ + "Tom Bombadil is the Master. No one has ever caught old Tom walking in the forest, wading in the water, leaping on the hill-tops under light and shadow. He has no fear. Tom Bombadil is master." + ], + "style": "quote-pull" + }, + "Old Tom Bombadil roamed all over Eriador, when the woods that today are called the Old Forest reached Dunland in the south. As the forest shrunk, so did his domain. He is a strange creature, known by many names\u2014to the Elves he is Iarwain Ben-adar ('oldest and fatherless'), a name that attempts to define him. For he is ancient even for the long-lived Elves, and they don't know whence he came. He was there before the Dark Lord arrived, he welcomed the first rivers and trees, and his life is tied inextricably to that of his land.", + "Tom appears as a red-cheeked man with curly brown hair, wrinkles around his eyes etched deep from mirth, usually clad in a blue coat and yellow boots. He is often engaged in seemingly frivolous activities, like picking water-lilies, as if he hasn't a care in the whole of Middle-earth. In truth, the opposite is true: Tom cares about all living things, so much so that he cannot distinguish the worth of one life over another.", + "Bombadil shares his life with Goldberry, the River-woman's daughter. She is a lady as fair as an Elf-maiden, and she is as enigmatic as her companion. Just standing in her presence provokes a marvellous delight in those who enter the house of Tom Bombadil, a joy that is felt deeply in their hearts.", + { + "type": "entries", + "name": "Encountering Tom and Goldberry", + "page": 218, + "id": "351", + "entries": [ + "The house of Tom Bombadil is found just beyond the Old Forest to the east, where the Withywindle runs down from its spring in the Barrow-downs. Under Tom's roof and at his table, guests will find their heart contented with peaceful slumber, fine company, joyous song, and all the simple pleasures that come with a humble heart.", + { + "type": "statblock", + "name": "Tom Bombadil", + "page": 218, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "name": "Goldberry", + "page": 218, + "source": "TLotRR", + "tag": "creature" + }, + "Bombadil is known to journey into the Old Forest and the Barrow-downs, having no fear of Old Man Willow nor the wight-haunted hills. With a laugh and a wink, Tom charms all he encounters, singing the fierce to sleep and rousing the rest with a song and a merry dance.", + "Goldberry can be found anywhere along the course of the Withywindle, braiding daisies or water-lilies, or singing to the gurgling waters. She acts as if there is no menace in the world worth her concern, as she knows that Tom will come running if ever she needs him. The two are friendly to strangers but are no less strange to their friends, and they open their doors to any who they meet." + ] + }, + { + "type": "entries", + "name": "Tom and Goldberry as Patrons", + "page": 220, + "id": "352", + "entries": [ + "Though Tom's power is as deep as the earth is old, his mastery seems to be limited to his little land, within bounds that he has set. Within those bounds he fears nothing, and he is seemingly unconquerable, but he won't step beyond them for any reason. Adventurers winning his friendship and that of Goldberry will find that when called, they appear almost instantly anywhere within their domain. Even the weather itself seems to behave according to their needs and whims.", + "Tom knows all the ways and the lore of the Old Forest, and he can speak at length about all manner of such things, for there is little in his realm that he does not understand fully. He tells many remarkable stories, speaking softly or even singing, inspiring strange flights of fancy, vistas of untold history and of things forgotten, both majestic and meagre.", + "Tom asks little of his friends directly, but he might point them in the direction of a problem that needs solving, whether it's an unruly Wight from the Barrow-downs or a calf lost within the Old Forest. Goldberry seems to have no need of anything beyond what she has, but she might call upon a Company of well-meaning heroes to aid others in need.", + { + "type": "table", + "page": 220, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Master of Wood, Water and Hill" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country." + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/118-09-09.tom-bombadil-and-goldberry.webp" + }, + "width": 1700, + "height": 2146 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Landmarks", + "page": 220, + "id": "353", + "entries": [ + { + "type": "quote", + "entries": [ + "Not far ahead were dreary hills, rising higher and higher, dark with trees. On some of them were old castles with an evil look, as if they had been built by wicked people." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A look at the map of Eriador shows how northwestern Middle-earth is a vast region, seemingly empty for the most part. What the map cannot reveal is the long history of this area, the borders of the many kingdoms that rose and fell in centuries long past.", + "The land still bears many traces of that long history\u2014ruins dot the countryside, broken towers and walls that the current denizens of Eriador use as landmarks to find their bearings, or to delineate the boundaries of their fields, or even quarry to build their modest houses.", + "But many more hide under the tall grass, or lie buried under dirt accumulated over countless years. Some are known and shunned, and even more have not been visited by the living in centuries.", + { + "type": "entries", + "name": "There and Back Again", + "page": 220, + "id": "354", + "entries": [ + "In the course of the game, the Player-heroes learn of the existence of landmarks by gathering rumours, small snippets of legends and hearsay, speaking of frightening creatures and hidden treasure (see {@book Chapter 6|TLotRR|5|Gather Rumours}). When they decide to explore them during an Adventuring Phase, the Loremaster uses the rules for journeys to get the Company there, and then refers to the description of the landmark to play out its exploration.", + { + "type": "inset", + "page": 220, + "id": "355", + "entries": [ + "In brief, landmarks allow the players and the Loremaster to play open-ended, self-contained scenarios, complete with the description of locations, denizens, and events. What they don't provide is a predetermined plot, articulated in orderly scenes." + ] + }, + "Loremasters can design their own landmarks using the guidelines below, but complete landmarks are included in supplements for the game.", + "The {@book Star of the Mist|TLotRR|9|The Star of the Mist}, is an example of a fully-developed landmark, suitable to be explored by a Company of 1st-level Player-heroes." + ] + }, + { + "type": "entries", + "name": "Structure of Landmarks", + "page": 221, + "id": "356", + "entries": [ + "All landmarks presented for the game will follow the same structure of presentation. Loremasters can use this information to create their own adventure locations.", + { + "type": "entries", + "name": "1. Name", + "page": 221, + "id": "357", + "entries": [ + "Generally, this is the name that local superstition or legend gives the place ('Deadmen's Dyke', 'Norbury of the Kings', 'Moria', etc.)" + ] + }, + { + "type": "entries", + "name": "2. Rumour", + "page": 221, + "id": "358", + "entries": [ + "A rumour is the piece of information about the place that the Player-heroes pick up while adventuring or during the Fellowship Phase. It might contain a mix of true and false information, filtered through local prejudices, superstitions, etc.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Old Lore:", + "page": 221, + "entry": "Further information available to Player-heroes who research the landmark, while adventuring or during the Fellowship Phase. Generally, Old Lore has more precise and truthful information that can be obtained with a successful Intelligence ({@skill Old Lore|TLotRR}) check ({@dc 15} or higher)." + } + ] + } + ] + }, + { + "type": "entries", + "name": "3. Background", + "page": 221, + "id": "359", + "entries": [ + "This is an overview of the place for the Loremaster, summarising its main features and relating why it is interesting or dangerous.", + "It should include general directions on how to get there starting from a known place ('three days north of Amon Sûl'), but no information about how to get there in game terms is presented\u2014for that, the Loremaster needs simply to use the rules for journeys.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Journey Events:", + "page": 221, + "entry": "This section relates information useful to set up potential accidents or other noteworthy events that might occur when the Company is approaching the landmark." + } + ] + } + ] + }, + { + "type": "entries", + "name": "4. Map", + "page": 221, + "id": "35a", + "entries": [ + "A drawing illustrating the landmark in as much detail as possible. It may be a map or cutout, always keyed to the descriptions given in the {@book Locations|TLotRR|9|Locations} section (see below)." + ] + }, + { + "type": "entries", + "name": "5. Locations", + "page": 221, + "id": "35b", + "entries": [ + "A number of paragraphs describing the place in detail, including information on Treasure, or potential encounters with denizens and nonplayer characters. Some encounters may be connected to the {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble} section (see below)." + ] + }, + { + "type": "entries", + "name": "6. Schemes and Trouble", + "page": 221, + "id": "35c", + "entries": [ + "This final section describes how external forces can interfere with the exploration of the site. Also, here are listed potential self-contained events and accidents that may occur in the course of the Adventuring Phase.", + "Sometimes, this section contains information potentially tying a landmark to a greater picture, for example, including the schemes of a recurring villain.", + { + "type": "inset", + "name": "A note about rules presentation in landmarks", + "page": 221, + "id": "35d", + "entries": [ + "Landmarks offer descriptions that are as simple and to the point as possible. The text assumes that the Loremaster is able to direct the Adventuring Phase conforming to the decisions of the playing group, and can adjudicate all situations by simply applying the rules as presented in the game.", + "For example, this means that if a landmark requires the Company to travel many miles to reach it, the Loremaster will set up a scene using the Journey rules\u2014without the text of the landmark addressing this specifically.", + "Likewise, if the description of a landmark confronts the Player-heroes with an obstacle, for example a sheer tower to climb, the Loremaster will set up a scene using the rules that apply best to the situation.", + "{@i As an exception to this rule, the sample landmark presented in the following pages provides an additional level of description, as far as the rules are concerned, for the sake of illustrating the concept. These suggestions are presented under the 'Tutorial' heading.}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Star of the Mist", + "page": 222, + "id": "35e", + "entries": [ + { + "type": "quote", + "entries": [ + "...the Witch-king came down upon Arthedain before winter was ended." + ], + "style": "quote-pull", + "skipMarks": true + }, + { + "type": "entries", + "name": "Rumour", + "page": 222, + "id": "35f", + "entries": [ + { + "type": "quote", + "entries": [ + "There's an ancient tower in the easternmost foothills of the southern Ered Luin, what remains of a powerful castle from the time of the Kings. Wanderers speak of an eerie blue light that sometimes can be seen even from Sarn Ford, like a star shining above the river mists. No one goes there, and recently people have started to disappear in its vicinity." + ] + }, + { + "type": "entries", + "name": "{@skill Old Lore|TLotRR} ({@dc 15})", + "id": "360", + "entries": [ + { + "type": "quote", + "entries": [ + "The tower is what is left of a fortress built at the time of the North Kingdom of Arnor. It was built atop a Dwarven subterranean ruin. It was besieged at the time of the war with Angmar, and fell after a long resistance. Some say that treasonous Dwarves betrayed the Dúnedain, allowing the forces of the Witch-king to enter the castle by secret ways." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Background", + "page": 222, + "id": "361", + "entries": [ + "There was once a fortified town in the foothills of the southern Ered Luin, in what was the kingdom of Arthedain. It had been built above an abandoned Dwarven city, an underground complex extending for miles into the roots of the mountains. The castle was the seat of a valorous Dúnadan lord who fiercely resisted the Witch-king in the time of the wars with Angmar.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/119-09-10.star-of-the-mist-tower.webp" + }, + "width": 850, + "height": 1302 + }, + "Eventually, the fortress was put under siege, and the lord captured alive during a sortie. He was tortured in sight of the castle's battlements, before the eyes of his spouse. She was a valiant warrior herself, a daughter of sea-kings, and she continued to defend the castle, despite her grievous loss. Eventually, the stronghold fell to black treachery, and both the castle and the surrounding town were razed, the ruins cursed by the Lord of the Ringwraiths himself. The noblewoman was consumed by grief, and with the passing of the years she became a {@creature Fell Wraith|TLotRR}, while her followers degenerated into horrible, almost deathless creatures.", + "What remains of the fortress and town today is a tower in the midst of ruins. The area can be accessed only by finding the entrance to an underground guard post, and by a bridge crossing a narrow but deep ravine.", + "The entrance is currently used by a band of brigands as their base of operations. Influenced by evil men from the south, they are responsible for the disappearances of several wanderers in the area.", + { + "type": "inset", + "name": "Journey Events", + "page": 223, + "id": "362", + "entries": [ + "Once the Company gets to Sarn Ford, at sunset they spot a faint luminescence to the west, and can follow it easily, like a beacon. As they head in its direction, they can find traces of the presence of a large band of brigands operating in the area\u2014they find the remnants of their camps, and may even hear stories about them told by a lonely wanderer or two.", + "If the Player-heroes are not careful, the brigands may notice the Company and send a group of fighters to ambush them while they camp (see {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble}). If the players are careful enough, for example, by following the brigands' tracks and trying to stay one step ahead of them, they may be able to avoid them and reach their encampment without having to face them before that (see {@book The Brigands' Camp|TLotRR|9|1. The Brigands' Camp}, below)." + ] + } + ] + }, + { + "type": "entries", + "name": "Locations", + "page": 223, + "id": "363", + "entries": [ + "Advancing towards the southern Ered Luin, the Company sees the distant mountains rise steadily, like a high wall lining the horizon from north to south. But even closer to them are mountains running away from the main range, forming an eastward arm. When twilight comes, the light that guides them appears at the feet of that arm. It's a land of bleak hills, and deep valleys filled with turbulent waters, running to join the river to the south.", + "Once they get near, the Player-heroes find that the tower they are seeking lies on the other side of a deep ravine. No means to traverse the chasm seem to be available\u2014if the Player-heroes scout the ravine, for example walking along its border, they eventually spot a broken bridge some yards below the edge of the fissure, the two sides joined by a makeshift wooden ramp.", + { + "type": "entries", + "name": "1. The Brigands' Camp", + "page": 223, + "id": "364", + "entries": [ + "As they look for a passage across the ravine, the Player-heroes find the camp of the brigands. It is located in front of a small cave, near the edge of the chasm. This is easily spotted, as a plume of smoke can be seen rising from a distance.", + { + "type": "inset", + "page": 223, + "id": "365", + "entries": [ + "The camp is garrisoned by a small group of brigands, composed of one {@creature Southerner Raider|TLotRR} for each Player-hero. The majority of the brigands are away, looking for unwary travellers to rob." + ] + }, + "The brigands look like a mix of southerners and mean-looking Men of Eriador, maybe coming from Tharbad. Among them is a short, wiry fellow by the name of {@creature Sabian|TLotRR}, swarthy and dressed in black (see {@book below|TLotRR|9|Sabian, the Spy from Umbar}). When the Player-heroes get close enough to the brigand's camp, {@creature Sabian|TLotRR} is seen emerging from the cave, telling the others to be alert, as 'she is unquiet'.", + { + "type": "inset", + "name": "Tutorial\u2014Meeting the Brigands", + "page": 223, + "id": "366", + "entries": [ + "A scene taking place at the Brigand's Camp is likely to concern the Company trying to ambush the garrison there. The precise circumstances are going to vary a lot though, based on what the Player-heroes have done so far. For example, the Player-heroes might have encountered the brigands on their way here, and maybe someone escaped to tell the others of the threat the Company poses. The Loremaster must take what happened before into due consideration, to make this new scene an ideal continuation of those that preceded it.", + "If the scene is going to involve combat (very likely), then the Loremaster should remind the players how killing non-monstrous enemies without provocation may be considered a {@book Misdeed|TLotRR|7|Misdeeds}, and thus cause a Shadow gain. Then, the Loremaster should provide a description of the area, trying to visualise the location and adding details to what has been written above. For example, a clear path might lead directly to the mouth of the cave, but that is certainly going to be in plain sight of the brigands in the camp. On the contrary, less visible tracks may lead to the back of the cave, behind a rise allowing the Player-heroes to stage a {@status surprised} attack using ranged weapons from superior ground, and thus giving them an additional ranged weapons volley.", + "All the Loremaster needs to do is to 'see' the location with their mind's eye, and be consistent in describing it to the players." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 224, + "name": "The Cave:", + "entries": [ + "If the Player-heroes deal with the brigands they can enter the cave. Once inside, they discover that ancient steps cut into the rock lead underground to a stone bridge that once crossed the ravine.", + "The bridge is now broken, but a makeshift wooden ramp joins the two sides. If the Company attacks the brigands without denying them the ability to retreat into the cave, {@creature Sabian|TLotRR} seeks refuge underground, and cuts the ropes that hold up the ramp, letting it fall into the seemingly bottomless crevice.", + "The distance separating the two sides of the bridge is 20 feet (probably too much to be jumped across by any Player-hero), and the fall seems very dangerous\u2014a noisy stream of water runs many yards below, among broken rocks. The Company will have to find a way to cross the chasm safely..." + ] + } + ] + }, + { + "type": "inset", + "name": "Tutorial\u2014Setting up obstacles", + "page": 224, + "id": "367", + "entries": [ + "Crossing the broken bridge is a good example of those obstacles that the Loremaster should use to challenge the players. The situation should lead them to discuss at length about how to overcome it\u2014when they have declared their intentions, the Loremaster translates their approach into game terms.", + "A few examples follow, referencing the rules used to set them up, just to give an idea on how to apply the rules to model the choice of the players:", + { + "type": "list", + "page": 224, + "items": [ + "The Player-heroes try to build a ramp\u2014a {@dc 15} Dexterity check using {@item carpenter's tools|PHB}. On a failure, the ramp collapses as the Player-heroes cross it.", + "An Elf character jumps across, and then builds a rope bridge with the help of the others\u2014the Elf achieves a magical success on a Strength ({@skill Athletics}) check, then everyone else must succeed on a {@dc 10} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to get across.", + "The Company goes down into the ravine using ropes, and then climbs up on the other side\u2014a {@dc 15} Strength ({@skill Athletics}) check each." + ] + }, + "As a reward for passing this challenge, the Loremaster should award each Player-hero from 25 to 100 XP, depending on the chosen approach and how they fared." + ] + } + ] + }, + { + "type": "entries", + "name": "2. The Dwarven Gate", + "page": 224, + "id": "368", + "entries": [ + "This was one of the entrances that led to the Dwarven underground ruin. The Men of the West made it into a guard post. Now, the mostly empty room is littered with debris and refuse left by the brigands, as they use it as their sleeping quarters (not daring to go deeper into the ruins).", + "Player-heroes spending time here (a suitable place for a long rest) can hear the sound of dripping water, and the occasional gurgling sound coming from the next chamber. The only door leading somewhere interesting is the arched gate leading to the Flooded Chambers (see below).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Pantry:", + "page": 224, + "entry": "A small but deep niche on the west wall of the chamber was used as a pantry by the brigands. If the Player-heroes inspect the niche, they find that a small cache of stolen gold is hidden here, behind a supply of dry kindling, stale bread, and dried meat." + } + ] + }, + { + "type": "inset", + "page": 224, + "id": "369", + "entries": [ + "The gold is worth a total of 3 ({@dice 1d6}) gold pieces." + ] + }, + "Among the gold are several personal items, that certainly belonged to the victims of the brigands:", + { + "type": "inset", + "page": 224, + "id": "36a", + "entries": [ + "All Player-heroes who take a share of the gold gain 1 point of Shadow ({@dc 10} Wisdom saving throw to resist)." + ] + }, + { + "type": "inset", + "page": 224, + "name": "The Ruins of Narag-Nâla", + "id": "36b", + "entries": [ + "The Dwarven underground complex is a small part of a Dwarven domain, the city of Narag-Nâla (Player-heroes paying attention to the runes inscribed on the walls and arches of the place discover the name quickly). It is a dark maze of narrow passages, often leading to empty rooms, corridors blocked by fallen rocks, and half-collapsed halls.", + { + "type": "inset", + "page": 224, + "entries": [ + "If the Player-heroes show an interest in exploring the various doors opening into the rooms shown in the Locations maps, the Loremaster must improvise the description of a seemingly endless labyrinth, or simply limit their exploration by describing how most passages lead to dead ends." + ], + "id": "0a2" + }, + "But the ruins are not entirely deserted. There are several Dwarves yet in Narag-Nâla who still draw breath...(see {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble})." + ] + } + ] + }, + { + "type": "entries", + "name": "3. The Flooded Chambers", + "page": 225, + "id": "36c", + "entries": [ + "When the Player-heroes cross the threshold leading here, an inexplicable sense of dread falls over them. This pillared hall was once a Dwarven chamber of records, that was later adapted by the Arnorian lords to become their Hallows. The survivors of the siege were buried alive here. The Witch-king then flooded the area, and laid a curse on it.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/120-map-9-01.flooded-chambers.webp" + }, + "imageType": "map", + "title": "Map: The Flooded Chambers", + "width": 4925, + "height": 3418, + "id": "395", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + }, + "mapRegions": [ + { + "area": "364", + "points": [ + [ + 715, + 2457 + ], + [ + 715, + 2972 + ], + [ + 1560, + 2972 + ], + [ + 1560, + 2457 + ] + ] + }, + { + "area": "368", + "points": [ + [ + 1847, + 1972 + ], + [ + 1847, + 2305 + ], + [ + 2185, + 2305 + ], + [ + 2185, + 1972 + ] + ] + }, + { + "area": "36c", + "points": [ + [ + 1082, + 1200 + ], + [ + 3155, + 2387 + ], + [ + 3572, + 2177 + ], + [ + 4332, + 2620 + ], + [ + 4782, + 2187 + ], + [ + 4240, + 1817 + ], + [ + 4672, + 1572 + ], + [ + 4892, + 1225 + ], + [ + 4600, + 917 + ], + [ + 2840, + 427 + ], + [ + 2052, + 537 + ], + [ + 1082, + 1007 + ] + ] + } + ] + }, + { + "type": "inset", + "page": 225, + "id": "36d", + "entries": [ + "The air is unwholesome, and seems thick and stuffy, as if a weight is gradually oppressing the Player-heroes\u2014staying here causes all Player-heroes to gain 2 points of Shadow, resisted by a {@dc 10} Charisma saving throw." + ] + }, + "The hall is partially collapsed, and almost completely filled with muddy water, waist-high. The walls are decorated by Dwarven inscriptions and carvings (Dwarves of Durin's Folk recognise the art as typical of the houses that used to dwell in this area - probably the Firebeards). Opposite the entrance opens a passage leading to a flight of steps, going up to the surface (they lead to the Accursed Hallows).", + "A few minutes after the Company enters the Flooded Chambers, they notice someone, maybe a Dwarf, escaping into a side passage, and soon after they hear the deep toll of a bell. Moments later, a group of ghoulish creatures with sharp teeth and clawed hands emerge from the muddy waters of the chamber, and attack the Company!", + { + "type": "list", + "page": 225, + "items": [ + "The {@creature Marsh-dwellers|TLotRR} are half the number of Player-heroes in the Company (rounded up).", + "The creatures concentrate their attacks on any {@race Ranger of the North|TLotRR} in the Company.", + "Hobbits and Dwarves who confront the monsters while immersed in the water have disadvantage on attack rolls." + ] + }, + "No one can say if these creatures are what became of the Dúnedain that were trapped here long ago, cursed by the King of Angmar, or if they are evil creatures that came here on his command, to haunt the ruins.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Sepulchres:", + "page": 225, + "entries": [ + "In the central section of the hall are a series of stone sepulchres. Some are intact, while others look like they were damaged by violent upheavals of the earth. All are carved with a skill far surpassing that of most stonewrights living today\u2014that of the Men of the West.", + "Two sepulchres stand out for the exquisite detail of their carvings. The two marble slabs are shaped to represent a sleeping figure\u2014one shows a lord and the other a lady, composed in the sleep of death. Both sepulchres are empty.", + "Inside the other tombs are buried the stewards and house-guards of the noble house that once ruled here. One of them contains the mortal remains of Angnir, the chief steward, and the house records, telling the story of the fallen lord. The text is incomplete, having been damaged by the passage of time. (See The House Records box nearby for the relevant information contained therein)." + ] + } + ] + }, + { + "type": "inset", + "name": "The House Records", + "page": 226, + "id": "36e", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is recorded the Fall of the House of Hadirion, and his wife Elwen. I, Angnir, steward and captain of the guards, write this record to preserve its memory. It was in the time of..." + ] + }, + { + "type": "quote", + "entries": [ + "They built a wooden seat, in mockery of a throne, in plain sight of the castle walls. Then, they tied our lord Hadirion to it, to torment and ridicule him. They tortured him for hours...When the Orcs nailed an iron crown to his head, hailing Hadirion as the rightful ruler of the land, the lady Elwen summoned me, and asked me to prove my reputation as the best bowman of Arthedain. I chose an arrow from those that I received from my father, and he from his father before him. A white plumed, slender dart." + ] + }, + { + "type": "quote", + "entries": [ + "I bent my bow with all my strength, and the arrow flew straight, piercing the hand of a huge Orc who was tormenting Hadirion, and burying itself deep into the chest of my lord. I broke my bow after the deed..." + ] + }, + { + "type": "quote", + "entries": [ + "The rest of the records chronicle the fall of the castle, in broken fragments\u2014treasonous Dwarves allowed the enemy to enter the castle undetected. Those who survived the onslaught fled underground, and were trapped. The lady Elwen disappeared" + ], + "skipMarks": true + } + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "A Lesser Hoard:", + "page": 226, + "entry": "A small arched gate opens in the north-eastern corner of the chamber. Accessible easily only by Dwarves and Hobbits, it leads to a small room, where many precious things have been hoarded by the Marsh-dwellers." + } + ] + }, + { + "type": "inset", + "page": 226, + "id": "36f", + "entries": [ + "The treasure chamber contains what amounts to a lesser Hoard (see {@book Chapter 7|TLotRR|6|Hoards} for the rules on Treasure)." + ] + } + ] + }, + { + "type": "entries", + "name": "4. The Accursed Halls", + "page": 226, + "id": "370", + "entries": [ + "Once they get back to the surface, the Player-heroes emerge among a vast expanse of ruins, floating in a sea of dense mist. It is dark, regardless of the hour of the day\u2014if morning or afternoon, the sun can be seen as a pale disc, incapable of penetrating the veil of fog.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/121-map-9-02.accursed-halls.webp" + }, + "imageType": "map", + "title": "Map: The Accursed Halls", + "width": 4445, + "height": 3418, + "id": "396", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + } + }, + "Advancing among the rubble is difficult\u2014crumbling walls and pillars jut out from thick tangles of vegetation, and twisted and bare trees split ancient flagstones with their roots. Nothing rises for more than a few yards\u2014the city of Lord Hadirion and Lady Elwen was literally razed to the ground.", + "The exception to this is the Tower of the Star (see {@book below|TLotRR|9|5. The Tower of the Star}), and what appears to be an island of broken stonework, a cluster of ruins rising where once was a majestic palace. The shape of a main hall is still recognisable, a flight of wide, cracked steps leading to it. Its walls are covered in crude graffiti, probably drawn by Orcs.", + "Among the graffiti are mixed sentences composed using Elvish letters, of an ancient mode\u2014they are written with horrible care, using the {@language Black Speech|TLotRR}, to form the curse of the Witch-king.", + { + "type": "inset", + "page": 226, + "id": "371", + "entries": [ + "Player-heroes who read the words gain 2 Shadow points resisted by a {@dc 15} Intelligence saving throw, regardless of whether they can read Elvish or understand the language of Mordor." + ] + }, + "Whoever succeeds on the saving throw learns the meaning of the curse\u2014it was laid by the Witch-king of Angmar himself, wroth at how strongly the Dúnedain opposed him. The ruins are bound to suffer from its effects, as long as the torment of Lord Hadirion continues (see {@book The Tower of the Star|TLotRR|9|5. The Tower of the Star}).", + { + "type": "inset", + "name": "Tutorial\u2014Expanding the Accursed Halls", + "page": 227, + "id": "372", + "entries": [ + "The Accursed Halls are just a part of the vast ruins that once were a city of the Dúnedain. For the most part, they're just ancient, cold stones, but who can say what lurks there, in the shadow of the tormented spirit of Elwen?", + "If the players show an interest in exploring the place, the Loremaster can expand its description as they see fit. Here follow a number of ideas that can help the Loremaster in giving further substance to the ruins:", + { + "type": "list", + "page": 227, + "items": [ + "An old well, covered by rotten planks. It is very deep, and at its bottom lies the skeleton of an exceptionally large Orc, a veritable monster. He was a lieutenant of the Witch-king, and died in the attack\u2014a Númenorean arrow still pierces his skull.", + "A wild apple tree, grown among the rocks. Anyone eating one of its sour apples and resting in its shade experiences strange visions belonging to the past of the city.", + "An enormous, leprous deer haunts the ruins. It is an eerie apparition and a sign of ill-omen. Player-heroes gain 1 point of Shadow, resisted by a {@dc 10} Charisma saving throw.", + "Beyond a rusty iron gate lies a patch of greenery, where the orchard of an herbalist once was. Several ancient and useful herbs still grow there, and can be gathered by a Player-hero proficient with the {@item herbalism kit|TLotRR}\u2014they grant advantage on Intelligence ({@skill Medicine}) checks, for {@dice 1d6} applications.", + "{@creature Jalin|TLotRR}, a lunatic Dwarf of Narag-Nâla, sometimes comes to dwell in the ruins. An outcast from his own people, he lives off rats and other disgusting things. Jalin's dreams are haunted by the spirit of Elwen, as he feels a mix of love and fear for her. He will try to kill or drag into a trap any trespassers in \"his city\". Use the stats for a {@creature Southerner Champion|TLotRR} with the {@condition anguished|TLotRR} condition.", + "The pieces of a battering ram forged in the smithies of Angmar lie among the fragments of a shattered gate. Its huge metal head is shaped like that of a monstrous Orc with a gaping maw. It is imbued with dark magic\u2014If the heroes touch it, the ground under their feet collapses, causing them to fall for several yards into a buried chamber below." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/122-09-11.star-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 832 + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Coming of the Lady Elwen:", + "page": 228, + "entries": [ + "Once the Company reaches the Accursed Halls, at a moment when the Loremaster considers it most appropriate, the Lady Elwen approaches. She was once a valorous Dúnadan noble lady, but when her city fell, she survived, only to be slowly consumed by grief and by the curse of the Chief of the Ringwraiths\u2014she is now a Fell Wraith, bound to roam the ruins of her castle.", + "As a Fell Wraith, she appears as a crooked hag, wrapped in tatters hiding her spectral features. Her flesh is almost transparent, and her eyes glow like embers. Thin strands of white hair escape her hood. She addresses the Company speaking in a hissing voice and strange accent:" + ] + } + ] + }, + { + "type": "quote", + "entries": [ + "Why have you come? There's nothing here, only death. Leave this place, or join me in my torment!" + ] + }, + "She is armed with a pitted sword, the weapon she used to defend her city and fortress.", + { + "type": "statblock", + "name": "Lady Elwen - Fell Wraith", + "page": 228, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "inset", + "name": "Tutorial\u2014Building up the Climax", + "page": 229, + "id": "373", + "entries": [ + "The confrontation with Elwen can be run in many different ways, based on what the players choose to do. The Loremaster can have her appear as a ghost would, in the middle of the night while the Player-heroes are sleeping (hopefully with someone standing guard), or, they may spy her from afar, climbing down the stairs of the tower, and then turning towards them, slowly but inexorably. The ruins of the town offer many hiding places, should the Player-heroes choose to stay away from her, but they won't be able to get near the Tower without engaging her in combat. Moreover, she seems to possess an uncanny ability to sense where the Player-heroes hide." + ] + } + ] + }, + { + "type": "entries", + "name": "The Curse of the Lady Elwen", + "page": 229, + "id": "374", + "entries": [ + "The first time that Elwen is defeated, the Player-heroes will experience for a moment a vision of a high Númenorean lady, in full armour, beautiful but terrible\u2014she looks at the Player-heroes, then screams!", + { + "type": "inset", + "page": 229, + "id": "375", + "entries": [ + "As they recover their senses a moment later, they discover that Elwen is gone, only to return at some point later, fully restored and ready to fight (when the Loremaster deems it most appropriate for dramatic effect)." + ] + }, + "During the time needed for her to return, the luminescence at the top of the Tower of the Star intensifies (it's the stone set on Hadirion's crown, the focus of the curse).", + { + "type": "inset", + "page": 229, + "id": "376", + "entries": [ + "The Lady Elwen can be finally put to rest if the crown nailed to the head of Hadirion is removed (see below). When this happens, Elwen recovers her lost beauty for an instant\u2014then, her body crumbles to dust. The curse has been lifted." + ] + } + ] + }, + { + "type": "entries", + "name": "5. The Tower of the Star", + "page": 229, + "id": "377", + "entries": [ + "Beyond the Accursed Halls rises the Tower of the Star. Built of a harder and more ancient stone than the rest of the ruins, it proved impervious to the power that crushed this place centuries ago, and time itself was unable to cast it down. Only its highest floor was damaged in the war, and its jagged stonework makes it look like a hand with stunted fingers.", + "It is here at the top of the tower that the mortal remains of the Lord Hadirion lie, a mummified body tied on a rotting throne of wood, a metal crown nailed to his head. A shining blue gem is set on the crown, its luminescence visible for miles and miles.", + "If the crown is removed from the brow of Hadirion, the curse is lifted (see The Curse of Lady Elwen) and the mummified body of the Dunadan lord finally is reduced to dust. Until that moment, Elwen continues to haunt the ruins of the town and castle, attacking everyone on sight, until no living soul remains to remind her of what she lost...", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/123-map-9-03.tower-of-the-star.webp" + }, + "imageType": "map", + "title": "Map: The Tower of the Star", + "width": 3418, + "height": 4925, + "id": "397", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + } + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "A Greater Hoard:", + "page": 229, + "entry": "Once the curse is lifted, the Player-heroes have time to search the ruins. On the ground floor of the tower, hidden by debris, is a trapdoor. This leads to an underground chamber, probably used as a dungeon once." + } + ] + }, + { + "type": "inset", + "page": 229, + "id": "378", + "entries": [ + "The dungeon contains what amounts to a greater Hoard (see {@book Chapter 7|TLotRR|6|Hoards} for the rules on Treasure)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Schemes and Trouble", + "page": 229, + "id": "379", + "entries": [ + "This section presents events that can occur in the course of the Adventuring Phase session, based on the actions of the Player-heroes. How to employ them is up to the Loremaster.", + { + "type": "entries", + "name": "The Brigands", + "page": 229, + "id": "37a", + "entries": [ + "The band of brigands sheltering in the area west of Sarn Ford is a large company of ruthless men. Driven by necessity and greed, they waylay those few travellers they meet on the road, and plunder the many ruins dotting the land, looking for treasure. They are careful to hide any proof of their misdeeds, to avoid raising the attention of the Rangers of the North\u2014so far their strategy is working.", + { + "type": "inset", + "page": 229, + "id": "37b", + "entries": [ + "If the Company is not careful and the Loremaster deems it appropriate for the brigands to notice them, a group of bandits composed of one {@creature Southerner Raider|TLotRR} for each Player-hero tries to ambush them." + ] + } + ] + }, + { + "type": "entries", + "name": "Sabian, the Spy from Umbar", + "page": 229, + "id": "37c", + "entries": [ + "The brigands are being manipulated by a group of Men from Umbar, who seem to have an interest in exploring the ruins of Cardolan and Eriador. They have infiltrated the group of robbers, and are slowly taking the lead among them. {@creature Sabian|TLotRR} is among them, a Southron mariner who now is leading the band operating beyond the Brandywine river. He is a spy, using the brigands' activities as cover to explore Eriador and its ruins.", + { + "type": "list", + "page": 230, + "items": [ + "How to employ {@creature Sabian|TLotRR} is up to the Loremaster. He is stealthy and clever, and can hide easily, unless the Player-heroes make capturing him their primary goal. {@creature Sabian|TLotRR} can spring traps on the Player-heroes, or sabotage their plans. If left to his own devices, {@creature Sabian|TLotRR} will eventually leave the ruins, and join the brigands outside (see {@book Trapped!|TLotRR|9|Trapped!}, below).", + "{@creature Sabian|TLotRR} is a {@creature Highway Robber|TLotRR}." + ] + } + ] + }, + { + "type": "entries", + "name": "Treacherous Dwarves", + "page": 230, + "id": "37d", + "entries": [ + "A colony of Dwarves from the southern Ered Luin lives deep underground, far below the Flooded Chambers. They are the descendants of the Dwarves that betrayed Hadirion and Elwen, and they still pay the price for the misdeed of their ancestors: to this day, they haven't been able to reclaim the upper halls of their underground realm, as they are infested by the {@creature Marsh-dwellers|TLotRR}.", + "A suspicious lot, they initially intend to harm the Player-heroes, as they see them as trespassers in their domain\u2014one of them rings the bell attracting the Marsh-dwellers when the Company first enters the ruins.", + "If the Company deals with the Marsh-dwellers efficiently, the Dwarves might stop harassing them, as they start to believe they might indeed be able to lift the curse once and for all.", + { + "type": "inset", + "page": 230, + "id": "37e", + "entries": [ + "From time to time, the Loremaster should give the Player-heroes a chance to notice they are being spied upon from a distance, always by one single figure, perhaps a Dwarf, who immediately disappears when noticed." + ] + }, + "If the Player-heroes are determined to contact the Dwarves, see {@book A Council Underground|TLotRR|9|A Council Underground} (below)." + ] + }, + { + "type": "entries", + "name": "Trapped!", + "page": 230, + "id": "37f", + "entries": [ + "In all likelihood, the Player-heroes will spend the best part of their adventure inside the ruins, on the other side of the ravine. As they are busy dealing with the creatures haunting the place, the brigands will return to their refuge, and find out what happened to their garrison there.", + "In general terms, the brigands won't enter the accursed ruins, and will lay in wait for the Player-heroes to come back out.", + { + "type": "inset", + "page": 231, + "id": "380", + "entries": [ + "They are too many for the Company to tackle head-on\u2014the Loremaster can consider them to be at least four times as numerous as the Player-heroes, counting among them an assortment of hostile southerners and ruffians (see {@book Chapter 8|TLotRR|7|Evil Men})." + ] + }, + "One way could be to search for another way out by exploring the Dwarven underground city. It seems very hard to navigate, and seems only to go deeper and deeper.", + { + "type": "inset", + "page": 231, + "id": "381", + "entries": [ + "If the Player-heroes do so, the Loremaster can use the A Council Underground event, presented below." + ] + } + ] + }, + { + "type": "entries", + "name": "A Council Underground", + "page": 231, + "id": "382", + "entries": [ + "If the Company is determined to explore the underground city, they are eventually beset by fire-bearded, fierce Dwarven warriors, armed with great axes. They say that they cannot pass without leave from their lord, nor will they be able to find the way out without assistance\u2014do they wish to seek counsel with him?", + { + "type": "inset", + "page": 231, + "id": "383", + "entries": [ + "If they ask to see their lord, an underground bell tolls, and a single female Dwarf shows up: \"You have asked to meet Veiko, lord of Narag-Nâla\" (the Black River)." + ] + }, + "All Player-heroes must accept being blindfolded. Then, they are led even deeper underground, to a dark hall resounding with the noise of running water.", + "Veiko is an ancient Dwarf, sitting on a crude throne of stone. She is {@condition blinded||blind}, and speaks exclusively in the {@language Khuzdul|TLotRR|Dwarven speech}, almost whispering\u2014her daughter, Ilmi, leans over to hear what she says, and translates. Her guard stands by, old, grizzled Dwarven warriors armed with axes. Between themselves, they speak using the secret sign-language of the Dwarves.", + { + "type": "inset", + "page": 231, + "id": "384", + "entries": [ + "The meeting with Veiko can be set up using the rules for {@book Councils|TLotRR|4|Council}, considering the audience as open. If the Player-heroes are only asking to be led out of the Dwarven city and nothing else, their request can be considered reasonable (1 success required) if they have lifted the curse, or bold (2 successes required) if they haven't." + ] + }, + "If the council results in a Failure, the Dwarves deny safe passage, and lead the Company to the upper halls again. On a Success with Woe, they allow the Company to pass on a condition\u2014they must yield the stone that was set on Hadirion's crown (it was made by the Dwarves). On a Success, they are allowed safe passage simply on a promise that they will leave the Dwarves alone. They add that they want to be forgotten.", + "The Player-heroes are led out by secret passages, still blindfolded, until they emerge on the surface once again, at a safe distance from the entrance, where the brigands lay in wait.", + { + "type": "inset", + "name": "Veiko's Tales", + "page": 231, + "id": "385", + "entries": [ + "The following information can be used by the Loremaster in the course of the {@book Interaction|TLotRR|4|3. Interaction} stage of the council.", + "Veiko and her folk are among those who decided not to go to Khazad-dûm when Thangorodrim was broken, and chose to remain in the Ered Luin. But Veiko is so old she fought at Azanulbizar, and saw many Dwarves of her kin die in vain. If asked about their treachery, Veiko confesses with a broken voice that long ago a misguided Dwarf belonging to their kin helped the Witch-king, but was betrayed himself. For centuries, they have waited for the day when the curse would be lifted from the upper halls, so that they could reclaim them." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Credits", + "id": "386", + "entries": [ + "Based on {@i The One Ring Roleplaying Game} by Francesco Nepitello and Marco Maggi", + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "item", + "name": "Lead Writer:", + "entry": "Francesco Nepitello" + }, + { + "type": "item", + "name": "5e Conversion:", + "entry": "Michele Garbuggio" + }, + { + "type": "item", + "name": "Additional Rules Development:", + "entry": "Jacob Rodgers" + }, + { + "type": "item", + "name": "Additional Writing:", + "entry": "James Michael Spahn, Jason Durall" + }, + { + "type": "item", + "name": "Concept Art:", + "entry": "Alvaro Tapia" + }, + { + "type": "item", + "name": "Cover Art:", + "entry": "Antonio De Luca" + }, + { + "type": "item", + "name": "Other Art:", + "entry": "Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt, Henrik Rosenborg, Antonio De Luca, Federica Costantini, Luca Sotgiu, Daniele Sorrentino, Melissa Spandri, Giuditta Betti" + }, + { + "type": "item", + "name": "Graphic Design:", + "entry": "Christian Granath, Dan Algstrand, Niklas Brandt,Michele Paroli - Mana Project Studio" + }, + { + "type": "item", + "name": "Maps:", + "entry": "Francesco Mattioli, Niklas Brandt" + }, + { + "type": "item", + "name": "Editors:", + "entry": "Michele Garbuggio, John Marron, Jacob Rodgers" + }, + { + "type": "item", + "name": "Brand Manager:", + "entry": "Robert Hyde - Sophisticated Games" + }, + { + "type": "item", + "name": "Project Managers:", + "entry": "Francesco Nepitello, Martin Takaichi, Tomas Härenstam" + }, + { + "type": "item", + "name": "Event Manager:", + "entry": "Anna Westerling" + }, + { + "type": "item", + "name": "PR Manager:", + "entry": "Boel Bermann" + }, + { + "type": "item", + "name": "Streaming:", + "entry": "Doug Shute, Matthew Jowett" + }, + { + "type": "item", + "name": "5e Playtesting:", + "entry": "Michele Garbuggio, Emanuele Bedin, Francesco Raniero, Mattia Ventura, Vasco Sbalchiero, Jacob Rodgers" + }, + { + "type": "item", + "name": "ISBN:", + "entry": "978-91-89143-77-7" + }, + { + "type": "item", + "name": "Print:", + "entry": "Standart Impressa UAB" + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/124-10-01.lor-cover.webp" + }, + "width": 1700, + "height": 1455, + "credit": "Antonio De Luca" + }, + { + "type": "inset", + "id": "387", + "entries": [ + "Product Identity Notice: 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, proper names (characters, place names, etc.), new rules, classes, callings, items, virtues, backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.", + "{@i The Lord of the Rings, The One Ring, Middle-earth, and the characters, items, events and places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and are used under license by Sophisticated Games Ltd and their respective licensees.© 2023 Middle-earth Enterprises, LLC & Sophisticated Games Ltd}", + "{@i First published in 2023 by Fria Ligan AB}", + "{@i Text and illustrations © 2023 Fria Ligan AB}" + ] + } + ] + }, + { + "type": "section", + "name": "Character Sheet PDF", + "page": 233, + "entries": [ + "{@link Download PDF|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}" + ], + "id": "0a3" + } + ] + } + ], + "makebrewCreatureTrait": [ + { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "source": "TLotRR", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] +} From 670614411b64e878252a023da1347abc3053fb78 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 8 Dec 2024 21:20:50 +0000 Subject: [PATCH 3/6] chore: clean --- _generated/index-adventure-book-ids.json | 2 +- _generated/index-meta.json | 2 +- _generated/index-props.json | 2 +- _generated/index-sources.json | 2 +- _generated/index-timestamps.json | 2 +- collection/Various; Lyra's Legendarium.json | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/_generated/index-adventure-book-ids.json b/_generated/index-adventure-book-ids.json index 4a48d483c..df09f1973 100644 --- a/_generated/index-adventure-book-ids.json +++ b/_generated/index-adventure-book-ids.json @@ -1 +1 @@ -{"ttnsp":{"name":"Tigtone & the Never-Stopping Prophecy","source":"TTNSP","id":"TTNSP"},"ddex1-01":{"name":"Defiance in Phlan","source":"DDEX1-01","id":"DDEX1-01"},"ddex1-02":{"name":"Secrets of Sokol 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/background/D&D Wiki; Featured Quality Backgrounds.json b/background/D&D Wiki; Featured Quality Backgrounds.json index ff607d7eb..cb3a09ffd 100644 --- a/background/D&D Wiki; Featured Quality Backgrounds.json +++ b/background/D&D Wiki; Featured Quality Backgrounds.json @@ -16,8 +16,8 @@ } ], "dateAdded": 1633834544, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "297daefba9", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "53122f19b6", "edition": "classic" }, "background": [ diff --git a/book/Ghostfire Gaming; Grim Hollow Player's Guide.json b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json index 2de7588d9..4f84c5ad6 100644 --- a/book/Ghostfire Gaming; Grim Hollow Player's Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json @@ -19,7 +19,7 @@ } ], "dateAdded": 1620477826, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "AdvT": "Adventurer's Talents", "LC:C": "Living Crucible: Compounds", @@ -47,7 +47,7 @@ "BGT:P": "Background Talent; Pauper & Pit Fighter", "BGT:S": "Background Talent; Seafarer" }, - "_dateLastModifiedHash": "a70bde7367", + "_dateLastModifiedHash": "eefc00b2bf", "edition": "classic" }, "book": [ diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index 60bcc6238..86733acf5 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -32,8 +32,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1615457594, - "dateLastModified": 1732488243, - "_dateLastModifiedHash": "cf4d04c7cc" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "e68d056e6f" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 3.json b/book/MCDM Productions; Arcadia Issue 3.json index 25d6ece8f..0ba48c64f 100644 --- a/book/MCDM Productions; Arcadia Issue 3.json +++ b/book/MCDM Productions; Arcadia Issue 3.json @@ -30,8 +30,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1620088248, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "db2b00abcc" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "5c27980013" }, "race": [ { diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index e1cac7691..ecbe63c05 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -29,8 +29,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1626427893, - "dateLastModified": 1732488047, - "_dateLastModifiedHash": "58fac1ca52" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "f0c6d8aebb" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 6.json b/book/MCDM Productions; Arcadia Issue 6.json index 9a20adf58..257e76c63 100644 --- a/book/MCDM Productions; Arcadia Issue 6.json +++ b/book/MCDM Productions; Arcadia Issue 6.json @@ -36,8 +36,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1629652942, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "4b08788058" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "e4f6584e7a" }, "item": [ { diff --git a/book/MCDM Productions; Arcadia Issue 7.json b/book/MCDM Productions; Arcadia Issue 7.json index 1a26c232b..2de0d0344 100644 --- a/book/MCDM Productions; Arcadia Issue 7.json +++ b/book/MCDM Productions; Arcadia Issue 7.json @@ -29,8 +29,8 @@ }, "status": "ready", "dateAdded": 1678274581, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "7c998f2356", + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "253b313d24", "edition": "classic" }, "reward": [ diff --git a/book/grzart; Planshifted Guide to Kamigawa.json b/book/grzart; Planshifted Guide to Kamigawa.json index 167e4a6a9..da6170eb5 100644 --- a/book/grzart; Planshifted Guide to Kamigawa.json +++ b/book/grzart; Planshifted Guide to Kamigawa.json @@ -20,8 +20,8 @@ "ProgressEngine": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/41eafec44a50d7ca462e80a37e3f797e1f3e2822/_font/PlaneShiftKamigawa/ProgressEngine.otf" }, "dateAdded": 1697590116, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "3070486aa5", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "b1f01abade", "edition": "classic" }, "vehicle": [ diff --git a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json index d559a2e66..9035e872c 100644 --- a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json +++ b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json @@ -17,8 +17,8 @@ } ], "dateAdded": 1580934477, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "884c671ec3", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "eea1b1bc82", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Blood Hunter.json b/class/LaserLlama; Alternate Blood Hunter.json index a9364af35..86d35b490 100644 --- a/class/LaserLlama; Alternate Blood Hunter.json +++ b/class/LaserLlama; Alternate Blood Hunter.json @@ -30,8 +30,8 @@ ] }, "dateAdded": 1657295680, - "dateLastModified": 1732487823, - "_dateLastModifiedHash": "93d33c50a3", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "2f110ce74e", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Fighter.json b/class/LaserLlama; Alternate Fighter.json index 1b71bad63..8c21670b9 100644 --- a/class/LaserLlama; Alternate Fighter.json +++ b/class/LaserLlama; Alternate Fighter.json @@ -59,8 +59,8 @@ ] }, "dateAdded": 1627694791, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "025c17faa8", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "4a67cba1ac", "edition": "classic" }, "variantrule": [ diff --git a/class/LaserLlama; Commoner.json b/class/LaserLlama; Commoner.json index 9759c86cb..4c0a74c6b 100644 --- a/class/LaserLlama; Commoner.json +++ b/class/LaserLlama; Commoner.json @@ -21,8 +21,8 @@ "LLC:TT": "Commoner; Tall Tales" }, "dateAdded": 1649267890, - "dateLastModified": 1729807863, - "_dateLastModifiedHash": "2145331d96", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3191b1d8cd", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Warlord.json b/class/LaserLlama; Warlord.json index c61a6a83a..0d7a06115 100644 --- a/class/LaserLlama; Warlord.json +++ b/class/LaserLlama; Warlord.json @@ -46,8 +46,8 @@ ] }, "dateAdded": 1657295680, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "20d948a4ae", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "bfd41dbfa3", "edition": "classic" }, "class": [ diff --git a/class/MisterThr33; Creature Cohorts, the Beholder.json b/class/MisterThr33; Creature Cohorts, the Beholder.json index b601a904a..c9724d88e 100644 --- a/class/MisterThr33; Creature Cohorts, the Beholder.json +++ b/class/MisterThr33; Creature Cohorts, the Beholder.json @@ -18,8 +18,8 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729807863, - "_dateLastModifiedHash": "9ad6826737", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "fa4f99894d", "edition": "classic" }, "race": [ diff --git a/class/Tortoxicion; The Vessel.json b/class/Tortoxicion; The Vessel.json index 72a7bef8e..49ba4e823 100644 --- a/class/Tortoxicion; The Vessel.json +++ b/class/Tortoxicion; The Vessel.json @@ -16,8 +16,8 @@ } ], "dateAdded": 0, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "ca0b5062f1", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "a2a8152ba3", "edition": "classic" }, "class": [ diff --git a/class/morethanwordscansay; Zoologist.json b/class/morethanwordscansay; Zoologist.json index 179b6c1af..b861564be 100644 --- a/class/morethanwordscansay; Zoologist.json +++ b/class/morethanwordscansay; Zoologist.json @@ -16,8 +16,8 @@ } ], "dateAdded": 0, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "3d40c75464", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "6c6f958942", "edition": "classic" }, "class": [ diff --git a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json index 97adf6fae..ffc94505a 100644 --- a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json +++ b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json @@ -23,8 +23,8 @@ "REL": "Knight: Relic" }, "dateAdded": 1613582781, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "d17db3b067", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ea111d90ef", "edition": "classic" }, "class": [ diff --git a/collection/Aeron Drake; Modern Handbook.json b/collection/Aeron Drake; Modern Handbook.json index 59352c67e..ee39823f8 100644 --- a/collection/Aeron Drake; Modern Handbook.json +++ b/collection/Aeron Drake; Modern Handbook.json @@ -35,8 +35,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1672352860, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "a044f32297" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ad3098c38f" }, "subclass": [ { diff --git a/collection/Ashley May; Festival, Feats, and Fairs.json b/collection/Ashley May; Festival, Feats, and Fairs.json index f1dc6cb52..a4c114bc3 100644 --- a/collection/Ashley May; Festival, Feats, and Fairs.json +++ b/collection/Ashley May; Festival, Feats, and Fairs.json @@ -17,8 +17,8 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "9452ae8df9", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "d8b50b8f30", "edition": "classic" }, "book": [ diff --git a/collection/DMsGuild; Rashemen.json b/collection/DMsGuild; Rashemen.json index c9efb1333..bdc4b3c90 100644 --- a/collection/DMsGuild; Rashemen.json +++ b/collection/DMsGuild; Rashemen.json @@ -27,8 +27,8 @@ } ], "dateAdded": 1652374503, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "333d19c9b3", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "22044e5672", "edition": "classic" }, "background": [ 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 0a76d48de..b551a2bdd 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -61,8 +61,8 @@ }, "edition": "classic", "dateAdded": 1732983778, - "dateLastModified": 1732983778, - "_dateLastModifiedHash": "aaaaaaaaaa" + "dateLastModified": 1733692740, + "_dateLastModifiedHash": "c970d988ad" }, "class": [ { diff --git a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json index 55901e6c7..457a7c9d5 100644 --- a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json +++ b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json @@ -23,8 +23,8 @@ "Eaves": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/font/tgs1/Mr%20Eaves%20Small%20Caps.otf" }, "dateAdded": 1593429293, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "58bf5190c2", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "df236310ed", "edition": "classic" }, "book": [ diff --git a/collection/Grimley533; Player's Guide to Insectopia.json b/collection/Grimley533; Player's Guide to Insectopia.json index aaa1ddff1..a76808067 100644 --- a/collection/Grimley533; Player's Guide to Insectopia.json +++ b/collection/Grimley533; Player's Guide to Insectopia.json @@ -19,12 +19,12 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "GT": "Gust Techniques", "PoM": "Pact of the Maw" }, - "_dateLastModifiedHash": "f1ed5f8b30", + "_dateLastModifiedHash": "d90c92f967", "edition": "classic" }, "race": [ diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json index bad3cb9b9..14d20ceb7 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json @@ -24,8 +24,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1659988014, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "b04f976ad8" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "4b2a2948f1" }, "optionalfeature": [ { diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json index 20f64ac40..fbc98703c 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json @@ -25,8 +25,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1665076023, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "7ae40a246d" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "c5ddc1af4e" }, "subclass": [ { diff --git a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json index 070af4bb8..5709b2b89 100644 --- a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json +++ b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json @@ -24,8 +24,8 @@ } ], "dateAdded": 1551657158, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "7cb3039cc5", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3f136a3537", "edition": "classic" }, "book": [ diff --git a/collection/Jonoman3000; Blazing Dawn Player's Companion.json b/collection/Jonoman3000; Blazing Dawn Player's Companion.json index ae58c9404..297dd4bc0 100644 --- a/collection/Jonoman3000; Blazing Dawn Player's Companion.json +++ b/collection/Jonoman3000; Blazing Dawn Player's Companion.json @@ -33,8 +33,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1605032410, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "50b3c5cb40" + "dateLastModified": 1733438857, + "_dateLastModifiedHash": "cb97d83f0a" }, "subclass": [ { diff --git a/collection/Keith Baker; Morgrave Miscellany.json b/collection/Keith Baker; Morgrave Miscellany.json index e906cfe47..b901f702f 100644 --- a/collection/Keith Baker; Morgrave Miscellany.json +++ b/collection/Keith Baker; Morgrave Miscellany.json @@ -19,8 +19,8 @@ } ], "dateAdded": 1584381600, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "91f722a699", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "70228fcb59", "edition": "classic" }, "subclass": [ diff --git a/collection/Kobold Press; Deep Magic.json b/collection/Kobold Press; Deep Magic.json index 598f647de..8fa040b57 100644 --- a/collection/Kobold Press; Deep Magic.json +++ b/collection/Kobold Press; Deep Magic.json @@ -51,8 +51,8 @@ }, "status": "ready", "dateAdded": 1614875938, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "6c4197f61c", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "c24dfbd77c", "edition": "classic" }, "monsterFluff": [ diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index f54ae981e..8161ea669 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -23,8 +23,8 @@ }, "status": "ready", "dateAdded": 1689979881, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "1c9b6abd6d", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f1867480e1", "edition": "classic" }, "variantrule": [ diff --git a/collection/Mage Hand Press; Dark Matter.json b/collection/Mage Hand Press; Dark Matter.json index ae9c1881a..fb9c11022 100644 --- a/collection/Mage Hand Press; Dark Matter.json +++ b/collection/Mage Hand Press; Dark Matter.json @@ -19,11 +19,11 @@ } ], "dateAdded": 1630837790, - "dateLastModified": 1733169901, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "T:WM": "Warmage Trick" }, - "_dateLastModifiedHash": "bca587b169", + "_dateLastModifiedHash": "20aca3414c", "edition": "classic" }, "sense": [ diff --git a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json index 30596347f..45921e99b 100644 --- a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json +++ b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json @@ -274,8 +274,8 @@ } ], "dateAdded": 1580686794, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "50432fd029", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "1747d1675f", "edition": "classic" }, "book": [ diff --git a/collection/Mogrit; The Technomancer's Textbook.json b/collection/Mogrit; The Technomancer's Textbook.json index 6e40e6388..f5270fc05 100644 --- a/collection/Mogrit; The Technomancer's Textbook.json +++ b/collection/Mogrit; The Technomancer's Textbook.json @@ -18,11 +18,11 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1733169901, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "Prgm": "Program" }, - "_dateLastModifiedHash": "9a5a82447f", + "_dateLastModifiedHash": "44a14ebac5", "edition": "classic" }, "skill": [ diff --git a/collection/MonkeyDM; Northern Lights Compendium.json b/collection/MonkeyDM; Northern Lights Compendium.json index c81799fef..ff68cc943 100644 --- a/collection/MonkeyDM; Northern Lights Compendium.json +++ b/collection/MonkeyDM; Northern Lights Compendium.json @@ -18,11 +18,11 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "HOC": "Half Orcish Consecration" }, - "_dateLastModifiedHash": "745cbae793", + "_dateLastModifiedHash": "63e79492df", "edition": "classic" }, "race": [ 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 6c7fe642b..fe946134e 100644 --- a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json +++ b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json @@ -48,8 +48,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1711491440, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "c303c11781" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f636134420" }, "class": [ { diff --git a/collection/Niels de Jong; Legacy of the Dragon.json b/collection/Niels de Jong; Legacy of the Dragon.json index c7f59ed51..49c0d1c83 100644 --- a/collection/Niels de Jong; Legacy of the Dragon.json +++ b/collection/Niels de Jong; Legacy of the Dragon.json @@ -24,8 +24,8 @@ "OF:LEGDRAG:DS": "Dragon Student" }, "dateAdded": 1604252046, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "a212909dbf", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3e16c202b2", "edition": "classic" }, "legendaryGroup": [ diff --git a/collection/Nord Games; Treacherous Traps.json b/collection/Nord Games; Treacherous Traps.json index c26c27c07..d1998acfa 100644 --- a/collection/Nord Games; Treacherous Traps.json +++ b/collection/Nord Games; Treacherous Traps.json @@ -22,8 +22,8 @@ ], "status": "wip", "dateAdded": 1584497865, - "dateLastModified": 1731507848, - "_dateLastModifiedHash": "e100fd60d4", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f8fb50f11f", "edition": "classic" }, "book": [ diff --git a/collection/Sokan; Yastah.json b/collection/Sokan; Yastah.json index bca66596e..85f6eef5e 100644 --- a/collection/Sokan; Yastah.json +++ b/collection/Sokan; Yastah.json @@ -14,8 +14,8 @@ } ], "dateAdded": 1612901649, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "1acc0221d9", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ba928ceb8b", "edition": "classic" }, "spell": [ diff --git a/collection/Tyler Stokes; Belzor's Magical Manifesto.json b/collection/Tyler Stokes; Belzor's Magical Manifesto.json index 8d2a26268..62726352e 100644 --- a/collection/Tyler Stokes; Belzor's Magical Manifesto.json +++ b/collection/Tyler Stokes; Belzor's Magical Manifesto.json @@ -32,8 +32,8 @@ "SB_A_5th": "Spellblade Aegis Effect; 5th Level" }, "dateAdded": 1579289769, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "5e7c88603d", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f110a09b91", "edition": "classic" }, "background": [ diff --git a/collection/Various; Lyra's Legendarium.json b/collection/Various; Lyra's Legendarium.json index 55bef9305..1368f99a8 100644 --- a/collection/Various; Lyra's Legendarium.json +++ b/collection/Various; Lyra's Legendarium.json @@ -44,8 +44,8 @@ "edition": "one", "status": "ready", "dateAdded": 1640194653, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "0f8c8f2a05" + "dateLastModified": 1733692850, + "_dateLastModifiedHash": "123ca2181f" }, "subclass": [ { diff --git a/collection/Yorviing; Yorviing's Arcane Grimoire.json b/collection/Yorviing; Yorviing's Arcane Grimoire.json index 8a4f0be15..cfb5742bb 100644 --- a/collection/Yorviing; Yorviing's Arcane Grimoire.json +++ b/collection/Yorviing; Yorviing's Arcane Grimoire.json @@ -27,8 +27,8 @@ "WCG": "Witchcraft Grand Crafts" }, "dateAdded": 1638801788, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "8d3057407a", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "a9f2925ade", "edition": "classic" }, "book": [ diff --git a/race/PoinyHat; The Felis.json b/race/PoinyHat; The Felis.json index 9ca802735..b812ca40e 100644 --- a/race/PoinyHat; The Felis.json +++ b/race/PoinyHat; The Felis.json @@ -19,8 +19,8 @@ ], "status": "wip", "dateAdded": 1726091033, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "a242d1a70a", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "eae7b78b03", "edition": "classic" }, "race": [ From 6971e32c04961360b7870c1a22e94fc43c97d36b Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 8 Dec 2024 21:50:48 +0000 Subject: [PATCH 5/6] Update Free League; The Lord of the Rings Roleplaying.json (#2311) --- collection/Free League; The Lord of the Rings Roleplaying.json | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) 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 b551a2bdd..999b6632b 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -26,7 +26,8 @@ "raceFluff", "itemFluff", "race", - "monster" + "monster", + "subrace" ], "featCategories": { "VtCom": "Common Virtues", From 7e7b5979952a0ff33c13be9ffa0c31b099f6c3bc Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 8 Dec 2024 21:52:53 +0000 Subject: [PATCH 6/6] chore: timestamp/index --- _generated/index-timestamps.json | 2 +- .../Free League; The Lord of the Rings Roleplaying.json | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/_generated/index-timestamps.json b/_generated/index-timestamps.json index f8909eb9d..ce1cfe988 100644 --- a/_generated/index-timestamps.json +++ b/_generated/index-timestamps.json @@ -1 +1 @@ -{"action/Sample - Giddy; 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file 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 999b6632b..687a303d1 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -62,8 +62,8 @@ }, "edition": "classic", "dateAdded": 1732983778, - "dateLastModified": 1733692740, - "_dateLastModifiedHash": "c970d988ad" + "dateLastModified": 1733694648, + "_dateLastModifiedHash": "90f0e98cdf" }, "class": [ {