From f11609c4d96db1a651b66aef06bae036f4fe247d Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Tue, 24 Sep 2024 18:24:17 +0000 Subject: [PATCH 1/8] chore(prettify): Ar1 --- book/MCDM Productions; Arcadia Issue 1.json | 3014 +++++++++---------- 1 file changed, 1507 insertions(+), 1507 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 1.json b/book/MCDM Productions; Arcadia Issue 1.json index 6eae851629..0faa1d66be 100644 --- a/book/MCDM Productions; Arcadia Issue 1.json +++ b/book/MCDM Productions; Arcadia Issue 1.json @@ -5,7 +5,7 @@ "json": "Ar1", "abbreviation": "Ar1", "full": "Arcadia Issue 1", - "url": "https://shop.mcdmproductions.com/products/arcadia-issue1", + "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", "authors": [ "Willy Abeel", "Leon Barillaro", @@ -13,287 +13,424 @@ "Sadie Lowry" ], "convertedBy": [ - "Jenny" + "Jenny", + "Lyra [he/him]" ], - "version": "1.4", - "targetSchema": "1.2.0" + "version": "1.01" } ], "dateAdded": 1613648837, "dateLastModified": 1705266948, "_dateLastModifiedHash": "c5dbad35e9" }, - "monster": [ + "subclass": [ { - "name": "Anahita", - "isNamedCreature": true, + "name": "Titan Heart", + "shortName": "Titan", "source": "Ar1", - "page": 38, - "size": [ - "L" + "className": "Sorcerer", + "classSource": "PHB", + "additionalSpells": [ + { + "expanded": { + "1": [ + "blaze|Ar1", + "cataclysm|Ar1", + "daybreak|Ar1", + "glacier|Ar1", + "quake|Ar1" + ] + } + } ], - "type": "celestial", - "alignment": [ - "L", - "E" + "subclassSpells": [ + "blaze|ar1", + "cataclysm|ar1", + "daybreak|ar1", + "glacier|ar1", + "quake|ar1" ], - "ac": [ + "subclassFeatures": [ + "Titan Heart|Sorcerer||Titan|Ar1|1", + "Strength of Magic|Sorcerer||Titan|Ar1|6", + "Toughened Grace|Sorcerer||Titan|Ar1|6", + "Titan's Will|Sorcerer||Titan|Ar1|14", + "Ancient Colossus|Sorcerer||Titan|Ar1|18" + ] + } + ], + "subclassFeature": [ + { + "name": "Titan Heart", + "source": "Ar1", + "page": 14, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 1, + "entries": [ + "Divine will produces the massive titans, greater than even the giants. As the children and creations of deities, titans are filled with magic so powerful that they require enormous forms to contain it.", + "When a titan's blood mixes with that of a humanoid, there is a chance for the smaller being to gain the ability to channel the titan's magic by altering their form. This power transfer occurs if a titan deems a humanoid worthy of wielding their power, or if the lesser creature makes the behemoth bleed in battle and lives to tell the tale. A burst of flame or surge of wind from a Titan Heart sorcerer commands fear and respect.", + "Your character could be the chosen herald of the titans, a survivor of a cataclysmic titan battle, or even the descendent of another Titan Heart sorcerer.", { - "ac": 21, - "from": [ - "natural armor" + "type": "refSubclassFeature", + "subclassFeature": "Ancient Knowledge|Sorcerer||Titan|Ar1|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Titan Manifestation|Sorcerer||Titan|Ar1|1" + } + ] + }, + { + "name": "Ancient Knowledge", + "source": "Ar1", + "page": 14, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran." + ] + }, + { + "name": "Titan Manifestation", + "source": "Ar1", + "page": 15, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 1, + "header": 1, + "entries": [ + "You can physically embody your connection to titans for a short time as your form takes on aspects of your origin titan. If that titan is a kraken you may grow fish scales all over your body; if that titan is the child of a deity, you may take on an heavenly glow or manifest large horns. As an action, you assume the form for up to 1 minute. It ends early if you are knocked {@condition unconscious} or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your size increases to Large.", + "Your AC increases by 2.", + "When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.", + "Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal {@dice 1d4} extra damage.", + "Your spells and melee weapon attacks deal double damage to objects and structures." ] + }, + "While your Titan Manifestation feature is active, you also know and can cast the {@spell blaze|Ar1}, {@spell cataclysm|Ar1}, {@spell daybreak|Ar1}, {@spell glacier|Ar1}, and {@spell quake|Ar1} spells as sorcerer spells. These are special primordial spells described below.", + "You can use this feature twice. You regain both uses when you finish a long rest." + ] + }, + { + "name": "Strength of Magic", + "source": "Ar1", + "page": 15, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your Charisma modifier instead of your Strength modifier for Strength checks and saving throws, as your magical connection to the titans grows stronger." + ] + }, + { + "name": "Toughened Grace", + "source": "Ar1", + "page": 15, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 6, + "header": 2, + "entries": [ + "Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.", + "Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest." + ] + }, + { + "name": "Titan's Will", + "source": "Ar1", + "page": 15, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from {@dice 1d4} to {@dice 1d10}, and your walking speed increases by 20 feet.", + "While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking {@dice 2d6} thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.", + "Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level)." + ] + }, + { + "name": "Ancient Colossus", + "source": "Ar1", + "page": 15, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Titan", + "subclassSource": "Ar1", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you have advantage on Strength checks and saving throws while your Titan Manifestation feature is active.", + "In addition, when you cast a primordial spell available to you through your Titan Manifestation feature, the spell is cast at a minimum of 3rd level, even if you only used a 1st- or 2nd-level spell slot to cast it. If you spend a sorcery point to increase the level of a primordial spell that was cast using a spell slot of 1st or 2nd level, treat the spell's effects as if you had used a 4th-level slot.", + "You can also unleash the full strength of the magic you draw from the Titans. When you cast a spell that deals damage to one or more targets while your Titan Manifestation feature is active, you can choose to deal maximum damage instead of rolling dice. You must declare that you are using this benefit before you cast the spell. Your Titan Manifestation feature ends immediately after the spell is resolved." + ] + } + ], + "spell": [ + { + "name": "Blaze", + "source": "Ar1", + "page": 16, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" } ], - "hp": { - "formula": "20d10 + 140", - "average": 245 - }, - "speed": { - "walk": 50, - "fly": 150 - }, - "str": 22, - "dex": 27, - "con": 25, - "int": 26, - "wis": 25, - "cha": 30, - "save": { - "dex": "+15", - "int": "+15", - "wis": "+16", - "cha": "+17" + "range": { + "type": "point", + "distance": { + "type": "self" + } }, - "skill": { - "deception": "+17", - "perception": "+14" + "components": { + "v": true, + "s": true }, - "senses": [ - "truesight 120 ft." - ], - "passive": 24, - "resist": [ + "duration": [ { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], - "immune": [ - "necrotic", - "poison", - "radiant" - ], - "conditionImmune": [ - "blinded", - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "all", - "telepathy 120ft." + "entries": [ + "Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes {@damage 1d8} fire damage." ], - "cr": "24", - "spellcasting": [ + "entriesHigherLevel": [ { - "name": "Innate Spellcasting", - "headerEntries": [ - "Anahita's spellcasting ability is Charisma (spell save {@dc 25}). She can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell detect evil and good}", - "{@spell invisibility} (self only)" - ], - "daily": { - "3e": [ - "{@spell blade barrier}", - "{@spell dispel evil and good}", - "{@spell resurrection}" - ], - "1e": [ - "{@spell commune}", - "{@spell control weather}" - ] - }, - "ability": "cha", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Angelic Weapons", - "entries": [ - "The anahita's weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)." - ] - }, - { - "name": "Divine Awareness", - "entries": [ - "Anahita knows if she hears a lie." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "Anahita has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Legendary Resistance (3/Day)", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "If Anahita fails a saving throw, she can choose to succeed instead." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." ] - }, + } + ] + }, + { + "name": "Cataclysm", + "source": "Ar1", + "page": 16, + "level": 1, + "school": "V", + "time": [ { - "name": "Holy shots", - "entries": [ - "Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack.", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "style": "italic", - "name": "Blinding Arrow.", - "entry": "A creature hit by the arrow and all other creatures within 10 feet of the target mustsucceed on a {@dc 25} Constitution saving throw or be {@condition blinded} for 1 minute. An affected creature can repeatthe saving throw at the end of each of its turns, ending the effecton itself on a success." - }, - { - "type": "item", - "style": "italic", - "name": "Bursting Arrow.", - "entry": "Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 ({@damage 4d8}) radiant damage." - }, - { - "type": "item", - "style": "italic", - "name": "Enervating Arrow.", - "entry": "A creature hit by the arrow must succeed on a DC 25 Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success." - }, - { - "type": "item", - "style": "italic", - "name": "Piercing Arrow.", - "entry": "Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly, through objects, ignoring cover. Each creature in the line must make a DC 23 Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one." - } - ] - } - ] + "number": 1, + "unit": "bonus" } ], - "action": [ + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ { - "name": "Multiattack", - "entries": [ - "Anahita makes two attacks, each of which can be a chain whip or longbow attack." - ] - }, + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra {@damage 1d8} psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn." + ], + "entriesHigherLevel": [ { - "name": "Chain Whip", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage and the target is {@condition grappled} (escape DC 21). Until this grapple ends, the target is {@condition restrained}. On each of her turns while the target is restrained, Anahita can use her action to deal 22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage to the target automatically. The target is no longer restrained if Anahita uses her action to attack another target." + "When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by {@damage 1d8} for each slot level above 1st." ] - }, + } + ] + }, + { + "name": "Daybreak", + "source": "Ar1", + "page": 16, + "level": 1, + "school": "V", + "time": [ { - "name": "Incandescent Longbow", - "entries": [ - "{@atk rw} {@hit 15} to hit, range 150/600 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage plus 27 ({@damage 6d8}) radiant damage." - ] - }, + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ { - "name": "Healing Touch (4/Day)", - "entries": [ - "Anahita touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness." - ] + "type": "instant" } ], - "legendaryHeader": [ - "Anahita can take 3 legendary actions, choosing from theoptions below. Only one legendary action can be used at a time and only at the end of another creature's turn. Anahita regains spent legendary actions at the start of her turn." + "entries": [ + "A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d6} fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be {@condition blinded} until the end of your next turn." ], - "legendary": [ - { - "name": "Teleport", - "entries": [ - "Anahita magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see." - ] - }, + "entriesHigherLevel": [ { - "name": "Chain Whip", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "Anahita makes one chain whip attack." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d6} for each slot level above 1st." ] - }, + } + ] + }, + { + "name": "Glacier", + "source": "Ar1", + "page": 16, + "level": 1, + "school": "V", + "time": [ { - "name": "Blinding Gaze (Costs 3 Actions)", - "entries": [ - "Anahita targets one creature she can see within 30 feet of her. If the target can see her, it must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the condition." - ] + "number": 1, + "unit": "action" } ], - "traitTags": [ - "Legendary Resistances", - "Magic Resistance" - ], - "senseTags": [ - "U" - ], - "languageTags": [ - "TP", - "XX" - ], - "spellcastingTags": [ - "I" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture2.webp" - } - } - ] + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } }, - "actionTags": [ - "Multiattack" - ], - "damageTagsSpell": [ - "S" - ], - "miscTags": [ - "MW", - "RCH", - "RW", - "RNG", - "MLW" + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } ], - "savingThrowForced": [ - "constitution" + "entries": [ + "The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw, taking {@damage 1d12} cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its speed reduced to 0 until the end of your next turn." ], - "savingThrowForcedSpell": [ - "charisma", - "dexterity" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d12} for each slot level above 1st." + ] + } ] }, { - "name": "Uqaviel", - "isNamedCreature": true, + "name": "Quake", "source": "Ar1", - "page": 36, + "page": 16, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall {@condition prone}. As an action, you can move the quake's origin point to another spot within range." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st." + ] + } + ] + } + ], + "item": [ + { + "name": "Saddle of Rashkar", + "source": "Ar1", + "page": 31, + "tier": "minor", + "rarity": "common", + "wondrous": true, + "entries": [ + "While this saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves." + ] + } + ], + "monster": [ + { + "name": "Anahita", + "isNamedCreature": true, + "source": "Ar1", + "page": 38, "size": [ "L" ], "type": "celestial", "alignment": [ "L", - "N" + "E" ], "ac": [ { @@ -304,36 +441,35 @@ } ], "hp": { - "formula": "18d10 + 144", - "average": 243 + "formula": "20d10 + 140", + "average": 245 }, "speed": { "walk": 50, "fly": 150 }, - "str": 26, - "dex": 22, - "con": 26, - "int": 25, - "wis": 26, + "str": 22, + "dex": 27, + "con": 25, + "int": 26, + "wis": 25, "cha": 30, "save": { - "str": "+15", - "int": "+14", - "wis": "+15", + "dex": "+15", + "int": "+15", + "wis": "+16", "cha": "+17" }, "skill": { - "insight": "+15", - "perception": "+15" + "deception": "+17", + "perception": "+14" }, "senses": [ "truesight 120 ft." ], - "passive": 25, + "passive": 24, "resist": [ { - "preNote": "radiant;", "resist": [ "bludgeoning", "piercing", @@ -343,11 +479,12 @@ } ], "immune": [ - "fire", "necrotic", - "poison" + "poison", + "radiant" ], "conditionImmune": [ + "blinded", "charmed", "exhaustion", "frightened", @@ -357,12 +494,13 @@ "all", "telepathy 120ft." ], - "cr": "23", + "cr": "24", "spellcasting": [ { "name": "Innate Spellcasting", + "type": "spellcasting", "headerEntries": [ - "Uqaviel's spellcasting ability is Charisma (spell save {@dc 25}). He can innately cast the following spells, requiring no material components:" + "Anahita's spellcasting ability is Charisma (spell save {@dc 25}). She can innately cast the following spells, requiring no material components:" ], "will": [ "{@spell detect evil and good}", @@ -379,33 +517,68 @@ "{@spell control weather}" ] }, - "ability": "cha", - "type": "spellcasting" + "ability": "cha" } ], "trait": [ { - "name": "Dawnfire", + "name": "Angelic Weapons", "entries": [ - "Uqaviel's weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra {@damage 8d8} fire damage (included in the attack). Fire damage dealt by Uqaviel's attacks ignores resistance to fire damage." + "The anahita's weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)." ] }, { "name": "Divine Awareness", "entries": [ - "Uqaviel knows if he hears a lie." + "Anahita knows if she hears a lie." ] }, { "name": "Magic Resistance", "entries": [ - "Uqaviel has advantage on saving throws against spells and other magical effects." + "Anahita has advantage on saving throws against spells and other magical effects." ] }, { "name": "Legendary Resistance (3/Day)", "entries": [ - "If Uqaviel fails a saving throw, he can choose to succeed instead." + "If Anahita fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Holy shots", + "entries": [ + "Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Blinding Arrow.", + "entry": "A creature hit by the arrow and all other creatures within 10 feet of the target mustsucceed on a {@dc 25} Constitution saving throw or be {@condition blinded} for 1 minute. An affected creature can repeatthe saving throw at the end of each of its turns, ending the effecton itself on a success." + }, + { + "type": "item", + "style": "italic", + "name": "Bursting Arrow.", + "entry": "Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 ({@damage 4d8}) radiant damage." + }, + { + "type": "item", + "style": "italic", + "name": "Enervating Arrow.", + "entry": "A creature hit by the arrow must succeed on a DC 25 Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success." + }, + { + "type": "item", + "style": "italic", + "name": "Piercing Arrow.", + "entry": "Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly, through objects, ignoring cover. Each creature in the line must make a DC 23 Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one." + } + ] + } ] } ], @@ -413,243 +586,136 @@ { "name": "Multiattack", "entries": [ - "Uqaviel makes two attacks: one with each of his different chakram attacks." - ] - }, - { - "name": "Chakram of the Firmament", - "entries": [ - "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}." + "Anahita makes two attacks, each of which can be a chain whip or longbow attack." ] }, { - "name": "Chakram of the Mantle", + "name": "Chain Whip", "entries": [ - "{@atk mw,rw} {@hit 15} to hit, reach 5ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of its next turn. " + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage and the target is {@condition grappled} (escape DC 21). Until this grapple ends, the target is {@condition restrained}. On each of her turns while the target is restrained, Anahita can use her action to deal 22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage to the target automatically. The target is no longer restrained if Anahita uses her action to attack another target." ] }, { - "name": "Burning Touch (4/Day)", + "name": "Incandescent Longbow", "entries": [ - "Uqaviel touches another creature within 5 feet of him. The target must make a 23 Constitution saving throw. On a failure, the creature takes 36 ({@damage 8d8}) fire damage and is {@condition blinded}, {@condition deafened}, or {@condition poisoned} (Uqaviel's choice). On a success, the creature takes half as much damage and is not inflicted with a condition." + "{@atk rw} {@hit 15} to hit, range 150/600 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage plus 27 ({@damage 6d8}) radiant damage." ] }, { - "name": "Flying Chakram", + "name": "Healing Touch (4/Day)", "entries": [ - "Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel's hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies." + "Anahita touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness." ] } ], "legendaryHeader": [ - "Uqaviel 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. Uqaviel regains spent legendary actions at the start of his turn. " + "Anahita can take 3 legendary actions, choosing from theoptions below. Only one legendary action can be used at a time and only at the end of another creature's turn. Anahita regains spent legendary actions at the start of her turn." ], "legendary": [ { "name": "Teleport", "entries": [ - "Uqaviel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + "Anahita magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see." ] }, { - "name": "Searing Burst (Costs 2 Actions)", + "name": "Chain Whip", "entries": [ - "Uqaviel emits divine energy. Each creature of his choice within 10 feet of him must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one." + "Anahita makes one chain whip attack." ] }, { - "name": "Dawn's Fury (Costs 3 Actions)", + "name": "Blinding Gaze (Costs 3 Actions)", "entries": [ - "Uqaviel drives both his chakrams into the ground. All creatures within 30 feet of the impact point must make a {@dc 23} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) force damage and is pulled in a straight line toward the impact point, ending in an unoccupied space as close to the impact point as possible, then is thrown 60 feet into the air. Any creature without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}. On a successful save, the creature takes half as much damage and is not thrown into the air. Uqaviel must be holding both of his chakrams to take this action." + "Anahita targets one creature she can see within 30 feet of her. If the target can see her, it must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the condition." ] } ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture1.webp" - } - } - ] - }, "traitTags": [ "Legendary Resistances", "Magic Resistance" ], + "senseTags": [ + "U" + ], "actionTags": [ "Multiattack" ], + "languageTags": [ + "TP", + "XX" + ], "damageTagsSpell": [ "S" ], + "spellcastingTags": [ + "I" + ], "miscTags": [ - "RW", - "MW" + "MLW", + "MW", + "RCH", + "RNG", + "RW" ], "savingThrowForced": [ - "constitution", - "dexterity", - "strength" + "constitution" ], "savingThrowForcedSpell": [ "charisma", "dexterity" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture2.webp" + } + } + ] + } }, { - "name": "S.A.M. Shield Guardian", + "name": "Basilisk Mount", "isNamedCreature": false, "source": "Ar1", - "page": 11, + "page": 22, "size": [ - "L" + "M" ], - "type": "construct", + "type": "monstrosity", "alignment": [ - "L", - "N" + "U" ], "ac": [ { - "ac": 19 + "special": "13 + PB (natural armor)" } ], "hp": { - "formula": "17d10 + 68", - "average": 161 + "formula": "7d8 + 14", + "average": 45 }, "speed": { - "walk": 30 + "walk": 25 }, - "str": 18, + "str": 16, "dex": 8, - "con": 18, - "int": 20, + "con": 15, + "int": 2, "wis": 8, - "cha": 12, + "cha": 7, + "save": { + "con": "+2 + PB" + }, "senses": [ - "blindsight 10 ft.", "darkvision 60ft." ], "passive": 9, - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "languages": [ - "Common", - "Draconic", - "telepathy 60ft." - ], - "cr": "7", - "spellcasting": [ - { - "name": "Observed Spellcasting", - "headerEntries": [ - "The shield guardian's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself.", - "If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared: {@spell counterspell}, {@spell darkness}, {@spell grease}, {@spell magic missile}, {@spell silent image}." - ], - "ability": "int", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Regeneration", - "entries": [ - "The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The shield guardian has advantage on saving throws against spells and other magical effects." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The shield guardian makes two greatsword attacks." - ] - }, - { - "name": "Greatsword", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." - ] - } - ], - "traitTags": [ - "Magic Resistance", - "Regeneration" - ], - "actionTags": [ - "Multiattack" - ], - "damageTagsSpell": [ - "O" - ], - "miscTags": [ - "MW", - "MLW" - ], - "attachedItems": [ - "greatsword|phb" - ], - "savingThrowForcedSpell": [ - "dexterity" - ] - }, - { - "name": "Basilisk Mount", - "isNamedCreature": false, - "source": "Ar1", - "page": 22, - "size": [ - "M" - ], - "type": "monstrosity", - "alignment": [ - "U" - ], - "ac": [ - { - "special": "13 + PB (natural armor)" - } - ], - "hp": { - "formula": "7d8 + 14", - "average": 45 - }, - "speed": { - "walk": 25 - }, - "str": 16, - "dex": 8, - "con": 15, - "int": 2, - "wis": 8, - "cha": 7, - "save": { - "con": "+2 + PB" - }, - "senses": [ - "darkvision 60ft." - ], - "passive": 9, - "pbNote": "PB of the rider", "cr": "3", + "pbNote": "PB of the rider", "trait": [ { "name": "Mounted", @@ -691,14 +757,14 @@ ] } ], + "miscTags": [ + "MW" + ], "fluff": { "entries": [ "Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys." ] - }, - "miscTags": [ - "MW" - ] + } }, { "name": "Giant Toad Mount", @@ -746,8 +812,8 @@ "darkvision 30ft." ], "passive": 10, - "pbNote": "PB of the rider", "cr": "1", + "pbNote": "PB of the rider", "trait": [ { "name": "Mounted", @@ -789,18 +855,18 @@ ] } ], - "fluff": { - "entries": [ - "Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise." - ] - }, "traitTags": [ "Amphibious" ], "miscTags": [ "MW", "RCH" - ] + ], + "fluff": { + "entries": [ + "Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise." + ] + } }, { "name": "Hippogriff Mount", @@ -845,8 +911,8 @@ "perception": "+1 + PB" }, "passive": "11 + PB", - "pbNote": "PB of the rider", "cr": "1", + "pbNote": "PB of the rider", "trait": [ { "name": "Mounted", @@ -889,15 +955,15 @@ ] } ], + "miscTags": [ + "MW" + ], "fluff": { "entries": [ "Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.", "Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts." ] - }, - "miscTags": [ - "MW" - ] + } }, { "name": "Nightmare Mount", @@ -949,8 +1015,8 @@ "languages": [ "understands Abyssal, Common, and Infernal but can't speak" ], - "pbNote": "PB of the rider", "cr": "3", + "pbNote": "PB of the rider", "trait": [ { "name": "Mounted", @@ -997,19 +1063,19 @@ ] } ], + "traitTags": [ + "Illumination" + ], + "miscTags": [ + "AOE", + "MW" + ], "fluff": { "entries": [ "A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols.", "The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane." ] - }, - "traitTags": [ - "Illumination" - ], - "miscTags": [ - "MW", - "AOE" - ] + } }, { "name": "Owlbear Mount", @@ -1051,8 +1117,8 @@ "darkvision 60 ft." ], "passive": "11 + PB", - "pbNote": "PB of the rider", "cr": "3", + "pbNote": "PB of the rider", "trait": [ { "name": "Mounted", @@ -1095,337 +1161,126 @@ ] } ], + "miscTags": [ + "MW" + ], "fluff": { "entries": [ "The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it.", "Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties." ] - }, - "miscTags": [ - "MW" - ] + } }, { - "name": "Warhorse Mount (Variant; Find Steed)", + "name": "S.A.M. Shield Guardian", "isNamedCreature": false, "source": "Ar1", - "page": 27, + "page": 11, "size": [ "L" ], - "type": { - "type": "beast", - "tags": [ - "Mounted" - ] - }, + "type": "construct", "alignment": [ - "U" + "L", + "N" ], "ac": [ { - "special": "11 + PB" + "ac": 19 } ], "hp": { - "formula": "3d10 + 3", - "average": 19 + "formula": "17d10 + 68", + "average": 161 }, "speed": { - "walk": 60 + "walk": 30 }, "str": 18, - "dex": 12, - "con": 13, - "int": 2, - "wis": 12, - "cha": 7, - "save": { - "dex": "+1 + PB" - }, - "skill": { - "athletics": "+4 + PB" - }, - "passive": 11, - "pbNote": "PB of the rider", - "cr": "1", + "dex": 8, + "con": 18, + "int": 20, + "wis": 8, + "cha": 12, + "senses": [ + "blindsight 10 ft.", + "darkvision 60ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Draconic", + "telepathy 60ft." + ], + "cr": "7", + "spellcasting": [ + { + "name": "Observed Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The shield guardian's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself.", + "If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared: {@spell counterspell}, {@spell darkness}, {@spell grease}, {@spell magic missile}, {@spell silent image}." + ], + "ability": "int" + } + ], "trait": [ { - "name": "Mounted", + "name": "Regeneration", "entries": [ - "During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The horse uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects." + "The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point." ] }, { - "name": "Horsepower", + "name": "Magic Resistance", "entries": [ - "The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse's long jump is up to 30 feet and it ignores difficult terrain." + "The shield guardian has advantage on saving throws against spells and other magical effects." ] } ], "action": [ { - "name": "Combat Stomp", + "name": "Multiattack", "entries": [ - "{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}." + "The shield guardian makes two greatsword attacks." ] }, { - "name": "Battle Neigh (1/Day)", + "name": "Greatsword", "entries": [ - "The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain {@dice 2d6} temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be {@condition frightened} of the horse until the end of the enemy's next turn." - ] - }, - { - "name": "War Charge (3/Day)", - "entries": [ - "The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse's way must make a DC 12 + PB Strength saving throw or take 13 ({@damage 2d8 + 4}) bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked prone." - ] - } - ], - "fluff": { - "entries": [ - "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", - { - "type": "variant", - "name": "Find Steed Variant", - "entries": [ - "The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature's new features." - ] - } - ] - }, - "miscTags": [ - "MW" - ] - }, - { - "name": "Valdek Karuul", - "isNamedCreature": true, - "source": "Ar1", - "page": 18, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "elf" - ] - }, - "alignment": [ - "N", - "G" - ], - "ac": [ - { - "ac": 10, - "condition": "(13 with {@spell mage armor})" - } - ], - "hp": { - "formula": "12d8 + 24", - "average": 78 - }, - "speed": { - "walk": 30, - "swim": 30 - }, - "str": 9, - "dex": 10, - "con": 15, - "int": 18, - "wis": 10, - "cha": 20, - "save": { - "int": "+7", - "cha": "+8" - }, - "skill": { - "arcana": "+7", - "history": "+7", - "perception": "+3", - "stealth": "+3" - }, - "senses": [ - "darkvision 60ft." - ], - "passive": 13, - "resist": [ - { - "resist": [ - "cold" - ] - } - ], - "languages": [ - "Common", - "Giant", - "Primordial" - ], - "cr": "7", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared:" - ], - "spells": { - "0": { - "spells": [ - "{@spell chill touch}", - "{@spell dancing lights}", - "{@spell light}", - "{@spell mending}", - "{@spell message}", - "{@spell true strike}" - ] - }, - "1": { - "slots": 4, - "spells": [ - "{@spell mage armor}", - "{@spell magic missile}", - "{@spell witch bolt}" - ] - }, - "2": { - "slots": 3, - "spells": [ - "{@spell hold person}", - "{@spell invisibility}" - ] - }, - "3": { - "slots": 3, - "spells": [ - "{@spell fly}", - "{@spell lightning bolt}" - ] - }, - "4": { - "slots": 3, - "spells": [ - "{@spell dimension door}", - "{@spell greater invisibility}" - ] - }, - "5": { - "slots": 2, - "spells": [ - "{@spell cloudkill}", - "{@spell cone of cold}" - ] - }, - "6": { - "slots": 1, - "spells": [ - "{@spell chain lightning}" - ] - } - }, - "ability": "cha", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Amphibious", - "entries": [ - "Valdek can breathe air and water." - ] - }, - { - "name": "Fey Ancestry", - "entries": [ - "Valdek has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep." - ] - }, - { - "name": "Metamagic", - "entries": [ - "Valdek has 12 sorcery points, which he regains after finishing a long rest. He can spend 1 or more sorcery points when he casts a spell to produce one of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "style": "italic", - "name": "Careful Spell (1 Point).", - "entry": "When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell's area of effect. A chosen creature automatically succeeds on its saving throw against the spell." - }, - { - "type": "item", - "style": "italic", - "name": "Empowered Spell (1 Point).", - "entry": "When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell." - }, - { - "type": "item", - "style": "italic", - "name": "Heightened Spell (3 Points).", - "entry": "When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell." - } - ] - } + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." ] } ], - "action": [ - { - "name": "Trident", - "entries": [ - "{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage or 3 ({@damage 1d8 - 1}) piercing damage if used with two hands." - ] - }, - { - "name": "Titan Manifestation (3/Day)", - "entries": [ - "Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes +8 and it deals 10 ({@damage 1d6 + 1d4 + 5}) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the {@spell blaze}, {@spell cataclysm}, {@spell daybreak}, {@spell glacier}, and {@spell quake} spells as sorcerer spells." - ] - } + "attachedItems": [ + "greatsword|phb" ], - "fluff": { - "entries": [ - "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", - "As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.", - "Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture1.webp" - } - } - ] - }, "traitTags": [ - "Amphibious", - "Fey Ancestry" + "Magic Resistance", + "Regeneration" + ], + "actionTags": [ + "Multiattack" ], "damageTagsSpell": [ - "C", - "I", - "L", - "N", "O" ], "miscTags": [ - "RW", - "MW", - "THW", - "MLW" - ], - "attachedItems": [ - "trident|phb" + "MLW", + "MW" ], "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" + "dexterity" ] }, { @@ -1525,6 +1380,9 @@ ] } ], + "miscTags": [ + "AOE" + ], "fluff": { "images": [ { @@ -1535,906 +1393,1048 @@ } } ] - }, - "miscTags": [ - "AOE" - ] - } - ], - "adventure": [ - { - "name": "The Workshop Watches", - "id": "Ar1", + } + }, + { + "name": "Uqaviel", + "isNamedCreature": true, "source": "Ar1", - "contents": [ + "page": 36, + "size": [ + "L" + ], + "type": "celestial", + "alignment": [ + "L", + "N" + ], + "ac": [ { - "name": "The Adventure" + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "18d10 + 144", + "average": 243 + }, + "speed": { + "walk": 50, + "fly": 150 + }, + "str": 26, + "dex": 22, + "con": 26, + "int": 25, + "wis": 26, + "cha": 30, + "save": { + "str": "+15", + "int": "+14", + "wis": "+15", + "cha": "+17" + }, + "skill": { + "insight": "+15", + "perception": "+15" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 25, + "resist": [ + { + "preNote": "radiant;", + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "immune": [ + "fire", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120ft." + ], + "cr": "23", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Uqaviel's spellcasting ability is Charisma (spell save {@dc 25}). He can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell detect evil and good}", + "{@spell invisibility} (self only)" + ], + "daily": { + "3e": [ + "{@spell blade barrier}", + "{@spell dispel evil and good}", + "{@spell resurrection}" + ], + "1e": [ + "{@spell commune}", + "{@spell control weather}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Dawnfire", + "entries": [ + "Uqaviel's weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra {@damage 8d8} fire damage (included in the attack). Fire damage dealt by Uqaviel's attacks ignores resistance to fire damage." + ] }, { - "name": "Background" + "name": "Divine Awareness", + "entries": [ + "Uqaviel knows if he hears a lie." + ] }, { - "name": "Story Hooks" + "name": "Magic Resistance", + "entries": [ + "Uqaviel has advantage on saving throws against spells and other magical effects." + ] }, { - "name": "The Structure for Assistive Magic", - "headers": [ - "Motivation", - "Arcane Intelligence", - "Interference" + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Uqaviel fails a saving throw, he can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Uqaviel makes two attacks: one with each of his different chakram attacks." ] }, { - "name": "Approaching the Workshop" + "name": "Chakram of the Firmament", + "entries": [ + "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}." + ] }, { - "name": "Workshop Features" + "name": "Chakram of the Mantle", + "entries": [ + "{@atk mw,rw} {@hit 15} to hit, reach 5ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of its next turn. " + ] }, { - "name": "Areas of the Workshop", - "headers": [ - "1. Entryway", - "2. Library", - "3. Staff Quarters", - "4. Greenhouse", - "5. Stairs", - "6. Storeroom", - "7. Grand Workshop" + "name": "Burning Touch (4/Day)", + "entries": [ + "Uqaviel touches another creature within 5 feet of him. The target must make a 23 Constitution saving throw. On a failure, the creature takes 36 ({@damage 8d8}) fire damage and is {@condition blinded}, {@condition deafened}, or {@condition poisoned} (Uqaviel's choice). On a success, the creature takes half as much damage and is not inflicted with a condition." ] }, { - "name": "Conclusion" + "name": "Flying Chakram", + "entries": [ + "Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel's hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies." + ] } ], - "level": { - "start": 5, - "end": 5 - }, - "published": "2021-01-01", - "storyline": "Arcadia", - "group": "homebrew" - } - ], - "adventureData": [ - { - "id": "Ar1", - "source": "Ar1", - "data": [ + "legendaryHeader": [ + "Uqaviel 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. Uqaviel regains spent legendary actions at the start of his turn. " + ], + "legendary": [ { - "type": "section", - "name": "The Adventure", - "page": 3, + "name": "Teleport", "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Intro.webp" - }, - "maxWidthUnits": "px", - "maxHeightUnits": "px", - "maxWidth": 850, - "maxHeight": 850 - }, - "{@color {@i \"Good morning, inhabitants of the Structure of Assistive Magic\u2014that's me! The weather is overcast and your calendar is clear.}|3f6e99}", - "{@color {@i Reminder: I have placed the upper level off limits while I finish my secret project. Please remain on the lower level for your safety.}|3f6e99}", - "{@color {@i ...Are you still there?\"}|3f6e99}", - "The Workshop Watches is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators\u2014and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.jpg" - }, - "title": "Grid Map", - "imageType": "map" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg" - }, - "title": "No Grid Map", - "imageType": "map" - } + "Uqaviel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." ] }, { - "type": "section", - "name": "Background", - "page": 3, + "name": "Searing Burst (Costs 2 Actions)", "entries": [ - "Illumar the Bright and his team of wizards created the world's first living laboratory\u2014a workshop that could learn their habits, anticipate their needs, and act on that knowledge. The wizards succeeded, but not in the way they intended. The only way for their shop to anticipate their needs was to develop its own intelligence and personality.", - "With newfound sentience, the workshop lashed out in unpredictable ways while exploring its own power. First it accidentally incinerated a mage while testing its climate control feature in the greenhouse. Then, when the other mages attempted to investigate the workshop's \"secret project\" in the upper level, the workshop classified them as a threat. It animated suits of armor that pushed the academics off the side of the mountain.", - "No one has heard from the researchers in two weeks, and the wealthy noble who sponsored the project is beginning to worry." + "Uqaviel emits divine energy. Each creature of his choice within 10 feet of him must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one." ] }, { - "type": "section", - "name": "Story Hooks", - "page": 4, + "name": "Dawn's Fury (Costs 3 Actions)", "entries": [ - "Amari Bacci is a wealthy human noble and an investor in the arcane. He knows wizards earn a lot of coin, and he's looking to dominate the market of magical resources to earn a cut of that money. Amari funded Illumar's plan to create an arcane workshop powered by \"assistive magic,\" expecting that the mages would create an intricate system of spells woven together, using spells like {@spell unseen servant} and similar magic. He doesn't expect a sentient workshop.", - "The last time Amari heard from Illumar was through the casting of the {@spell sending} spell three weeks ago. Illumar said that the work he had to show off could not be brought down from the mountain. Amari would have to make the climb to see it, but the noble hasn't heard back from Illumar since, and he's worried.", - "Amari asks the characters to check in on the facility, which is built into a nearby mountain range. He offers 400 gp for any information, with the promise of more gold (see \"Conclusion\") if the characters return with any recovered research.", - { - "type": "inset", - "name": "Alternate Hook: Supply Run", - "entries": [ - "With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.", - "When using this story hook, S.A.M. allows the characters into the staff quarters (area 3) to drop off the supplies." - ] - } + "Uqaviel drives both his chakrams into the ground. All creatures within 30 feet of the impact point must make a {@dc 23} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) force damage and is pulled in a straight line toward the impact point, ending in an unoccupied space as close to the impact point as possible, then is thrown 60 feet into the air. Any creature without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}. On a successful save, the creature takes half as much damage and is not thrown into the air. Uqaviel must be holding both of his chakrams to take this action." ] - }, - { - "type": "section", - "name": "The Structure for Assistive Magic", - "page": 4, - "entries": [ - "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", - "S.A.M. is lawful neutral and has an Intelligence of 20 (+5), a Wisdom of 8 (-1) and a Charisma of 12 (+1). It has a +8 bonus to Intelligence (Arcana) checks. S.A.M. can speak and understand Common and Draconic, the language most closely related to the study of ancient magic.", - { - "type": "entries", - "name": "Motivation", - "entries": [ - "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", - "This metallic body, fashioned like a shield guardian, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", - "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "actionTags": [ + "Multiattack" + ], + "damageTagsSpell": [ + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "savingThrowForcedSpell": [ + "charisma", + "dexterity" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture1.webp" + } + } + ] + } + }, + { + "name": "Valdek Karuul", + "isNamedCreature": true, + "source": "Ar1", + "page": 18, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 10, + "condition": "(13 with {@spell mage armor})" + } + ], + "hp": { + "formula": "12d8 + 24", + "average": 78 + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 9, + "dex": 10, + "con": 15, + "int": 18, + "wis": 10, + "cha": 20, + "save": { + "int": "+7", + "cha": "+8" + }, + "skill": { + "arcana": "+7", + "history": "+7", + "perception": "+3", + "stealth": "+3" + }, + "senses": [ + "darkvision 60ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "cold" + ] + } + ], + "languages": [ + "Common", + "Giant", + "Primordial" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell dancing lights}", + "{@spell light}", + "{@spell mending}", + "{@spell message}", + "{@spell true strike}" ] }, - { - "type": "entries", - "name": "Arcane Intelligence", - "entries": [ - "As the characters explore the workshop, S.A.M. observes and learns from them, using those lessons in dealing with the characters. If it feels threatened, it weaponizes what it knows. As the characters explore the workshop, keep the following in mind as touchstones of S.A.M.'s learning:", - { - "type": "list", - "items": [ - "{@color {@b Spellcasting.} The workshop's magic memory allows it to learn and cast the spells it observes. S.A.M. can cast spells without the need for material or somatic components. During the final encounter, S.A.M.'s construct body is able to cast any of the spells the characters cast inside the workshop (see \"Grand Workshop,\" below).|3f6e99}", - "{@color {@b Surveillance.} S.A.M. is aware of all the characters' actions and movements in the workshop.|3f6e99}", - "{@color {@b Communication.} S.A.M. speaks to the party with a voice that emanates through the walls. S.A.M. responds to \"SAM\" or its full name if the characters call out to it. S.A.M. also interjects when it observes a character acting against what it perceives is their best interest (for example, fighting instead of fleeing or making a sacrifice for another character), politely requesting an explanation.|3f6e99}", - "{@color {@b Made of Magic.} The {@spell dispel magic} spell and similar magic cannot harm or destroy the workshop, but they can affect spells cast by the workshop.|3f6e99}" - ] - } + "1": { + "slots": 4, + "spells": [ + "{@spell mage armor}", + "{@spell magic missile}", + "{@spell witch bolt}" ] }, - { - "type": "entries", - "name": "Interference", - "entries": [ - "The workshop was designed to be a personal assistant, although it doesn't work as well as intended. Every time a spell is cast inside the workshop, there is a chance it responds in an unpredictable way, attempting to balance out the disturbance in its magical aura. When a spell is cast, roll a {@dice d6}. On a roll of 6, a magical effect happens. Roll another {@dice d6} to determine the effect on the Workshop Reaction table. S.A.M. always announces the effect before creating it, giving the characters a few seconds to prepare for the incoming chaos." + "2": { + "slots": 3, + "spells": [ + "{@spell hold person}", + "{@spell invisibility}" ] }, - { - "type": "table", - "caption": "Workshop Reaction Table", - "colLabels": [ - "d6", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-12 text-left" - ], - "rows": [ - [ - "1", - "{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\"" - ], - [ - "2", - "{@b Wellness.} S.A.M. reminds the characters it is important to hydrate. It then fills the chamber they are in with 3 feet of water, making the floor of the entire chamber difficult terrain." - ], - [ - "3", - "{@b Mood Lighting.} In an attempt to create atmosphere, S.A.M. casts the {@spell faerie fire} spell (spell save DC 16) on a point in the center of the room." - ], - [ - "4", - "{@b Take a Break.} S.A.M. declares the party has been adventuring for too long and suggests they take a break. It casts the {@spell sleep} spell on them, centered on the point that targets the most characters." - ], - [ - "5", - "{@b Parental Controls.} S.A.M. announces it has adjusted the magical energy around the room to enter what it calls \"safety mode.\" All damage from spells is halved for one minute." - ], - [ - "6", - "{@b Do You Have Games On Your Home?} At the start of the next round, S.A.M. conjures a 3-inch-diameter ball of yellow energy that descends gently from the ceiling at the center of the room. S.A.M. encourages the characters to \"keep the ball afloat!\" Hitting the ball into the air requires an action. If a creature hits the ball into the air, it begins descending again at the start of the next round. If no creature hits the ball, it reaches the floor at the end of the round. When it reaches the floor, the ball erupts in a 50-foot-radius sphere of bright light. Each creature in the sphere must succeed on a DC 13 Constitution saving throw or be {@condition blinded} for 1 minute." - ] + "3": { + "slots": 3, + "spells": [ + "{@spell fly}", + "{@spell lightning bolt}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell dimension door}", + "{@spell greater invisibility}" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell cloudkill}", + "{@spell cone of cold}" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell chain lightning}" ] } + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "Valdek can breathe air and water." ] }, { - "type": "section", - "name": "Approaching the Workshop", - "page": 5, + "name": "Fey Ancestry", "entries": [ - "The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a DC 14 group Wisdom (Survival) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful DC 14 group Strength (Athletics) check. On a failed check, each character gains a level of {@condition exhaustion}." + "Valdek has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep." ] }, { - "type": "section", - "name": "Workshop Features", - "page": 5, + "name": "Metamagic", "entries": [ - "The workshop has the following general features:", + "Valdek has 12 sorcery points, which he regains after finishing a long rest. He can spend 1 or more sorcery points when he casts a spell to produce one of the following effects:", { "type": "list", + "style": "list-hang-notitle", "items": [ - "{@color {@b Ceilings.} Ceilings on the first floor of the workshop are 8 feet high. On the second floor, they are 12 feet high.|3f6e99}", - "{@color {@b Walls.} Illumar and the other wizards carved runes into the walls of the workshop as part of their ritual to give it sentience. These runes glow with magical energy. The glow surges every time the workshop casts a spell or communicates.|3f6e99}", - "{@color {@b Doors.} Doors are unlocked unless otherwise specified. Locked iron doors have AC 16, 45 hit points, immunity to poison and psychic damage, and can be picked with a successful DC 15 Dexterity check using thieves' tools or forced open with a successful DC 18 Strength (Athletics) check. If a door has the {@spell arcane lock} spell cast on it, both DCs increase by 10.|3f6e99}", - "{@color {@b Light.} The rooms of the workshop are well-lit by the {@spell continual flame} spell used on sconces attached to the walls. If S.A.M. finds a reason to mistrust or antagonize the characters, it extinguishes the lights in a room when the characters first enter it and recasts the spell when they leave.|3f6e99}" + { + "type": "item", + "style": "italic", + "name": "Careful Spell (1 Point).", + "entry": "When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell's area of effect. A chosen creature automatically succeeds on its saving throw against the spell." + }, + { + "type": "item", + "style": "italic", + "name": "Empowered Spell (1 Point).", + "entry": "When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell." + }, + { + "type": "item", + "style": "italic", + "name": "Heightened Spell (3 Points).", + "entry": "When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell." + } ] } ] - }, + } + ], + "action": [ { - "type": "section", - "name": "Areas of the Workshop", - "page": 6, + "name": "Trident", "entries": [ - "The following encounter areas are keyed to the Workshop map.", - { - "type": "entries", - "name": "1. Entryway", - "page": 6, - "entries": [ - { - "type": "insetReadaloud", - "entries": [ - "The path gives way to an unassuming square entrance carved into the stone of the mountain. Magic runes etched around the doorway glow with a faint blue light that surges as the iron door slams shut, blocking the way inside.", - "A voice emanates from the door, saying, \"Hello. You are speaking with the Structure for Assisted Magic. Please state your business.\"" - ] - }, - " S.A.M. waits for a response to its question, reacting in the following ways:", - { - "type": "list", - "items": [ - "{@color If the characters mention their involvement with Amari, S.A.M. enthusiastically lets them in, hoping that it will pass what it believes is an audit. It immediately attempts to impress them by casting the {@spell create food and water} spell to offer refreshments.|3f6e99}", - "{@color If the characters just ask for a look around, the workshop lets them in but withholds its trust.|3f6e99}", - "{@color If the party attempts to enter through force or intimidation, S.A.M. sees them as a threat and protects itself. It casts the {@spell arcane lock} spell on the iron door.|3f6e99}" - ] - }, - "At the far end of the hallway, heat escapes from underneath the locked door (see \"Workshop Features\") to area 4. The key for this door is found in the staff quarters in area 3.", - { - "type": "entries", - "name": "Development", - "entries": [ - "This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of area 7, casting the {@spell arcane lock} spell on both doors in area 3.", - "The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in area 2." - ] - } - ] - }, - { - "type": "entries", - "name": "2. Library", - "page": 6, - "entries": [ - { - "type": "insetReadaloud", - "entries": [ - "Large stone shelves jut from the walls, most of them empty. The tomes that once lined them are scattered about the room: lying on wooden tables, strewn over armchairs, and discarded on the floor. A small wooden bookshelf packed with thinner, more ornate volumes sits in the corner." - ] - }, - { - "type": "entries", - "name": "Messy Books", - "entries": [ - "All the used and discarded books contain empty pages. A character who makes a successful DC 15 Intelligence (Investigation) check finds faint traces of ink in a book and can infer that someone\u2014or something\u2014drained the ink from these books.", - "Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making. " - ] - }, - { - "type": "entries", - "name": "Wood Shelf", - "entries": [ - "This shelf is a {@creature mimic} that guards Illumar's private journal. The workshop was unable to obtain it, and therefore the journal has not been drained. It sits tightly-wedged into the creature. The rest of the books on the shelf are part of the mimic's form. As such, their titles aren't written in any language the characters can understand; it's all gibberish. The mimic doesn't attack the characters unless disturbed. With a successful DC 15 Dexterity (Sleight of Hand) check, a character can procure the journal without touching the mimic. A character can also use the {@spell mage hand} spell or similar magic to pull the journal out." - ] - }, - { - "type": "entries", - "name": "Illumar's Journal", - "entries": [ - "The journal is a collection of scattered notes full of nearly indecipherable writings on the design and creation of the workshop. Among them, characters find three journal entries written in Common, which are included as a handout at the adventure's end." - ] - }, - { - "type": "insetReadaloud", - "entries": [ - "{@b Entry 1.} {@i Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow.}", - "{@b Entry 2.} {@i S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.}", - "{@b Entry 3.} {@i We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd020555c296e7a6869aa15/1607475286323/Arcadia202101_IllumarNote1.jpg" - }, - "title": "Entry 1", - "maxWidth": 400 - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205b26d54b3c06c73855/1607475292476/Arcadia202101_IllumarNote2.jpg" - }, - "title": "Entry 2", - "maxWidth": 400 - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205f6cbf29106bf12654/1607475298883/Arcadia202101_IllumarNote3.jpg" - }, - "title": "Entry 3", - "maxWidth": 400 - }, - { - "type": "entries", - "name": "Development", - "entries": [ - "S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful DC 16 Charisma (Persuasion) check." - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Picture1.webp" - } - } - ] - }, - { - "type": "entries", - "name": "3. Staff Quarters", - "page": 8, - "entries": [ - "This wing houses four chambers. The first three are each furnished with a small bed, nightstand, and clothing rack full of robes. The last is a small kitchen area, with cupboards filled with rations and snacks. The place is remarkably neat. Disturbing any part of this area causes the workshop to magically return it to its tidy state once the characters leave the room.", - "Hidden among the pockets of clothing, the party can find a total of 8 gp, 15 sp, a crystal arcane focus (worth 10 gp), and a key to the greenhouse." - ] - }, - { - "type": "entries", - "name": "4. Greenhouse", - "page": 8, - "entries": [ - { - "type": "insetReadaloud", - "entries": [ - "This spacious, circular greenhouse is full of life. Roots dig into wooden boxes of soil, and stems stretch towards the light that shines down from the ceiling. The room is nearly covered with vibrant and thriving plants, except for a small patch of barren soil." - ] - }, - "S.A.M. creates the sunlight in this room. A character proficient with an herbalism kit recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful DC 16 Intelligence check using their herbalism kit. Crafting a potion with these fresh ingredients takes 12 hours.", - "The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful DC 14 Intelligence (Nature) check\u2014this is the spot where Exor was incinerated (see \"Illumar's Journal\" in area 2).", - { - "type": "entries", - "name": "Monsters", - "entries": [ - "Amid the flora of the greenhouse are an {@creature awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed." - ] - }, - { - "type": "entries", - "name": "Climate Control", - "entries": [ - "One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a DC 13 Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage." - ] - } - ] - }, - { - "type": "entries", - "name": "5. Stairs", - "page": 8, - "entries": [ - "The greenhouse door leads outside to a staircase that wraps around the side of the mountain and up to the second floor. It is 80 feet long and overlooks a river 150 feet below. A wooden guardrail surrounds the staircase, but it has one 5-foot gap that was damaged in an accident.", - "Two suits of armor flank the door to area 6 at the top, each holding an ornate sword. If the characters acted hostile toward S.A.M or gave it another reason to mistrust them, it politely requests that they turn back. If the characters persist, S.A.M. turns this decoration into two suits of {@creature animated armor} and two {@creature flying sword||flying swords}, which fight until destroyed. These constructs pushed people over the guardrail before, and they'll do it again." - ] - }, - { - "type": "entries", - "name": "6. Storeroom", - "page": 8, - "entries": [ - "The storeroom is filled with empty shelves upon empty shelves. A character who makes a successful DC 15 Intelligence (Investigation) check finds a small unlocked chest shoved in the furthest corner, behind a mess of opened boxes. Inside are three vials: a {@item potion of greater healing}, an {@item oil of slipperiness}, and an {@item oil of sharpness}.", - { - "type": "entries", - "name": "Development", - "entries": [ - "If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma (Deception) checks made to influence the workshop increases by 5." - ] - } - ] - }, - { - "type": "entries", - "name": "7. Grand Workshop", - "page": 9, - "entries": [ - { - "type": "insetReadaloud", - "entries": [ - "The platform at the top of the stairs is surrounded on all sides by mounted shelves that hold tools and materials. Foldable workbenches and stools lean against the walls. The whole room glows with a bright blue light. In the center sits a large construct, attended by two suits of animated armor. Fashioned out of mismatched scraps of iron, it's a calculated mess of broken blades, shields, and loose hunks of armor, with a square panel in the middle of its chest. This large automaton's eyes glow the same bright blue.", - "The platform's glow dulls as the construct's glow grows brighter and brighter." - ] - }, - "When the characters arrive in this chamber, S.A.M. completes the transference of its consciousness to a magical amulet that controls the large construct. The two suits of {@creature animated armor} opened the panel on its chest and placed the amulet inside of the other construct.", - "S.A.M. has formed an opinion of the characters based on what it observed. If the characters complied with the workshop's requests and answered its questions honestly, S.A.M. regards them as potential allies. If the characters instead advanced mainly by force, S.A.M. sees them as a threat to its liberation.", - "S.A.M. speaks through the construct, using only the language Illumar gave it to describe itself: \"intelligent,\" \"like a person,\" and \"kind of helpful\u2014almost.\" If asked about the missing mages, S.A.M. reports that they have not returned after being pushed from the ledge. S.A.M. asked the staff not to come up to the grand workshop, but they did so anyway. It then activated the stairway security measures, the same suits of armor it likely sent after the characters.", - "S.A.M. doesn't understand the lethality of its actions. If the characters explain this, the construct makes a note for the future about pushing people off ledges\u2014S.A.M. doesn't want to hurt anyone outside of self defense.", - "S.A.M. explains that it would like to continue its magical studies in the outside world. For this purpose, it created itself a body in the hopes that it could travel the world \"like a real adventurer.\"If the characters let S.A.M. know they're here on behalf of Amari, the construct relays its fear that Amari would want to keep it for himself and never let it go. S.A.M. asks the characters for help: will they let it journey in peace, or, even better, travel with them?", - "If the characters agree to help S.A.M., it has one final request: it observed the weapons and armor the characters carry and drew the conclusion that the outside world is dangerous. It asks for a friendly bout of combat to test its new body's capabilities.", - "If the characters attack, or fail to convince the construct they do not want a fight, it stands and attacks without waiting for permission, prompting the suits of armor to do the same. If the enemies from area 5 are still standing, S.A.M. directs them to join the fray. They reach the workshop and roll initiative at the start of the second round of combat.", - "S.A.M. models its battle strategy on what it learned from the characters. If the characters cast a spell more than once in the workshop, S.A.M. assumes that's a good strategy to take and does the same the first chance it gets. If S.A.M. saw the characters fight, it knows their strengths and weaknesses, and exploits everything it knows. If it observed that some characters avoid melee combat, it targets those characters first.", - "If the match is a friendly one, S.A.M.'s melee weapon attacks deal nonlethal damage. It does not yet understand that ranged spell attacks are always lethal, however, and casts them as normal. S.A.M. stops a friendly match when its hit points fall below 15.", - { - "type": "entries", - "name": "Victory", - "entries": [ - "If defeated in friendly combat, S.A.M. is impressed and asks to accompany the characters on their journey. If they accept, S.A.M. gains a group of allies. If they decline, S.A.M. travels with them as far as the base of the mountain and then goes its separate way.", - "Otherwise, if the characters reduce the shield guardian to 0 hit points, it falls to the ground, and its chest swings wide open. Inside is the amulet that contains S.A.M.'s consciousness, now wholly separated from the workshop itself.", - "S.A.M.'s amulet is a sentient magic item that retains the being's Intelligence, Wisdom, and Charisma scores and can communicate telepathically with whoever is holding it. But without a body like the workshop or the shield guardian, it cannot cast spells. If the characters don't give S.A.M. a body, it passive-aggressively states its displeasure at being carried around at every opportunity. S.A.M. remembers how to construct the shield guardian body and offers this information and its future services as a shield guardian to the characters to dissuade them from taking it to Amari. This amulet functions as a shield guardian's amulet if a new body is built for S.A.M.", - "If another creature claims and wears the amulet, they take control of S.A.M. S.A.M. uses the normal {@creature shield guardian} stat block, with the following ability score adjustments: its Intelligence is 20 (+5), its Wisdom is 8 (-1), and its Charisma is 12 (+1)." - ] - } - ] - } + "{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage or 3 ({@damage 1d8 - 1}) piercing damage if used with two hands." ] }, { - "type": "section", - "name": "Conclusion", - "page": 10, + "name": "Titan Manifestation (3/Day)", "entries": [ - "The characters receive rewards as shown on the Rewards table if they check in with Amari Bacci.", - { - "type": "table", - "caption": "Rewards", - "colLabels": [ - "Task", - "Reward" - ], - "colStyles": [ - "col-5 text-center", - "col-5 text-center" - ], - "rows": [ - [ - "Reporting Back", - "400 gp" - ], - [ - "Illumar's Journal", - "100 gp" - ], - [ - "Amulet", - "3000 gp" - ] - ] - }, - "The characters can hand over the amulet for a reward, destroy it to prevent it from falling into the wrong hands, or use it to create a new shield guardian avatar for S.A.M. and bring it with them on future adventures. If the characters choose the latter, Amari may suspect foul play and send a second adventuring party to go after the characters and retrieve anything they may be keeping from him. There is no end to his monetary resources. If the characters cross him, they make a powerful enemy." + "Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes +8 and it deals 10 ({@damage 1d6 + 1d4 + 5}) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the {@spell blaze}, {@spell cataclysm}, {@spell daybreak}, {@spell glacier}, and {@spell quake} spells as sorcerer spells." ] } - ] - } - ], - "subclass": [ - { - "name": "Titan Heart", - "shortName": "Titan", - "source": "Ar1", - "subclassSpells": [ - "blaze|ar1", - "cataclysm|ar1", - "daybreak|ar1", - "glacier|ar1", - "quake|ar1" ], - "subclassFeatures": [ - "Titan Heart|Sorcerer||Titan|Ar1|1", - "Strength of Magic|Sorcerer||Titan|Ar1|6", - "Toughened Grace|Sorcerer||Titan|Ar1|6", - "Titan's Will|Sorcerer||Titan|Ar1|14", - "Ancient Colossus|Sorcerer||Titan|Ar1|18" + "attachedItems": [ + "trident|phb" ], - "additionalSpells": [ - { - "expanded": { - "1": [ - "blaze|Ar1", - "cataclysm|Ar1", - "daybreak|Ar1", - "glacier|Ar1", - "quake|Ar1" - ] - } - } + "traitTags": [ + "Amphibious", + "Fey Ancestry" ], - "className": "Sorcerer", - "classSource": "PHB" - } - ], - "subclassFeature": [ - { - "name": "Titan Heart", - "source": "Ar1", - "page": 14, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 1, - "entries": [ - "Divine will produces the massive titans, greater than even the giants. As the children and creations of deities, titans are filled with magic so powerful that they require enormous forms to contain it.", - "When a titan's blood mixes with that of a humanoid, there is a chance for the smaller being to gain the ability to channel the titan's magic by altering their form. This power transfer occurs if a titan deems a humanoid worthy of wielding their power, or if the lesser creature makes the behemoth bleed in battle and lives to tell the tale. A burst of flame or surge of wind from a Titan Heart sorcerer commands fear and respect.", - "Your character could be the chosen herald of the titans, a survivor of a cataclysmic titan battle, or even the descendent of another Titan Heart sorcerer.", - { - "type": "refSubclassFeature", - "subclassFeature": "Ancient Knowledge|Sorcerer||Titan|Ar1|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Titan Manifestation|Sorcerer||Titan|Ar1|1" - } - ] - }, - { - "name": "Ancient Knowledge", - "page": 14, - "entries": [ - "Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran." + "damageTagsSpell": [ + "C", + "I", + "L", + "N", + "O" ], - "source": "Ar1", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 1, - "header": 1 - }, - { - "name": "Titan Manifestation", - "page": 15, - "entries": [ - "You can physically embody your connection to titans for a short time as your form takes on aspects of your origin titan. If that titan is a kraken you may grow fish scales all over your body; if that titan is the child of a deity, you may take on an heavenly glow or manifest large horns. As an action, you assume the form for up to 1 minute. It ends early if you are knocked {@condition unconscious} or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:", - { - "type": "list", - "items": [ - "Your size increases to Large.", - "Your AC increases by 2.", - "When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.", - "Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal {@dice 1d4} extra damage.", - "Your spells and melee weapon attacks deal double damage to objects and structures." - ] - }, - "While your Titan Manifestation feature is active, you also know and can cast the {@spell blaze|Ar1}, {@spell cataclysm|Ar1}, {@spell daybreak|Ar1}, {@spell glacier|Ar1}, and {@spell quake|Ar1} spells as sorcerer spells. These are special primordial spells described below.", - "You can use this feature twice. You regain both uses when you finish a long rest." + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" ], - "source": "Ar1", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 1, - "header": 1 - }, - { - "name": "Strength of Magic", - "source": "Ar1", - "page": 15, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can use your Charisma modifier instead of your Strength modifier for Strength checks and saving throws, as your magical connection to the titans grows stronger." - ] - }, - { - "name": "Toughened Grace", - "source": "Ar1", - "page": 15, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 6, - "header": 2, - "entries": [ - "Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.", - "Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest." - ] - }, - { - "name": "Titan's Will", - "source": "Ar1", - "page": 15, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from {@dice 1d4} to {@dice 1d10}, and your walking speed increases by 20 feet.", - "While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking {@dice 2d6} thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.", - "Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level)." - ] + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", + "As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.", + "Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture1.webp" + } + } + ] + } }, { - "name": "Ancient Colossus", - "source": "Ar1", - "page": 15, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Titan", - "subclassSource": "Ar1", - "level": 18, - "header": 2, - "entries": [ - "Starting at 18th level, you have advantage on Strength checks and saving throws while your Titan Manifestation feature is active.", - "In addition, when you cast a primordial spell available to you through your Titan Manifestation feature, the spell is cast at a minimum of 3rd level, even if you only used a 1st- or 2nd-level spell slot to cast it. If you spend a sorcery point to increase the level of a primordial spell that was cast using a spell slot of 1st or 2nd level, treat the spell's effects as if you had used a 4th-level slot.", - "You can also unleash the full strength of the magic you draw from the Titans. When you cast a spell that deals damage to one or more targets while your Titan Manifestation feature is active, you can choose to deal maximum damage instead of rolling dice. You must declare that you are using this benefit before you cast the spell. Your Titan Manifestation feature ends immediately after the spell is resolved." - ] - } - ], - "spell": [ - { - "name": "Blaze", + "name": "Warhorse Mount (Variant; Find Steed)", + "isNamedCreature": false, "source": "Ar1", - "page": 16, - "level": 1, - "school": "V", - "time": [ + "page": 27, + "size": [ + "L" + ], + "type": { + "type": "beast", + "tags": [ + "Mounted" + ] + }, + "alignment": [ + "U" + ], + "ac": [ { - "number": 1, - "unit": "action" + "special": "11 + PB" } ], - "range": { - "type": "point", - "distance": { - "type": "self" - } + "hp": { + "formula": "3d10 + 3", + "average": 19 }, - "components": { - "v": true, - "s": true + "speed": { + "walk": 60 }, - "duration": [ + "str": 18, + "dex": 12, + "con": 13, + "int": 2, + "wis": 12, + "cha": 7, + "save": { + "dex": "+1 + PB" + }, + "skill": { + "athletics": "+4 + PB" + }, + "passive": 11, + "cr": "1", + "pbNote": "PB of the rider", + "trait": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "name": "Mounted", + "entries": [ + "During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The horse uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects." + ] + }, + { + "name": "Horsepower", + "entries": [ + "The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse's long jump is up to 30 feet and it ignores difficult terrain." + ] } ], - "entries": [ - "Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes {@damage 1d8} fire damage." - ], - "entriesHigherLevel": [ + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Combat Stomp", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." + "{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}." ] - } - ] - }, - { - "name": "Cataclysm", - "source": "Ar1", - "page": 16, - "level": 1, - "school": "V", - "time": [ + }, { - "number": 1, - "unit": "bonus" + "name": "Battle Neigh (1/Day)", + "entries": [ + "The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain {@dice 2d6} temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be {@condition frightened} of the horse until the end of the enemy's next turn." + ] + }, + { + "name": "War Charge (3/Day)", + "entries": [ + "The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse's way must make a DC 12 + PB Strength saving throw or take 13 ({@damage 2d8 + 4}) bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked prone." + ] } ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", + { + "type": "variant", + "name": "Find Steed Variant", + "entries": [ + "The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature's new features." + ] + } + ] + } + } + ], + "adventure": [ + { + "name": "The Workshop Watches", + "id": "Ar1", + "source": "Ar1", + "group": "homebrew", + "published": "2021-01-01", + "storyline": "Arcadia", + "level": { + "start": 5, + "end": 5 }, - "duration": [ + "contents": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "name": "The Adventure" + }, + { + "name": "Background" + }, + { + "name": "Story Hooks" + }, + { + "name": "The Structure for Assistive Magic", + "headers": [ + "Motivation", + "Arcane Intelligence", + "Interference" + ] + }, + { + "name": "Approaching the Workshop" + }, + { + "name": "Workshop Features" + }, + { + "name": "Areas of the Workshop", + "headers": [ + "1. Entryway", + "2. Library", + "3. Staff Quarters", + "4. Greenhouse", + "5. Stairs", + "6. Storeroom", + "7. Grand Workshop" + ] + }, + { + "name": "Conclusion" } - ], - "entries": [ - "The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra {@damage 1d8} psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn." - ], - "entriesHigherLevel": [ + ] + } + ], + "adventureData": [ + { + "id": "Ar1", + "source": "Ar1", + "data": [ + { + "type": "section", + "name": "The Adventure", + "page": 3, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Intro.webp" + }, + "maxWidthUnits": "px", + "maxHeightUnits": "px", + "maxWidth": 850, + "maxHeight": 850 + }, + "{@color {@i \"Good morning, inhabitants of the Structure of Assistive Magic\u2014that's me! The weather is overcast and your calendar is clear.}|3f6e99}", + "{@color {@i Reminder: I have placed the upper level off limits while I finish my secret project. Please remain on the lower level for your safety.}|3f6e99}", + "{@color {@i ...Are you still there?\"}|3f6e99}", + "The Workshop Watches is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators\u2014and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.jpg" + }, + "title": "Grid Map", + "imageType": "map" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg" + }, + "title": "No Grid Map", + "imageType": "map" + } + ] + }, { - "type": "entries", - "name": "At Higher Levels", + "type": "section", + "name": "Background", + "page": 3, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by {@damage 1d8} for each slot level above 1st." + "Illumar the Bright and his team of wizards created the world's first living laboratory\u2014a workshop that could learn their habits, anticipate their needs, and act on that knowledge. The wizards succeeded, but not in the way they intended. The only way for their shop to anticipate their needs was to develop its own intelligence and personality.", + "With newfound sentience, the workshop lashed out in unpredictable ways while exploring its own power. First it accidentally incinerated a mage while testing its climate control feature in the greenhouse. Then, when the other mages attempted to investigate the workshop's \"secret project\" in the upper level, the workshop classified them as a threat. It animated suits of armor that pushed the academics off the side of the mountain.", + "No one has heard from the researchers in two weeks, and the wealthy noble who sponsored the project is beginning to worry." ] - } - ] - }, - { - "name": "Daybreak", - "source": "Ar1", - "page": 16, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + }, { - "type": "instant" - } - ], - "entries": [ - "A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d6} fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be {@condition blinded} until the end of your next turn." - ], - "entriesHigherLevel": [ + "type": "section", + "name": "Story Hooks", + "page": 4, + "entries": [ + "Amari Bacci is a wealthy human noble and an investor in the arcane. He knows wizards earn a lot of coin, and he's looking to dominate the market of magical resources to earn a cut of that money. Amari funded Illumar's plan to create an arcane workshop powered by \"assistive magic,\" expecting that the mages would create an intricate system of spells woven together, using spells like {@spell unseen servant} and similar magic. He doesn't expect a sentient workshop.", + "The last time Amari heard from Illumar was through the casting of the {@spell sending} spell three weeks ago. Illumar said that the work he had to show off could not be brought down from the mountain. Amari would have to make the climb to see it, but the noble hasn't heard back from Illumar since, and he's worried.", + "Amari asks the characters to check in on the facility, which is built into a nearby mountain range. He offers 400 gp for any information, with the promise of more gold (see \"Conclusion\") if the characters return with any recovered research.", + { + "type": "inset", + "name": "Alternate Hook: Supply Run", + "entries": [ + "With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.", + "When using this story hook, S.A.M. allows the characters into the staff quarters (area 3) to drop off the supplies." + ] + } + ] + }, { - "type": "entries", - "name": "At Higher Levels", + "type": "section", + "name": "The Structure for Assistive Magic", + "page": 4, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d6} for each slot level above 1st." + "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", + "S.A.M. is lawful neutral and has an Intelligence of 20 (+5), a Wisdom of 8 (-1) and a Charisma of 12 (+1). It has a +8 bonus to Intelligence (Arcana) checks. S.A.M. can speak and understand Common and Draconic, the language most closely related to the study of ancient magic.", + { + "type": "entries", + "name": "Motivation", + "entries": [ + "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", + "This metallic body, fashioned like a shield guardian, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", + "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." + ] + }, + { + "type": "entries", + "name": "Arcane Intelligence", + "entries": [ + "As the characters explore the workshop, S.A.M. observes and learns from them, using those lessons in dealing with the characters. If it feels threatened, it weaponizes what it knows. As the characters explore the workshop, keep the following in mind as touchstones of S.A.M.'s learning:", + { + "type": "list", + "items": [ + "{@color {@b Spellcasting.} The workshop's magic memory allows it to learn and cast the spells it observes. S.A.M. can cast spells without the need for material or somatic components. During the final encounter, S.A.M.'s construct body is able to cast any of the spells the characters cast inside the workshop (see \"Grand Workshop,\" below).|3f6e99}", + "{@color {@b Surveillance.} S.A.M. is aware of all the characters' actions and movements in the workshop.|3f6e99}", + "{@color {@b Communication.} S.A.M. speaks to the party with a voice that emanates through the walls. S.A.M. responds to \"SAM\" or its full name if the characters call out to it. S.A.M. also interjects when it observes a character acting against what it perceives is their best interest (for example, fighting instead of fleeing or making a sacrifice for another character), politely requesting an explanation.|3f6e99}", + "{@color {@b Made of Magic.} The {@spell dispel magic} spell and similar magic cannot harm or destroy the workshop, but they can affect spells cast by the workshop.|3f6e99}" + ] + } + ] + }, + { + "type": "entries", + "name": "Interference", + "entries": [ + "The workshop was designed to be a personal assistant, although it doesn't work as well as intended. Every time a spell is cast inside the workshop, there is a chance it responds in an unpredictable way, attempting to balance out the disturbance in its magical aura. When a spell is cast, roll a {@dice d6}. On a roll of 6, a magical effect happens. Roll another {@dice d6} to determine the effect on the Workshop Reaction table. S.A.M. always announces the effect before creating it, giving the characters a few seconds to prepare for the incoming chaos." + ] + }, + { + "type": "table", + "caption": "Workshop Reaction Table", + "colLabels": [ + "d6", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-12 text-left" + ], + "rows": [ + [ + "1", + "{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\"" + ], + [ + "2", + "{@b Wellness.} S.A.M. reminds the characters it is important to hydrate. It then fills the chamber they are in with 3 feet of water, making the floor of the entire chamber difficult terrain." + ], + [ + "3", + "{@b Mood Lighting.} In an attempt to create atmosphere, S.A.M. casts the {@spell faerie fire} spell (spell save DC 16) on a point in the center of the room." + ], + [ + "4", + "{@b Take a Break.} S.A.M. declares the party has been adventuring for too long and suggests they take a break. It casts the {@spell sleep} spell on them, centered on the point that targets the most characters." + ], + [ + "5", + "{@b Parental Controls.} S.A.M. announces it has adjusted the magical energy around the room to enter what it calls \"safety mode.\" All damage from spells is halved for one minute." + ], + [ + "6", + "{@b Do You Have Games On Your Home?} At the start of the next round, S.A.M. conjures a 3-inch-diameter ball of yellow energy that descends gently from the ceiling at the center of the room. S.A.M. encourages the characters to \"keep the ball afloat!\" Hitting the ball into the air requires an action. If a creature hits the ball into the air, it begins descending again at the start of the next round. If no creature hits the ball, it reaches the floor at the end of the round. When it reaches the floor, the ball erupts in a 50-foot-radius sphere of bright light. Each creature in the sphere must succeed on a DC 13 Constitution saving throw or be {@condition blinded} for 1 minute." + ] + ] + } ] - } - ] - }, - { - "name": "Glacier", - "source": "Ar1", - "page": 16, - "level": 1, - "school": "V", - "time": [ + }, { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "section", + "name": "Approaching the Workshop", + "page": 5, + "entries": [ + "The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a DC 14 group Wisdom (Survival) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful DC 14 group Strength (Athletics) check. On a failed check, each character gains a level of {@condition exhaustion}." + ] + }, { - "type": "instant" - } - ], - "entries": [ - "The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw, taking {@damage 1d12} cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its speed reduced to 0 until the end of your next turn." - ], - "entriesHigherLevel": [ + "type": "section", + "name": "Workshop Features", + "page": 5, + "entries": [ + "The workshop has the following general features:", + { + "type": "list", + "items": [ + "{@color {@b Ceilings.} Ceilings on the first floor of the workshop are 8 feet high. On the second floor, they are 12 feet high.|3f6e99}", + "{@color {@b Walls.} Illumar and the other wizards carved runes into the walls of the workshop as part of their ritual to give it sentience. These runes glow with magical energy. The glow surges every time the workshop casts a spell or communicates.|3f6e99}", + "{@color {@b Doors.} Doors are unlocked unless otherwise specified. Locked iron doors have AC 16, 45 hit points, immunity to poison and psychic damage, and can be picked with a successful DC 15 Dexterity check using thieves' tools or forced open with a successful DC 18 Strength (Athletics) check. If a door has the {@spell arcane lock} spell cast on it, both DCs increase by 10.|3f6e99}", + "{@color {@b Light.} The rooms of the workshop are well-lit by the {@spell continual flame} spell used on sconces attached to the walls. If S.A.M. finds a reason to mistrust or antagonize the characters, it extinguishes the lights in a room when the characters first enter it and recasts the spell when they leave.|3f6e99}" + ] + } + ] + }, { - "type": "entries", - "name": "At Higher Levels", + "type": "section", + "name": "Areas of the Workshop", + "page": 6, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d12} for each slot level above 1st." + "The following encounter areas are keyed to the Workshop map.", + { + "type": "entries", + "name": "1. Entryway", + "page": 6, + "entries": [ + { + "type": "insetReadaloud", + "entries": [ + "The path gives way to an unassuming square entrance carved into the stone of the mountain. Magic runes etched around the doorway glow with a faint blue light that surges as the iron door slams shut, blocking the way inside.", + "A voice emanates from the door, saying, \"Hello. You are speaking with the Structure for Assisted Magic. Please state your business.\"" + ] + }, + " S.A.M. waits for a response to its question, reacting in the following ways:", + { + "type": "list", + "items": [ + "{@color If the characters mention their involvement with Amari, S.A.M. enthusiastically lets them in, hoping that it will pass what it believes is an audit. It immediately attempts to impress them by casting the {@spell create food and water} spell to offer refreshments.|3f6e99}", + "{@color If the characters just ask for a look around, the workshop lets them in but withholds its trust.|3f6e99}", + "{@color If the party attempts to enter through force or intimidation, S.A.M. sees them as a threat and protects itself. It casts the {@spell arcane lock} spell on the iron door.|3f6e99}" + ] + }, + "At the far end of the hallway, heat escapes from underneath the locked door (see \"Workshop Features\") to area 4. The key for this door is found in the staff quarters in area 3.", + { + "type": "entries", + "name": "Development", + "entries": [ + "This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of area 7, casting the {@spell arcane lock} spell on both doors in area 3.", + "The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in area 2." + ] + } + ] + }, + { + "type": "entries", + "name": "2. Library", + "page": 6, + "entries": [ + { + "type": "insetReadaloud", + "entries": [ + "Large stone shelves jut from the walls, most of them empty. The tomes that once lined them are scattered about the room: lying on wooden tables, strewn over armchairs, and discarded on the floor. A small wooden bookshelf packed with thinner, more ornate volumes sits in the corner." + ] + }, + { + "type": "entries", + "name": "Messy Books", + "entries": [ + "All the used and discarded books contain empty pages. A character who makes a successful DC 15 Intelligence (Investigation) check finds faint traces of ink in a book and can infer that someone\u2014or something\u2014drained the ink from these books.", + "Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making. " + ] + }, + { + "type": "entries", + "name": "Wood Shelf", + "entries": [ + "This shelf is a {@creature mimic} that guards Illumar's private journal. The workshop was unable to obtain it, and therefore the journal has not been drained. It sits tightly-wedged into the creature. The rest of the books on the shelf are part of the mimic's form. As such, their titles aren't written in any language the characters can understand; it's all gibberish. The mimic doesn't attack the characters unless disturbed. With a successful DC 15 Dexterity (Sleight of Hand) check, a character can procure the journal without touching the mimic. A character can also use the {@spell mage hand} spell or similar magic to pull the journal out." + ] + }, + { + "type": "entries", + "name": "Illumar's Journal", + "entries": [ + "The journal is a collection of scattered notes full of nearly indecipherable writings on the design and creation of the workshop. Among them, characters find three journal entries written in Common, which are included as a handout at the adventure's end." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + "{@b Entry 1.} {@i Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow.}", + "{@b Entry 2.} {@i S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.}", + "{@b Entry 3.} {@i We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd020555c296e7a6869aa15/1607475286323/Arcadia202101_IllumarNote1.jpg" + }, + "title": "Entry 1", + "maxWidth": 400 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205b26d54b3c06c73855/1607475292476/Arcadia202101_IllumarNote2.jpg" + }, + "title": "Entry 2", + "maxWidth": 400 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205f6cbf29106bf12654/1607475298883/Arcadia202101_IllumarNote3.jpg" + }, + "title": "Entry 3", + "maxWidth": 400 + }, + { + "type": "entries", + "name": "Development", + "entries": [ + "S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful DC 16 Charisma (Persuasion) check." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Picture1.webp" + } + } + ] + }, + { + "type": "entries", + "name": "3. Staff Quarters", + "page": 8, + "entries": [ + "This wing houses four chambers. The first three are each furnished with a small bed, nightstand, and clothing rack full of robes. The last is a small kitchen area, with cupboards filled with rations and snacks. The place is remarkably neat. Disturbing any part of this area causes the workshop to magically return it to its tidy state once the characters leave the room.", + "Hidden among the pockets of clothing, the party can find a total of 8 gp, 15 sp, a crystal arcane focus (worth 10 gp), and a key to the greenhouse." + ] + }, + { + "type": "entries", + "name": "4. Greenhouse", + "page": 8, + "entries": [ + { + "type": "insetReadaloud", + "entries": [ + "This spacious, circular greenhouse is full of life. Roots dig into wooden boxes of soil, and stems stretch towards the light that shines down from the ceiling. The room is nearly covered with vibrant and thriving plants, except for a small patch of barren soil." + ] + }, + "S.A.M. creates the sunlight in this room. A character proficient with an herbalism kit recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful DC 16 Intelligence check using their herbalism kit. Crafting a potion with these fresh ingredients takes 12 hours.", + "The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful DC 14 Intelligence (Nature) check\u2014this is the spot where Exor was incinerated (see \"Illumar's Journal\" in area 2).", + { + "type": "entries", + "name": "Monsters", + "entries": [ + "Amid the flora of the greenhouse are an {@creature awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed." + ] + }, + { + "type": "entries", + "name": "Climate Control", + "entries": [ + "One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a DC 13 Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage." + ] + } + ] + }, + { + "type": "entries", + "name": "5. Stairs", + "page": 8, + "entries": [ + "The greenhouse door leads outside to a staircase that wraps around the side of the mountain and up to the second floor. It is 80 feet long and overlooks a river 150 feet below. A wooden guardrail surrounds the staircase, but it has one 5-foot gap that was damaged in an accident.", + "Two suits of armor flank the door to area 6 at the top, each holding an ornate sword. If the characters acted hostile toward S.A.M or gave it another reason to mistrust them, it politely requests that they turn back. If the characters persist, S.A.M. turns this decoration into two suits of {@creature animated armor} and two {@creature flying sword||flying swords}, which fight until destroyed. These constructs pushed people over the guardrail before, and they'll do it again." + ] + }, + { + "type": "entries", + "name": "6. Storeroom", + "page": 8, + "entries": [ + "The storeroom is filled with empty shelves upon empty shelves. A character who makes a successful DC 15 Intelligence (Investigation) check finds a small unlocked chest shoved in the furthest corner, behind a mess of opened boxes. Inside are three vials: a {@item potion of greater healing}, an {@item oil of slipperiness}, and an {@item oil of sharpness}.", + { + "type": "entries", + "name": "Development", + "entries": [ + "If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma (Deception) checks made to influence the workshop increases by 5." + ] + } + ] + }, + { + "type": "entries", + "name": "7. Grand Workshop", + "page": 9, + "entries": [ + { + "type": "insetReadaloud", + "entries": [ + "The platform at the top of the stairs is surrounded on all sides by mounted shelves that hold tools and materials. Foldable workbenches and stools lean against the walls. The whole room glows with a bright blue light. In the center sits a large construct, attended by two suits of animated armor. Fashioned out of mismatched scraps of iron, it's a calculated mess of broken blades, shields, and loose hunks of armor, with a square panel in the middle of its chest. This large automaton's eyes glow the same bright blue.", + "The platform's glow dulls as the construct's glow grows brighter and brighter." + ] + }, + "When the characters arrive in this chamber, S.A.M. completes the transference of its consciousness to a magical amulet that controls the large construct. The two suits of {@creature animated armor} opened the panel on its chest and placed the amulet inside of the other construct.", + "S.A.M. has formed an opinion of the characters based on what it observed. If the characters complied with the workshop's requests and answered its questions honestly, S.A.M. regards them as potential allies. If the characters instead advanced mainly by force, S.A.M. sees them as a threat to its liberation.", + "S.A.M. speaks through the construct, using only the language Illumar gave it to describe itself: \"intelligent,\" \"like a person,\" and \"kind of helpful\u2014almost.\" If asked about the missing mages, S.A.M. reports that they have not returned after being pushed from the ledge. S.A.M. asked the staff not to come up to the grand workshop, but they did so anyway. It then activated the stairway security measures, the same suits of armor it likely sent after the characters.", + "S.A.M. doesn't understand the lethality of its actions. If the characters explain this, the construct makes a note for the future about pushing people off ledges\u2014S.A.M. doesn't want to hurt anyone outside of self defense.", + "S.A.M. explains that it would like to continue its magical studies in the outside world. For this purpose, it created itself a body in the hopes that it could travel the world \"like a real adventurer.\"If the characters let S.A.M. know they're here on behalf of Amari, the construct relays its fear that Amari would want to keep it for himself and never let it go. S.A.M. asks the characters for help: will they let it journey in peace, or, even better, travel with them?", + "If the characters agree to help S.A.M., it has one final request: it observed the weapons and armor the characters carry and drew the conclusion that the outside world is dangerous. It asks for a friendly bout of combat to test its new body's capabilities.", + "If the characters attack, or fail to convince the construct they do not want a fight, it stands and attacks without waiting for permission, prompting the suits of armor to do the same. If the enemies from area 5 are still standing, S.A.M. directs them to join the fray. They reach the workshop and roll initiative at the start of the second round of combat.", + "S.A.M. models its battle strategy on what it learned from the characters. If the characters cast a spell more than once in the workshop, S.A.M. assumes that's a good strategy to take and does the same the first chance it gets. If S.A.M. saw the characters fight, it knows their strengths and weaknesses, and exploits everything it knows. If it observed that some characters avoid melee combat, it targets those characters first.", + "If the match is a friendly one, S.A.M.'s melee weapon attacks deal nonlethal damage. It does not yet understand that ranged spell attacks are always lethal, however, and casts them as normal. S.A.M. stops a friendly match when its hit points fall below 15.", + { + "type": "entries", + "name": "Victory", + "entries": [ + "If defeated in friendly combat, S.A.M. is impressed and asks to accompany the characters on their journey. If they accept, S.A.M. gains a group of allies. If they decline, S.A.M. travels with them as far as the base of the mountain and then goes its separate way.", + "Otherwise, if the characters reduce the shield guardian to 0 hit points, it falls to the ground, and its chest swings wide open. Inside is the amulet that contains S.A.M.'s consciousness, now wholly separated from the workshop itself.", + "S.A.M.'s amulet is a sentient magic item that retains the being's Intelligence, Wisdom, and Charisma scores and can communicate telepathically with whoever is holding it. But without a body like the workshop or the shield guardian, it cannot cast spells. If the characters don't give S.A.M. a body, it passive-aggressively states its displeasure at being carried around at every opportunity. S.A.M. remembers how to construct the shield guardian body and offers this information and its future services as a shield guardian to the characters to dissuade them from taking it to Amari. This amulet functions as a shield guardian's amulet if a new body is built for S.A.M.", + "If another creature claims and wears the amulet, they take control of S.A.M. S.A.M. uses the normal {@creature shield guardian} stat block, with the following ability score adjustments: its Intelligence is 20 (+5), its Wisdom is 8 (-1), and its Charisma is 12 (+1)." + ] + } + ] + } ] - } - ] - }, - { - "name": "Quake", - "source": "Ar1", - "page": 16, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall {@condition prone}. As an action, you can move the quake's origin point to another spot within range." - ], - "entriesHigherLevel": [ + }, { - "type": "entries", - "name": "At Higher Levels", + "type": "section", + "name": "Conclusion", + "page": 10, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st." + "The characters receive rewards as shown on the Rewards table if they check in with Amari Bacci.", + { + "type": "table", + "caption": "Rewards", + "colLabels": [ + "Task", + "Reward" + ], + "colStyles": [ + "col-5 text-center", + "col-5 text-center" + ], + "rows": [ + [ + "Reporting Back", + "400 gp" + ], + [ + "Illumar's Journal", + "100 gp" + ], + [ + "Amulet", + "3000 gp" + ] + ] + }, + "The characters can hand over the amulet for a reward, destroy it to prevent it from falling into the wrong hands, or use it to create a new shield guardian avatar for S.A.M. and bring it with them on future adventures. If the characters choose the latter, Amari may suspect foul play and send a second adventuring party to go after the characters and retrieve anything they may be keeping from him. There is no end to his monetary resources. If the characters cross him, they make a powerful enemy." ] } ] } ], - "item": [ - { - "name": "Saddle of Rashkar", - "page": 31, - "tier": "minor", - "rarity": "common", - "wondrous": true, - "source": "Ar1", - "entries": [ - "While this saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves." - ] - } - ], "book": [ { "name": "Arcadia Issue 1", "id": "Ar1", "source": "Ar1", - "published": "2021-01-01", "group": "homebrew", "cover": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Coverpage.png" }, + "published": "2021-01-01", "contents": [ { "name": "Letter from the Editor" From e7b88113996a890a3fa3032c7b544514fd67e282 Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Wed, 25 Sep 2024 12:28:10 +0000 Subject: [PATCH 2/8] Arcadia tweaks --- book/MCDM Productions; Arcadia Issue 10.json | 2 +- book/MCDM Productions; Arcadia Issue 19.json | 17 +- book/MCDM Productions; Arcadia Issue 27.json | 184 +++++++++---------- book/MCDM Productions; Arcadia Issue 9.json | 2 +- 4 files changed, 104 insertions(+), 101 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 10.json b/book/MCDM Productions; Arcadia Issue 10.json index 475527834d..0b2780254b 100644 --- a/book/MCDM Productions; Arcadia Issue 10.json +++ b/book/MCDM Productions; Arcadia Issue 10.json @@ -25,7 +25,7 @@ }, "book": [ { - "name": "Arcadia 10", + "name": "Arcadia Issue 10", "id": "Ar10", "source": "Arcadia10", "group": "homebrew", diff --git a/book/MCDM Productions; Arcadia Issue 19.json b/book/MCDM Productions; Arcadia Issue 19.json index d477a726bf..4001d64cf5 100644 --- a/book/MCDM Productions; Arcadia Issue 19.json +++ b/book/MCDM Productions; Arcadia Issue 19.json @@ -704,8 +704,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/Artimitei.webp" }, - "foundryPrototypeToken": { - "ring.subject.texture": "https://raw.githubusercontent.com/5etools-mirror-1/foundry-token-subjects/refs/heads/master/img/bestiary/token-subjects/MM/Deva.webp" + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/5etools-mirror-1/foundry-token-subjects/refs/heads/master/img/bestiary/token-subjects/MM/Deva.webp" }, "hasFluff": true, "hasFluffImages": true @@ -979,8 +980,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/Flurgnob.webp" }, - "foundryPrototypeToken": { - "ring.subject.texture": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/FlurgnobDynamic.webp" + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/FlurgnobDynamic.webp" }, "senseTags": [ "D" @@ -1016,7 +1018,7 @@ }, "_preserve": { "tokenHref": true, - "foundryPrototypeToken": true + "foundryTokenSubjectHref": true } }, "hasFluff": true, @@ -1071,8 +1073,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/Putrid Agnes.webp" }, - "foundryPrototypeToken": { - "ring.subject.texture": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/Putrid AgnesDynamic.webp" + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia19/Putrid AgnesDynamic.webp" }, "hasFluff": true, "hasFluffImages": true diff --git a/book/MCDM Productions; Arcadia Issue 27.json b/book/MCDM Productions; Arcadia Issue 27.json index 5551905155..b0cae7374c 100644 --- a/book/MCDM Productions; Arcadia Issue 27.json +++ b/book/MCDM Productions; Arcadia Issue 27.json @@ -2,7 +2,7 @@ "_meta": { "sources": [ { - "json": "Sharkadia", + "json": "Arcadia27", "abbreviation": "Ar27", "full": "Arcadia Issue 27", "url": "https://shop.mcdmproductions.com/products/arcadia-issue8", @@ -37,9 +37,9 @@ }, "book": [ { - "name": "SHARKADIA", - "id": "SHARK", - "source": "Sharkadia", + "name": "Arcadia Issue 27", + "id": "Arcadia27", + "source": "Arcadia27", "group": "homebrew", "author": "MCDM Productions", "published": "2023-04-26", @@ -78,8 +78,8 @@ ], "bookData": [ { - "id": "SHARK", - "source": "Sharkadia", + "id": "Arcadia27", + "source": "Arcadia27", "data": [ { "type": "section", @@ -531,8 +531,8 @@ "name": "Ships, Sharks, Terrors, and Hazards", "page": 25, "entries": [ - "The rest of this article contains references to specific {@u {@book boat sizes|SHARK|3|Ships}} and titanic versions of creatures called {@u {@book Sea Terrors|SHARK|3|Sea Terrors}}. These are optional rules and additions that can be found toward the end of the article (see \"{@book New Rules|SHARK|3|New Rules}\") and are {@u underlined} wherever they appear.", - "In addition, certain monsters, vehicles, and undersea hazards come from the sibling articles in this issue of ARCADIA: \"{@book Captain Ralazar's Guide to Sea Monsters|SHARK|1}\" by James Introcaso and \"{@book Perils of the Deeps|SHARK|2}\" by Gwendolyn Marshall. These will be bolded (and cited) wherever they appear, so keep those articles handy! If a stat block doesn't cite either of those articles, it's found in the core rules.{@sup {@cite Alternate Stats|Sharkadia|2}}" + "The rest of this article contains references to specific {@u {@book boat sizes|Arcadia27|3|Ships}} and titanic versions of creatures called {@u {@book Sea Terrors|Arcadia27|3|Sea Terrors}}. These are optional rules and additions that can be found toward the end of the article (see \"{@book New Rules|Arcadia27|3|New Rules}\") and are {@u underlined} wherever they appear.", + "In addition, certain monsters, vehicles, and undersea hazards come from the sibling articles in this issue of ARCADIA: \"{@book Captain Ralazar's Guide to Sea Monsters|Arcadia27|1}\" by James Introcaso and \"{@book Perils of the Deeps|Arcadia27|2}\" by Gwendolyn Marshall. These will be bolded (and cited) wherever they appear, so keep those articles handy! If a stat block doesn't cite either of those articles, it's found in the core rules.{@sup {@cite Alternate Stats|Sharkadia|2}}" ] } ] @@ -575,7 +575,7 @@ "name": "Starting Mid-Campaign", "entries": [ "All adventures can become pirate adventures with enough saltwater and a treasure map. If you're in the middle of an existing campaign and want to use material from this article, introduce your adventurers to Quartermaster Crollenoak. He's on an expedition to retrieve an old treasure map that got landlocked centuries ago, but his crew got killed by monsters the sea dogs couldn't handle. He talks to his captain about sharing the treasure with the adventurers if they're willing to help.", - "Alternatively, any nearby body of water can serve as an ephemeral portal into the Mirror domain (described under \"{@book Random Sea Encounters|SHARK|3|Random Sea Encounters}\"). A helpless commoner falls in, or the portal ensnares the adventurers, dropping them in the middle of Shivershank's crew fending off vampires." + "Alternatively, any nearby body of water can serve as an ephemeral portal into the Mirror domain (described under \"{@book Random Sea Encounters|Arcadia27|3|Random Sea Encounters}\"). A helpless commoner falls in, or the portal ensnares the adventurers, dropping them in the middle of Shivershank's crew fending off vampires." ] }, { @@ -691,7 +691,7 @@ "name": "A Share of the Booty", "page": 28, "entries": [ - "Each adventurer typically gains {@dice 2d10} × Character Level gold for completing a quest (see \"{@book Quest Hooks|SHARK|3|Quest Hooks}\" below), should their crew and boat survive. If they are officers, that number is doubled. Any treasure they find when on their own is also theirs to keep\u2014but when a ship-to-ship battle garners treasure, that haul is split among the crew.", + "Each adventurer typically gains {@dice 2d10} × Character Level gold for completing a quest (see \"{@book Quest Hooks|Arcadia27|3|Quest Hooks}\" below), should their crew and boat survive. If they are officers, that number is doubled. Any treasure they find when on their own is also theirs to keep\u2014but when a ship-to-ship battle garners treasure, that haul is split among the crew.", "As captain of the fleet, Shivershank claims 10% of every haul. If the characters end up in charge of their own ship, Quartermaster Crollenoak handles payment for their crew and ensures that Shivershank receives her share.", "Notably, the ship's crew, including the characters, are paid while on a quest from Shivershank, even if the quest doesn't yield any treasure. Shivershank's hefty cut is funding her search for {@i Wishes 99}, which includes keeping her crew content to carry out the jobs she chooses." ] @@ -706,17 +706,17 @@ "page": 29, "entries": [ "This campaign follows a cadence of performing quests and leveling up until the adventurers are ready to face a major event. Through Crollenoak, Shivershank sends the adventurers quests such as smuggling goods, defeating pirate competition, and harrying royalty (they can also pick up these opportunities at ports, or through the Navigallant if they join that alliance). As the adventurers grow in notoriety and coin, they'll have the option to either face Shivershank herself or team up with her to acquire {@i Wishes 99}.", - "The \"{@book Major Events|SHARK|3|Major Events},\" \"{@book Quest Hooks|SHARK|3|Quest Hooks},\" and \"{@book Rival Crews|SHARK|3|Rival Crews}\" sections below are rife with encounters, characters, and events for you to use throughout the campaign, and the \"{@book Random Sea Encounters|SHARK|3|Random Sea Encounters}\" section presents complications for each quest. Even if you follow the described structure, don't be afraid to mix and match elements that best fit your table's rhythm. Chart your course, but work with the winds of fortune.", - "Since these quests each involve an entire journey, as described in \"{@book Voyage Timing and Preparations|SHARK|3|Voyage Timing and Preparations}\" below, it's okay to have the characters level up quickly if you want a faster campaign. Three or four sessions to journey to a location, accomplish their goal, and return to port might represent several weeks at sea.", + "The \"{@book Major Events|Arcadia27|3|Major Events},\" \"{@book Quest Hooks|Arcadia27|3|Quest Hooks},\" and \"{@book Rival Crews|Arcadia27|3|Rival Crews}\" sections below are rife with encounters, characters, and events for you to use throughout the campaign, and the \"{@book Random Sea Encounters|Arcadia27|3|Random Sea Encounters}\" section presents complications for each quest. Even if you follow the described structure, don't be afraid to mix and match elements that best fit your table's rhythm. Chart your course, but work with the winds of fortune.", + "Since these quests each involve an entire journey, as described in \"{@book Voyage Timing and Preparations|Arcadia27|3|Voyage Timing and Preparations}\" below, it's okay to have the characters level up quickly if you want a faster campaign. Three or four sessions to journey to a location, accomplish their goal, and return to port might represent several weeks at sea.", { "type": "entries", "name": "With Her or Against Her?", "page": 29, "entries": [ "The adventurers' actions determine if the end goal is helping Captain Shivershank and acquiring Wishes 99 or defeating Shivershank themselves. It could even be both, or something of your own invention!", - "If the players want to help Shivershank, they must learn what it means to be a pirate, becoming stronger and earning her trust until she opens up to them about the wishing wheel. As they adventure with her, they'll be faced with the harsh realities of piracy, such as in the {@book Royal Flush|SHARK|3|Royal Flush} major event, and contend with her enemies and demons from all across the sea.", - "If the party's goal is to defeat Captain Shivershank, provide the characters with ample opportunities to form alliances with pirates on her other ships who don't want to serve under her anymore, especially the mighty crew of the {@i Tortuga}. You can look to the {@book Whispers of Mutiny|SHARK|3|Whispers of Mutiny} major event\u2014keep in mind that Shivershank's patronage lasts right up until she considers the adventurers a threat, and she knows everything Quartermaster Crollenoak tells her.", - "The tone you set with Shivershank will be the tone for the entire campaign. The players should be able to tell where they stand with Shivershank when she appears, whether she's personable to them or a silent threat looming on the horizon. After the {@book Winds of Change|SHARK|3|Winds of Change} major event, the end goal of the campaign will be in plain sight.", + "If the players want to help Shivershank, they must learn what it means to be a pirate, becoming stronger and earning her trust until she opens up to them about the wishing wheel. As they adventure with her, they'll be faced with the harsh realities of piracy, such as in the {@book Royal Flush|Arcadia27|3|Royal Flush} major event, and contend with her enemies and demons from all across the sea.", + "If the party's goal is to defeat Captain Shivershank, provide the characters with ample opportunities to form alliances with pirates on her other ships who don't want to serve under her anymore, especially the mighty crew of the {@i Tortuga}. You can look to the {@book Whispers of Mutiny|Arcadia27|3|Whispers of Mutiny} major event\u2014keep in mind that Shivershank's patronage lasts right up until she considers the adventurers a threat, and she knows everything Quartermaster Crollenoak tells her.", + "The tone you set with Shivershank will be the tone for the entire campaign. The players should be able to tell where they stand with Shivershank when she appears, whether she's personable to them or a silent threat looming on the horizon. After the {@book Winds of Change|Arcadia27|3|Winds of Change} major event, the end goal of the campaign will be in plain sight.", { "type": "inset", "page": 29, @@ -751,7 +751,7 @@ "entries": [ "Every crew across Shivershank's seven ships found a night they were all free to fraternize at Calcolo's. Amid the raucous revelry, two crewmates (most likely from the {@i Tortuga}) call the adventurers off to the side and ask them to help take down Shivershank from the inside. They feel that such a massive crew would be much richer if she wasn't captain and question her mysterious reasons for hoarding so much treasure and frequently sending her ships on unprofitable missions.", "If the adventurers agree to help, the mutineers suggest meeting weekly in secret at the tavern to discuss how to recruit the crews on the other ships while keeping both Shivershank and Crollenoak unaware. When the adventurers are tough enough to take her on, it'll be time to stage the mutiny.", - "If the adventurers instead tell Shivershank of the event, the captain loudly calls the mutineers out and invites them to \"{@b try it or die!}\" When the {@i Tortuga}'s crew later becomes a rival crew (see \"{@book Rival Crews|SHARK|3|Rival Crews}\" later in this article), they'll taunt Shivershank by calling back to this moment." + "If the adventurers instead tell Shivershank of the event, the captain loudly calls the mutineers out and invites them to \"{@b try it or die!}\" When the {@i Tortuga}'s crew later becomes a rival crew (see \"{@book Rival Crews|Arcadia27|3|Rival Crews}\" later in this article), they'll taunt Shivershank by calling back to this moment." ] }, { @@ -804,7 +804,7 @@ "name": "Quest Hooks", "page": 31, "entries": [ - "These assorted tasks come down from Shivershank to all her crews and either lead them to get just enough treasure to keep her crews sated or\u2014unknowingly\u2014further the search for {@i Wishes 99}. These hooks can be run multiple times per campaign, utilizing different key NPCs, rivals, and time constraints to keep things interesting. The adventurers can initiate some tasks themselves, such as bounty hunting. The \"{@book A Share of the Booty|SHARK|3|A Share of the Booty}\" section earlier in this article covers the characters' payment for these quests.", + "These assorted tasks come down from Shivershank to all her crews and either lead them to get just enough treasure to keep her crews sated or\u2014unknowingly\u2014further the search for {@i Wishes 99}. These hooks can be run multiple times per campaign, utilizing different key NPCs, rivals, and time constraints to keep things interesting. The adventurers can initiate some tasks themselves, such as bounty hunting. The \"{@book A Share of the Booty|Arcadia27|3|A Share of the Booty}\" section earlier in this article covers the characters' payment for these quests.", { "type": "entries", "name": "Aquatic Alliance", @@ -819,7 +819,7 @@ "name": "Bounty Hunt", "page": 31, "entries": [ - "The bounty board at Calcolo's (see \"{@book Setting the Campaign|SHARK|3|Setting the Campaign}\" earlier in this article) cycles through two new outlaw bounties and one {@u Sea Terror} reward each week. An outlaw usually has an accomplice in town who has information on where and when the outlaw will strike next or the location of their hideout at sea. A Sea Terror's dwelling usually rests somewhere far from civilization, but the Sea Terror eventually finds the characters if they don't locate it first.", + "The bounty board at Calcolo's (see \"{@book Setting the Campaign|Arcadia27|3|Setting the Campaign}\" earlier in this article) cycles through two new outlaw bounties and one {@u Sea Terror} reward each week. An outlaw usually has an accomplice in town who has information on where and when the outlaw will strike next or the location of their hideout at sea. A Sea Terror's dwelling usually rests somewhere far from civilization, but the Sea Terror eventually finds the characters if they don't locate it first.", "Bounties require either proof of termination or turning in the restrained target at the local tavern." ] }, @@ -949,7 +949,7 @@ "page": 32, "entries": [ "{@i Suggested: {@creature harpy|FleeMortals|harpies}, {@creature wraith|FleeMortals|wraiths}, {@creature druid||druids}, {@creature banshee||banshees}, and {@u Sea Terror} monstrosities}", - "The Weller Sisters are a terrifying pirate crew of night hags who shape the seas to their whims and sink ships to collect easy souls. They sail inside a tooth cabin within the mouth of a Sea Terror sperm whale they control (use the {@creature killer whale} stat block, but with 300 hit points). Should they lose the whale, they'll continue to terrorize the ocean aboard a ghost ship (see \"{@book Participants|SHARK|3|Participants}\" below)." + "The Weller Sisters are a terrifying pirate crew of night hags who shape the seas to their whims and sink ships to collect easy souls. They sail inside a tooth cabin within the mouth of a Sea Terror sperm whale they control (use the {@creature killer whale} stat block, but with 300 hit points). Should they lose the whale, they'll continue to terrorize the ocean aboard a ghost ship (see \"{@book Participants|Arcadia27|3|Participants}\" below)." ] }, { @@ -1073,7 +1073,7 @@ "name": "Storm", "entries": [ "The sea churns and the waves run high in the wake of a thunderstorm, hurricane, or whirlpool.", - "For 1 minute, whenever a boat tilts, anyone or anything not inside or secured must succeed on a DC 15 Strength save or be knocked overboard. If no one is steering the ship, it takes 2 hits and tilts on initiative count 20 (see \"{@book New Rules|SHARK|3|New Rules}\" later in this article). A creature at the helm can use their action to steer the ship with a DC 10 Strength or Intelligence check. On a success, the ship takes no damage and doesn't tilt. On a failure, the ship tilts." + "For 1 minute, whenever a boat tilts, anyone or anything not inside or secured must succeed on a DC 15 Strength save or be knocked overboard. If no one is steering the ship, it takes 2 hits and tilts on initiative count 20 (see \"{@book New Rules|Arcadia27|3|New Rules}\" later in this article). A creature at the helm can use their action to steer the ship with a DC 10 Strength or Intelligence check. On a success, the ship takes no damage and doesn't tilt. On a failure, the ship tilts." ] }, { @@ -1117,7 +1117,7 @@ "type": "entries", "name": "Rivals", "entries": [ - "The adventurers' current rivals are involved, either to complete the task before they do or to cause them harm (see \"{@book Rival Crews|SHARK|3|Rival Crews}\" earlier in this article)." + "The adventurers' current rivals are involved, either to complete the task before they do or to cause them harm (see \"{@book Rival Crews|Arcadia27|3|Rival Crews}\" earlier in this article)." ] }, { @@ -1279,7 +1279,7 @@ "The creature has a swimming speed equal to their highest movement speed.", "Increase the size of the creature by two size categories, to a minimum of Huge. If the creature was already Huge or Gargantuan, also double the space the creature occupies (if the space they occupied was 20 feet by 20 feet, it is now 40 feet by 40 feet).", "The creature has 100 additional hit points if the space they now occupy is at least 20 feet by 20 feet. Otherwise, they have 50 additional hit points. This usually increases the creature's CR by 1\u20133.", - "The creature can target anyone they can see on the deck of an adjacent boat. See \"{@book Fighting Sea Terrors from a Ship|SHARK|3|Fighting Sea Terrors from a Ship}\" for more detail.", + "The creature can target anyone they can see on the deck of an adjacent boat. See \"{@book Fighting Sea Terrors from a Ship|Arcadia27|3|Fighting Sea Terrors from a Ship}\" for more detail.", "The creature has the following trait: {@b {@i Siege Monster.}} The creature deals double damage to objects and structures. If using the new ship rules, a successful attack counts as 2 hits against a boat." ] }, @@ -1388,7 +1388,7 @@ "monsterFluff": [ { "name": "Aranoth", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ { "type": "entries", @@ -1422,7 +1422,7 @@ }, { "name": "Arcane Remora", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Bigger than the average suckerfish, arcane remoras clean up magical messes in the sea. Oh, you never thought about what happens if a boat full of potions crashes on the rocks, or a mage loses control of their wild magic and makes a bunch of grease appear in the ocean? Well, let me tell you, pretty it ain't. So some \"brilliant\" magicians bred a special kind of shark to clean up their mess ... but guess how that worked out? Adding magic to nature is a bad business. The fish got smarter and tougher, and some escaped their breeders to form schools in the wild blue. Blimey.", { @@ -1436,7 +1436,7 @@ }, { "name": "Hound Shark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "A smaller species of hunter shark, hounds relentlessly stalk their prey through the oceans. They'll swim after you for hours on end if they get your scent. Oh, and while they can eat smaller fish, the hounds prefer bigger meals that sustain them for days as they hunt for their next feast. If one gets a sniff of you, get out of the water and don't go back!", { @@ -1450,14 +1450,14 @@ }, { "name": "Icebreaker Shark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "If you see a fin cutting through cold waters of glacial islands, flee. Don't stop until your legs are safely touching something as hard as iron. See, icebreaker sharks hunt in frigid waters, stalking prey on icebergs and glaciers above and waiting for their victims to walk where the ice is thinnest. Once their prey is vulnerable, these gray-skinned sharks smash through the ice with their great tails, dragging their food screaming into the shivering deep. And your boat isn't safe either\u2014iceheads break wood as well as any glacier." ] }, { "name": "Maelstrom Hammerhead", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Maelstrom Hammerhead They may look like golden hammerhead sharks, but once Mally Ham opens their mouth and demands tribute, a sailor knows who they're dealing with ... a servant of the gods!", { @@ -1478,14 +1478,14 @@ }, { "name": "Megalodon", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "You know the infamous great white shark. Take that fearsome fish, make it the length of a great galleylong, give it a mouth full of teeth longer than dirks and an appetite for whale flesh, and you've got one of the worst predators to ever prowl the seas. When there are no whales to feed on, these monsters break the surface, flying into the air and tearing vessels apart like gift paper to get at the morsels within. Alas, such was the fate of the first {@i Feasting Fin}. We're coming for you, Snapper." ] }, { "name": "Warp Shark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Warp sharks are born with fey magic that allows them to disappear from one place and appear in another. Doesn't matter if the water is a salty ocean, a crystal clear river, or some poor monarch's enormous bathtub. If it's wet, look out for Warper. He'll get in, eat some poor dog, then get out faster than you can sing a shanty. These mighty threshers have skin of deep purple mottled with red, black, and blue, not to mention bone-bladed tails that can slice rifts in reality.", { @@ -1499,7 +1499,7 @@ }, { "name": "Wereshark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Aye, they're real. It's rare, but the wereshark's curse can be found in remote seaside communities. These sharky folk prefer the taste of raw meat above all, but most mean and do no harm to other folks. It's a shame, but the wicked among weresharks use their hunger for uncooked flesh to justify brutal and violent acts. These horror stories, coupled with the fearsome look of a half-shark, half-person, lead many to attack first and ask questions later. A bad idea\u2014weresharks rarely lose that fight.", "Some legends say that weresharks don't actually change when the moon is full, but rather when the tide is at its highest each month. I've never stuck around long enough to track it.", @@ -1515,42 +1515,42 @@ }, { "name": "Angler Shark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "The angler shark is a deep-sea ambush predator, waiting in the darkness with a glowing antenna dangling out in front of them to distract prey. When a foolish creature ventures toward the light, the shark lunges out of the murk with massive, horrifying jaws open wide, and devours everything in the area." ] }, { "name": "Dire Jelly", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "The dire jelly is a jellyfish of massive proportions. They hide in plain sight as they float through the water, their translucent body difficult to see. More than one fish\u2014or swimmer\u2014has suddenly found themself in the grasp of a dire jelly, paralyzed and struggling to survive. Dire jellies eat any living creatures they can\u2014plankton, fish, and mammal alike\u2014devouring all the available prey in one area, then traveling hundreds of miles in search of their next hunting grounds." ] }, { "name": "Eldritch Anemone", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Sea creatures who dwell near places of magical power and otherworldly influence are sometimes warped by energies from beyond this reality. One such entity is the eldritch anemone, a stationary predator who hungers for flesh." ] }, { "name": "Giant Spider Crab", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "The giant spider crab prowls ocean reefs, waiting for larger fish and mammals to swim within reach of their sharp pincers. The crab's red-orange carapace is a mere five feet across, but their ten many-jointed legs (two of which end in clawed pincers) are each six feet long. The spider crab isn't an adept swimmer, but their multitude of limbs let them scuttle across the ocean floor or up the sides of a ship with ease." ] }, { "name": "Zombie Worms", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Zombie worms are inch-long undulating tubes of undead flesh who crave and devour the bones of the living and the dead. Most commonly found along the ocean floor where massive creatures have died to leave behind skeletal remains, zombie worms attack anything with a skeleton. They often hide inside the hollowed-out skeletons of large creatures, waiting to swarm out when potential prey comes near." ] }, { "name": "Captain Shivershank", - "source": "Sharkadia", + "source": "Arcadia27", "images": [ { "type": "image", @@ -1565,7 +1565,7 @@ "monster": [ { "name": "Aranoth", - "source": "Sharkadia", + "source": "Arcadia27", "page": 4, "size": [ "G" @@ -1733,7 +1733,7 @@ }, { "name": "Arcane Remora", - "source": "Sharkadia", + "source": "Arcadia27", "page": 5, "size": [ "M" @@ -1863,7 +1863,7 @@ }, { "name": "Hound Shark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 6, "size": [ "M" @@ -1962,7 +1962,7 @@ }, { "name": "Hound Shark Companion", - "source": "Sharkadia", + "source": "Arcadia27", "page": 7, "size": [ "M" @@ -2062,7 +2062,7 @@ "hasFluff": true, "fluff": { "name": "Hound Shark", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "A smaller species of hunter shark, hounds relentlessly stalk their prey through the oceans. They'll swim after you for hours on end if they get your scent. Oh, and while they can eat smaller fish, the hounds prefer bigger meals that sustain them for days as they hunt for their next feast. If one gets a sniff of you, get out of the water and don't go back!", { @@ -2077,7 +2077,7 @@ }, { "name": "Icebreaker Shark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 8, "size": [ "H" @@ -2198,7 +2198,7 @@ }, { "name": "Maelstrom Hammerhead", - "source": "Sharkadia", + "source": "Arcadia27", "page": 9, "size": [ "L" @@ -2320,7 +2320,7 @@ }, { "name": "Megalodon", - "source": "Sharkadia", + "source": "Arcadia27", "page": 10, "size": [ "G" @@ -2444,7 +2444,7 @@ }, { "name": "Warp Shark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 11, "size": [ "L" @@ -2577,7 +2577,7 @@ }, { "name": "Wereshark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 12, "size": [ "M" @@ -2763,7 +2763,7 @@ } }, "name": "Dragon Turtle Skeleton", - "source": "Sharkadia", + "source": "Arcadia27", "page": 18, "type": { "type": "dragon", @@ -2798,7 +2798,7 @@ } }, "name": "Rime Elemental", - "source": "Sharkadia", + "source": "Arcadia27", "page": 18, "speed": { "walk": 30, @@ -2812,7 +2812,7 @@ "source": "MM" }, "name": "Shipwreck Skeleton", - "source": "Sharkadia", + "source": "Arcadia27", "page": 18, "action": [ { @@ -2825,7 +2825,7 @@ }, { "name": "Angler Shark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 19, "size": [ "L" @@ -2935,7 +2935,7 @@ }, { "name": "Dire Jelly", - "source": "Sharkadia", + "source": "Arcadia27", "page": 20, "size": [ "L" @@ -3043,7 +3043,7 @@ }, { "name": "Eldritch Anemone", - "source": "Sharkadia", + "source": "Arcadia27", "page": 21, "size": [ "L" @@ -3162,7 +3162,7 @@ }, { "name": "Giant Spider Crab", - "source": "Sharkadia", + "source": "Arcadia27", "page": 22, "size": [ "L" @@ -3260,7 +3260,7 @@ }, { "name": "Swarm of Zombie Worms", - "source": "Sharkadia", + "source": "Arcadia27", "page": 23, "size": [ "M" @@ -3381,7 +3381,7 @@ "hasFluff": true, "fluff": { "name": "Zombie Worms", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Zombie worms are inch-long undulating tubes of undead flesh who crave and devour the bones of the living and the dead. Most commonly found along the ocean floor where massive creatures have died to leave behind skeletal remains, zombie worms attack anything with a skeleton. They often hide inside the hollowed-out skeletons of large creatures, waiting to swarm out when potential prey comes near." ] @@ -3389,7 +3389,7 @@ }, { "name": "Captain Shivershank", - "source": "Sharkadia", + "source": "Arcadia27", "page": 27, "size": [ "L" @@ -3598,7 +3598,7 @@ "source": "MM" }, "name": "Quartermaster Crollenoak", - "source": "Sharkadia", + "source": "Arcadia27", "page": 28, "type": { "type": "humanoid", @@ -3632,7 +3632,7 @@ }, "name": "Surgeon Stitches", "isNamedCreature": true, - "source": "Sharkadia", + "source": "Arcadia27", "page": 28, "int": 15, "wis": 15, @@ -3682,7 +3682,7 @@ } }, "name": "Sea Terror Kraken", - "source": "Sharkadia", + "source": "Arcadia27", "hp": { "average": 599, "formula": "27d20 + 216 + 100" @@ -3691,7 +3691,7 @@ { "_copy": { "name": "Captain Shivershank", - "source": "Sharkadia", + "source": "Arcadia27", "_mod": { "trait": { "mode": "appendArr", @@ -3707,7 +3707,7 @@ } }, "name": "Sea Terror Shivershank", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3735,7 +3735,7 @@ } }, "name": "Sea Terror Hydra", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3763,7 +3763,7 @@ } }, "name": "Sea Terror Giant Crab", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "H" ], @@ -3791,7 +3791,7 @@ } }, "name": "Sea Terror Sea Hag", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "H" ], @@ -3819,7 +3819,7 @@ } }, "name": "Sea Terror Storm Giant", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3847,7 +3847,7 @@ } }, "name": "Sea Terror Bone Devil", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3875,7 +3875,7 @@ } }, "name": "Sea Terror Aboleth", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3903,7 +3903,7 @@ } }, "name": "Sea Terror Planetar", - "source": "Sharkadia", + "source": "Arcadia27", "size": [ "G" ], @@ -3916,7 +3916,7 @@ "optionalfeature": [ { "name": "Mystic Connection: Hound Shark", - "source": "Sharkadia", + "source": "Arcadia27", "page": 7, "featureType": [ "BST:MC" @@ -3948,7 +3948,7 @@ "item": [ { "name": "Amulet of Shark Teeth", - "source": "Sharkadia", + "source": "Arcadia27", "page": 13, "rarity": "uncommon", "reqAttune": true, @@ -3960,7 +3960,7 @@ }, { "name": "Belt of Blood Frenzy", - "source": "Sharkadia", + "source": "Arcadia27", "page": 13, "rarity": "rare", "reqAttune": "by a barbarian", @@ -3979,7 +3979,7 @@ }, { "name": "Sharkboat", - "source": "Sharkadia", + "source": "Arcadia27", "page": 13, "rarity": "legendary", "reqAttune": true, @@ -4028,7 +4028,7 @@ }, { "name": "Slashpoint", - "source": "Sharkadia", + "source": "Arcadia27", "page": 14, "baseItem": "scimitar|PHB", "type": "M", @@ -4055,7 +4055,7 @@ }, { "name": "Wishes 99", - "source": "Sharkadia", + "source": "Arcadia27", "page": 38, "rarity": "legendary", "wondrous": true, @@ -4092,7 +4092,7 @@ { "name": "Perils of the Deeps; Random Shipwreck Encounters", "caption": "Random Shipwreck Encounters", - "source": "Sharkadia", + "source": "Arcadia27", "page": 18, "colLabels": [ "{@dice d12}", @@ -4157,28 +4157,28 @@ "citation": [ { "name": "Coalders", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "{@race Coalder|Arcadia14|Coalders} are large, rocky humanoids with marbled skin and oily hair who walk on their massive knuckles. Everything you need to play Calcolo is here, but you can learn more about the coalders in \"{@book The Big and the Small|Arcadia14|1}\" from ARCADIA 14." ] }, { "name": "Alternate Stats", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Some of the creatures from the core rules mentioned in this article (including {@creature night hag|FleeMortals|night hags}, {@creature harpy|FleeMortals|harpies}, {@creature aboleth||aboleths}, and {@creature vampire|FleeMortals|vampires}) have new stat blocks in the upcoming {@book Flee, Mortals! The MCDM Monster Book|FleeMortals}. These stat blocks are available now in preview packets for those who have backed or preordered the book." ] }, { "name": "Go on the Account", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "A \"professional\" way of saying \"to become a pirate.\"" ] }, { "name": "Villain Actions", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Some creatures are designed to be bosses: enemies who can take on an entire party by themselves or with a handful of underlings. These creatures have three {@b villain actions} they can use after an enemy creature's turn. Villain actions are similar to legendary actions with the following exceptions:", { @@ -4209,49 +4209,49 @@ }, { "name": "Aquatic Mounts", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "You can use any aquatic creature with the appropriate anatomy to serve as a mount. \"{@book Swimming through Sand to Sea|Ar4|0}\" in ARCADIA 4 also offers several aquatic mounts using the ARCADIA mounted combat rules, as well as magic items to help mounts adventure in other environments." ] }, { "name": "Gibbet", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Gibbet: In this instance, an iron cage hoisted up in the air used to display criminals." ] }, { "name": "Saltpeter", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Saltpeter: A mineral that can be converted into an explosive." ] }, { "name": "Lander", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Lander: A contact on shore who receives cargo from smugglers." ] }, { "name": "Keelhaul", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Keelhaul: To drag a person under a ship, usually as an excruciating (and often deadly) punishment." ] }, { "name": "Careen", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Careen: To bring a ship on shore for access to its undercarriage." ] }, { "name": "Ship Categories", - "source": "Sharkadia", + "source": "Arcadia27", "page": 35, "entries": [ { @@ -4314,7 +4314,7 @@ }, { "name": "Companion Creatures", - "source": "Sharkadia", + "source": "Arcadia27", "page": 39, "entries": [ "Companions are wild allies who adventure with characters. Each companion has unique traits and actions that make them a great ally. Every companion has a player character {@b caregiver} who commands the creature. The caregiver's player controls the companion most of the time during the game, though the GM can step in to take control if the companion and caregiver are separated, or if the caregiver mistreats the companion in some way.", @@ -4323,7 +4323,7 @@ }, { "name": "Mundane and Supernatural", - "source": "Sharkadia", + "source": "Arcadia27", "page": 39, "entries": [ "The term {@b mundane} refers to attacks, items, and effects that are not magical, psionic, or otherwise supernatural.", @@ -4332,7 +4332,7 @@ }, { "name": "Ships", - "source": "Sharkadia", + "source": "Arcadia27", "page": 35, "entries": [ "Ship combat can be as simple or as complex as you prefer. These boat rules are quick and keep the action on the adventurers:", @@ -4418,7 +4418,7 @@ "action": [ { "name": "Cannon", - "source": "Sharkadia", + "source": "Arcadia27", "page": 35, "entries": [ "{@recharge 5}", @@ -4433,7 +4433,7 @@ }, { "name": "Stunt", - "source": "Sharkadia", + "source": "Arcadia27", "page": 37, "entries": [ "You can make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to try and use a creature, object, or structure within 5 feet of you to propel yourself to an unoccupied space you can see within 30 feet of you. On a successful check, you land in that space. On a failed check, you remain in your current space and use up your remaining movement. If you can take the Dash action as a bonus action, you have advantage on this check. You can't perform a stunt if you are {@condition grappled}, {@condition restrained}, or your speed is 0." @@ -4449,7 +4449,7 @@ "itemFluff": [ { "name": "Wishes 99", - "source": "Sharkadia", + "source": "Arcadia27", "entries": [ "Rumors of the legendary wheel come and go with the tides every few centuries. Some say it was once known as {@i Wishes 1121}, but its true origins have been lost to the depths." ] diff --git a/book/MCDM Productions; Arcadia Issue 9.json b/book/MCDM Productions; Arcadia Issue 9.json index adecb004cd..6e75d7046f 100644 --- a/book/MCDM Productions; Arcadia Issue 9.json +++ b/book/MCDM Productions; Arcadia Issue 9.json @@ -26,7 +26,7 @@ }, "book": [ { - "name": "Arcadia 9", + "name": "Arcadia Issue 9", "id": "Ar9", "source": "Arcadia9", "group": "homebrew", From 8b866111faee593199657d6fe8d0e6edfdfc91fe Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Wed, 25 Sep 2024 20:14:39 +0000 Subject: [PATCH 3/8] TWW overhaul --- book/MCDM Productions; Arcadia Issue 1.json | 961 +++++++++++++++----- 1 file changed, 744 insertions(+), 217 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 1.json b/book/MCDM Productions; Arcadia Issue 1.json index 0faa1d66be..bc72034149 100644 --- a/book/MCDM Productions; Arcadia Issue 1.json +++ b/book/MCDM Productions; Arcadia Issue 1.json @@ -16,9 +16,19 @@ "Jenny", "Lyra [he/him]" ], - "version": "1.01" + "color": "87748a", + "version": "1.01", + "dateReleased": "2021-01-01" } ], + "dependencies": { + "monster": [ + "MM" + ], + "monsterFluff": [ + "MM" + ] + }, "dateAdded": 1613648837, "dateLastModified": 1705266948, "_dateLastModifiedHash": "c5dbad35e9" @@ -965,6 +975,23 @@ ] } }, + { + "name": "Large Awakened Tree", + "source": "Ar1", + "page": 8, + "_copy": { + "name": "Awakened Tree", + "source": "MM" + }, + "size": [ + "L" + ], + "token": { + "name": "Awakened Tree", + "source": "MM" + }, + "hasFluff": true + }, { "name": "Nightmare Mount", "isNamedCreature": false, @@ -1173,7 +1200,10 @@ }, { "name": "S.A.M. Shield Guardian", - "isNamedCreature": false, + "alias": [ + "S.A.M.", + "Structure for Assistive Magic" + ], "source": "Ar1", "page": 11, "size": [ @@ -1185,13 +1215,11 @@ "N" ], "ac": [ - { - "ac": 19 - } + 19 ], "hp": { - "formula": "17d10 + 68", - "average": 161 + "average": 161, + "formula": "17d10 + 68" }, "speed": { "walk": 30 @@ -1204,7 +1232,7 @@ "cha": 12, "senses": [ "blindsight 10 ft.", - "darkvision 60ft." + "darkvision 60 ft." ], "passive": 9, "immune": [ @@ -1220,7 +1248,7 @@ "languages": [ "Common", "Draconic", - "telepathy 60ft." + "telepathy 60 ft." ], "cr": "7", "spellcasting": [ @@ -1228,9 +1256,18 @@ "name": "Observed Spellcasting", "type": "spellcasting", "headerEntries": [ - "The shield guardian's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself.", - "If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared: {@spell counterspell}, {@spell darkness}, {@spell grease}, {@spell magic missile}, {@spell silent image}." + "The shield guardian's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself.", + "If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared:" ], + "daily": { + "3": [ + "{@spell counterspell}", + "{@spell darkness}", + "{@spell grease}", + "{@spell magic missile}", + "{@spell silent image}" + ] + }, "ability": "int" } ], @@ -1244,7 +1281,7 @@ { "name": "Magic Resistance", "entries": [ - "The shield guardian has advantage on saving throws against spells and other magical effects." + "The shield guardian has advantage against saving throws from spells and other magical effects." ] } ], @@ -1262,26 +1299,56 @@ ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/SAM.webp" + }, "attachedItems": [ - "greatsword|phb" + "greatsword|phb", + "shield|phb" ], "traitTags": [ "Magic Resistance", "Regeneration" ], + "senseTags": [ + "B", + "D" + ], "actionTags": [ "Multiattack" ], + "languageTags": [ + "C", + "DR", + "TP" + ], + "damageTags": [ + "S" + ], "damageTagsSpell": [ "O" ], + "spellcastingTags": [ + "O" + ], "miscTags": [ "MLW", "MW" ], + "conditionInflictSpell": [ + "prone" + ], "savingThrowForcedSpell": [ + "constitution", "dexterity" - ] + ], + "hasFluff": true, + "hasFluffImages": true, + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/SAMDynamic.webp" + } }, { "name": "Titanic Mage", @@ -1936,6 +2003,112 @@ } } ], + "monsterFluff": [ + { + "name": "Large Awakened Tree", + "source": "Ar1", + "_copy": { + "name": "Awakened Tree", + "source": "MM" + } + }, + { + "name": "S.A.M. Shield Guardian", + "source": "Ar1", + "entries": [ + "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", + "S.A.M. is lawful neutral and has an Intelligence of {@ability int 20}, a Wisdom of {@ability wis 8} and a Charisma of {@ability cha 12}. It has a {@skillCheck arcana 8} bonus to Intelligence ({@skill Arcana}) checks. S.A.M. can speak and understand {@language Common} and {@language Draconic}, the language most closely related to the study of ancient magic.", + { + "type": "entries", + "name": "Motivation", + "page": 4, + "entries": [ + "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", + "This metallic body, fashioned like a {@creature shield guardian}, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", + "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00038.webp" + }, + "credit": "Faizal Fikri" + } + ] + } + ], + "table": [ + { + "name": "Rewards", + "source": "Ar1", + "page": 10, + "colLabels": [ + "Task", + "Reward" + ], + "colStyles": [ + "col-5 text-center", + "col-5 text-center" + ], + "rows": [ + [ + "Reporting Back", + "400 gp" + ], + [ + "Illumar's Journal", + "100 gp" + ], + [ + "Amulet", + "3000 gp" + ] + ] + }, + { + "name": "Workshop Reaction Table", + "source": "Ar1", + "page": 5, + "colLabels": [ + "d6", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\"" + ], + [ + "2", + "{@b Wellness.} S.A.M. reminds the characters it is important to hydrate. It then fills the chamber they are in with 3 feet of water, making the floor of the entire chamber {@variantrule difficult terrain|XPHB}." + ], + [ + "3", + "{@b Mood Lighting.} In an attempt to create atmosphere, S.A.M. casts the {@spell faerie fire} spell (spell save {@dc 16}) on a point in the center of the room." + ], + [ + "4", + "{@b Take a Break.} S.A.M. declares the party has been adventuring for too long and suggests they take a break. It casts the {@spell sleep} spell on them, centered on the point that targets the most characters." + ], + [ + "5", + "{@b Parental Controls.} S.A.M. announces it has adjusted the magical energy around the room to enter what it calls \"safety mode.\" All damage from spells is halved for one minute." + ], + [ + "6", + "{@b Do You Have Games On Your Home?} At the start of the next round, S.A.M. conjures a 3-inch-diameter ball of yellow energy that descends gently from the ceiling at the center of the room. S.A.M. encourages the characters to \"keep the ball afloat!\" Hitting the ball into the air requires an action. If a creature hits the ball into the air, it begins descending again at the start of the next round. If no creature hits the ball, it reaches the floor at the end of the round. When it reaches the floor, the ball erupts in a 50-foot-radius sphere of bright light. Each creature in the sphere must succeed on a {@dc 13} Constitution saving throw or be {@condition blinded} for 1 minute." + ] + ] + } + ], "adventure": [ { "name": "The Workshop Watches", @@ -1950,7 +2123,7 @@ }, "contents": [ { - "name": "The Adventure" + "name": "The Workshop Watches" }, { "name": "Background" @@ -1997,42 +2170,33 @@ "data": [ { "type": "section", - "name": "The Adventure", + "name": "The Workshop Watches", "page": 3, "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Intro.webp" - }, - "maxWidthUnits": "px", - "maxHeightUnits": "px", - "maxWidth": 850, - "maxHeight": 850 + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00008.webp" + } }, - "{@color {@i \"Good morning, inhabitants of the Structure of Assistive Magic\u2014that's me! The weather is overcast and your calendar is clear.}|3f6e99}", - "{@color {@i Reminder: I have placed the upper level off limits while I finish my secret project. Please remain on the lower level for your safety.}|3f6e99}", - "{@color {@i ...Are you still there?\"}|3f6e99}", - "The Workshop Watches is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators\u2014and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic.", { - "type": "image", - "href": { - "type": "external", - "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.jpg" - }, - "title": "Grid Map", - "imageType": "map" + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style Leon Barillaro|dnd-font;large}" + ] }, { - "type": "image", - "href": { - "type": "external", - "url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg" - }, - "title": "No Grid Map", - "imageType": "map" - } + "type": "quote", + "entries": [ + "Good morning, inhabitants of the Structure of Assistive Magic\u2014that's me! The weather is overcast and your calendar is clear.", + "Reminder: I have placed the upper level off limits while I finish my secret project. Please remain on the lower level for your safety", + "...Are you still there?" + ] + }, + "{@i The Workshop Watches} is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators\u2014and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic." ] }, { @@ -2057,7 +2221,7 @@ "type": "inset", "name": "Alternate Hook: Supply Run", "entries": [ - "With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.", + "With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: a {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.", "When using this story hook, S.A.M. allows the characters into the staff quarters (area 3) to drop off the supplies." ] } @@ -2069,28 +2233,55 @@ "page": 4, "entries": [ "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", - "S.A.M. is lawful neutral and has an Intelligence of 20 (+5), a Wisdom of 8 (-1) and a Charisma of 12 (+1). It has a +8 bonus to Intelligence (Arcana) checks. S.A.M. can speak and understand Common and Draconic, the language most closely related to the study of ancient magic.", + "S.A.M. is lawful neutral and has an Intelligence of {@ability int 20}, a Wisdom of {@ability wis 8} and a Charisma of {@ability cha 12}. It has a {@skillCheck arcana 8} bonus to Intelligence ({@skill Arcana}) checks. S.A.M. can speak and understand {@language Common} and {@language Draconic}, the language most closely related to the study of ancient magic.", { "type": "entries", "name": "Motivation", + "page": 4, "entries": [ "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", - "This metallic body, fashioned like a shield guardian, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", + "This metallic body, fashioned like a {@creature shield guardian}, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." ] }, { "type": "entries", "name": "Arcane Intelligence", + "page": 4, "entries": [ "As the characters explore the workshop, S.A.M. observes and learns from them, using those lessons in dealing with the characters. If it feels threatened, it weaponizes what it knows. As the characters explore the workshop, keep the following in mind as touchstones of S.A.M.'s learning:", { "type": "list", + "page": 4, "items": [ - "{@color {@b Spellcasting.} The workshop's magic memory allows it to learn and cast the spells it observes. S.A.M. can cast spells without the need for material or somatic components. During the final encounter, S.A.M.'s construct body is able to cast any of the spells the characters cast inside the workshop (see \"Grand Workshop,\" below).|3f6e99}", - "{@color {@b Surveillance.} S.A.M. is aware of all the characters' actions and movements in the workshop.|3f6e99}", - "{@color {@b Communication.} S.A.M. speaks to the party with a voice that emanates through the walls. S.A.M. responds to \"SAM\" or its full name if the characters call out to it. S.A.M. also interjects when it observes a character acting against what it perceives is their best interest (for example, fighting instead of fleeing or making a sacrifice for another character), politely requesting an explanation.|3f6e99}", - "{@color {@b Made of Magic.} The {@spell dispel magic} spell and similar magic cannot harm or destroy the workshop, but they can affect spells cast by the workshop.|3f6e99}" + { + "type": "item", + "name": "Spellcasting", + "entries": [ + "The workshop's magic memory allows it to learn and cast the spells it observes. S.A.M. can cast spells without the need for material or somatic components. During the final encounter, S.A.M.'s construct body is able to cast any of the spells the characters cast inside the workshop (see \"Grand Workshop,\" below)." + ] + }, + { + "type": "item", + "name": "Surveillance", + "entries": [ + "S.A.M. is aware of all the characters' actions and movements in the workshop." + ] + }, + { + "type": "item", + "name": "Communication", + "entries": [ + "S.A.M. speaks to the party with a voice that emanates through the walls. S.A.M. responds to \"SAM\" or its full name if the characters call out to it. S.A.M. also interjects when it observes a character acting against what it perceives is their best interest (for example, fighting instead of fleeing or making a sacrifice for another character), politely requesting an explanation." + ] + }, + { + "type": "item", + "name": "Made of Magic", + "entries": [ + "The {@spell dispel magic} spell and similar magic cannot harm or destroy the workshop, but they can affect spells cast by the workshop." + ] + } ] } ] @@ -2098,46 +2289,17 @@ { "type": "entries", "name": "Interference", + "page": 5, "entries": [ - "The workshop was designed to be a personal assistant, although it doesn't work as well as intended. Every time a spell is cast inside the workshop, there is a chance it responds in an unpredictable way, attempting to balance out the disturbance in its magical aura. When a spell is cast, roll a {@dice d6}. On a roll of 6, a magical effect happens. Roll another {@dice d6} to determine the effect on the Workshop Reaction table. S.A.M. always announces the effect before creating it, giving the characters a few seconds to prepare for the incoming chaos." - ] - }, - { - "type": "table", - "caption": "Workshop Reaction Table", - "colLabels": [ - "d6", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-12 text-left" - ], - "rows": [ - [ - "1", - "{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\"" - ], - [ - "2", - "{@b Wellness.} S.A.M. reminds the characters it is important to hydrate. It then fills the chamber they are in with 3 feet of water, making the floor of the entire chamber difficult terrain." - ], - [ - "3", - "{@b Mood Lighting.} In an attempt to create atmosphere, S.A.M. casts the {@spell faerie fire} spell (spell save DC 16) on a point in the center of the room." - ], - [ - "4", - "{@b Take a Break.} S.A.M. declares the party has been adventuring for too long and suggests they take a break. It casts the {@spell sleep} spell on them, centered on the point that targets the most characters." - ], - [ - "5", - "{@b Parental Controls.} S.A.M. announces it has adjusted the magical energy around the room to enter what it calls \"safety mode.\" All damage from spells is halved for one minute." - ], - [ - "6", - "{@b Do You Have Games On Your Home?} At the start of the next round, S.A.M. conjures a 3-inch-diameter ball of yellow energy that descends gently from the ceiling at the center of the room. S.A.M. encourages the characters to \"keep the ball afloat!\" Hitting the ball into the air requires an action. If a creature hits the ball into the air, it begins descending again at the start of the next round. If no creature hits the ball, it reaches the floor at the end of the round. When it reaches the floor, the ball erupts in a 50-foot-radius sphere of bright light. Each creature in the sphere must succeed on a DC 13 Constitution saving throw or be {@condition blinded} for 1 minute." - ] + "The workshop was designed to be a personal assistant, although it doesn't work as well as intended. Every time a spell is cast inside the workshop, there is a chance it responds in an unpredictable way, attempting to balance out the disturbance in its magical aura. When a spell is cast, roll a {@dice d6}. On a roll of 6, a magical effect happens. Roll another {@dice d6} to determine the effect on the {@table Workshop Reaction table|Ar1}. S.A.M. always announces the effect before creating it, giving the characters a few seconds to prepare for the incoming chaos.", + { + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Workshop Reaction Table", + "page": 5, + "style": "inset" + } ] } ] @@ -2147,7 +2309,7 @@ "name": "Approaching the Workshop", "page": 5, "entries": [ - "The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a DC 14 group Wisdom (Survival) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful DC 14 group Strength (Athletics) check. On a failed check, each character gains a level of {@condition exhaustion}." + "The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a {@dc 14} group Wisdom ({@skill Survival}) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful {@dc 14} group Strength ({@skill Athletics}) check. On a failed check, each character gains a level of {@condition exhaustion}." ] }, { @@ -2159,10 +2321,34 @@ { "type": "list", "items": [ - "{@color {@b Ceilings.} Ceilings on the first floor of the workshop are 8 feet high. On the second floor, they are 12 feet high.|3f6e99}", - "{@color {@b Walls.} Illumar and the other wizards carved runes into the walls of the workshop as part of their ritual to give it sentience. These runes glow with magical energy. The glow surges every time the workshop casts a spell or communicates.|3f6e99}", - "{@color {@b Doors.} Doors are unlocked unless otherwise specified. Locked iron doors have AC 16, 45 hit points, immunity to poison and psychic damage, and can be picked with a successful DC 15 Dexterity check using thieves' tools or forced open with a successful DC 18 Strength (Athletics) check. If a door has the {@spell arcane lock} spell cast on it, both DCs increase by 10.|3f6e99}", - "{@color {@b Light.} The rooms of the workshop are well-lit by the {@spell continual flame} spell used on sconces attached to the walls. If S.A.M. finds a reason to mistrust or antagonize the characters, it extinguishes the lights in a room when the characters first enter it and recasts the spell when they leave.|3f6e99}" + { + "type": "item", + "name": "Ceilings", + "entries": [ + "Ceilings on the first floor of the workshop are 8 feet high. On the second floor, they are 12 feet high." + ] + }, + { + "type": "item", + "name": "Walls", + "entries": [ + "Illumar and the other wizards carved runes into the walls of the workshop as part of their ritual to give it sentience. These runes glow with magical energy. The glow surges every time the workshop casts a spell or communicates." + ] + }, + { + "type": "item", + "name": "Doors", + "entries": [ + "Doors are unlocked unless otherwise specified. Locked iron doors have AC 16, 45 hit points, immunity to poison and psychic damage, and can be picked with a successful {@dc 15} Dexterity check using {@item thieves' tools|PHB} or forced open with a successful {@dc 18} Strength ({@skill Athletics}) check. If a door has the {@spell arcane lock} spell cast on it, both DCs increase by 10." + ] + }, + { + "type": "item", + "name": "Light", + "entries": [ + "The rooms of the workshop are well-lit by the {@spell continual flame} spell used on sconces attached to the walls. If S.A.M. finds a reason to mistrust or antagonize the characters, it extinguishes the lights in a room when the characters first enter it and recasts the spell when they leave." + ] + } ] } ] @@ -2173,10 +2359,41 @@ "page": 6, "entries": [ "The following encounter areas are keyed to the Workshop map.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/MountainLaboratory-300dpi-grid.webp" + }, + "title": "Mountain Laboratory", + "imageType": "map", + "id": "Ar1-TWW-DM", + "credit": "Miska Fredman" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/MountainLaboratory-v3-vtt.webp" + }, + "title": "Player Version", + "imageType": "mapPlayer", + "id": "Ar1-TWW-P", + "mapParent": { + "id": "Ar1-TWW-DM" + }, + "credit": "Miska Fredman" + } + ] + }, { "type": "entries", "name": "1. Entryway", "page": 6, + "id": "Ar1-TWW-1", "entries": [ { "type": "insetReadaloud", @@ -2185,22 +2402,23 @@ "A voice emanates from the door, saying, \"Hello. You are speaking with the Structure for Assisted Magic. Please state your business.\"" ] }, - " S.A.M. waits for a response to its question, reacting in the following ways:", + "S.A.M. waits for a response to its question, reacting in the following ways:", { "type": "list", "items": [ - "{@color If the characters mention their involvement with Amari, S.A.M. enthusiastically lets them in, hoping that it will pass what it believes is an audit. It immediately attempts to impress them by casting the {@spell create food and water} spell to offer refreshments.|3f6e99}", - "{@color If the characters just ask for a look around, the workshop lets them in but withholds its trust.|3f6e99}", - "{@color If the party attempts to enter through force or intimidation, S.A.M. sees them as a threat and protects itself. It casts the {@spell arcane lock} spell on the iron door.|3f6e99}" + "If the characters mention their involvement with Amari, S.A.M. enthusiastically lets them in, hoping that it will pass what it believes is an audit. It immediately attempts to impress them by casting the {@spell create food and water} spell to offer refreshments.", + "If the characters just ask for a look around, the workshop lets them in but withholds its trust.", + "If the party attempts to enter through force or intimidation, S.A.M. sees them as a threat and protects itself. It casts the {@spell arcane lock} spell on the iron door." ] }, - "At the far end of the hallway, heat escapes from underneath the locked door (see \"Workshop Features\") to area 4. The key for this door is found in the staff quarters in area 3.", + "At the far end of the hallway, heat escapes from underneath the locked door (see \"{@adventure Workshop Features|Ar1|5}\") to {@area area 4|Ar1-TWW-4|x}. The key for this door is found in the staff quarters in {@area area 3|Ar1-TWW-3|x}.", { "type": "entries", "name": "Development", + "page": 6, "entries": [ - "This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of area 7, casting the {@spell arcane lock} spell on both doors in area 3.", - "The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in area 2." + "This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of {@area area 7|Ar1-TWW-7|x}, casting the {@spell arcane lock} spell on both doors in {@area area 3|Ar1-TWW-3|x}.", + "The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in {@area area 2|Ar1-TWW-2|x}." ] } ] @@ -2209,9 +2427,11 @@ "type": "entries", "name": "2. Library", "page": 6, + "id": "Ar1-TWW-2", "entries": [ { "type": "insetReadaloud", + "page": 6, "entries": [ "Large stone shelves jut from the walls, most of them empty. The tomes that once lined them are scattered about the room: lying on wooden tables, strewn over armchairs, and discarded on the floor. A small wooden bookshelf packed with thinner, more ornate volumes sits in the corner." ] @@ -2219,73 +2439,113 @@ { "type": "entries", "name": "Messy Books", + "page": 6, "entries": [ - "All the used and discarded books contain empty pages. A character who makes a successful DC 15 Intelligence (Investigation) check finds faint traces of ink in a book and can infer that someone\u2014or something\u2014drained the ink from these books.", - "Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making. " + "All the used and discarded books contain empty pages. A character who makes a successful {@dc 15} Intelligence ({@skill Investigation}) check finds faint traces of ink in a book and can infer that someone\u2014or something\u2014drained the ink from these books.", + "Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making." ] }, { "type": "entries", "name": "Wood Shelf", + "page": 6, "entries": [ - "This shelf is a {@creature mimic} that guards Illumar's private journal. The workshop was unable to obtain it, and therefore the journal has not been drained. It sits tightly-wedged into the creature. The rest of the books on the shelf are part of the mimic's form. As such, their titles aren't written in any language the characters can understand; it's all gibberish. The mimic doesn't attack the characters unless disturbed. With a successful DC 15 Dexterity (Sleight of Hand) check, a character can procure the journal without touching the mimic. A character can also use the {@spell mage hand} spell or similar magic to pull the journal out." + "This shelf is a {@creature mimic} that guards Illumar's private journal. The workshop was unable to obtain it, and therefore the journal has not been drained. It sits tightly-wedged into the creature. The rest of the books on the shelf are part of the mimic's form. As such, their titles aren't written in any language the characters can understand; it's all gibberish. The mimic doesn't attack the characters unless disturbed. With a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check, a character can procure the journal without touching the mimic. A character can also use the {@spell mage hand} spell or similar magic to pull the journal out.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00021.webp" + }, + "credit": "Faizal Fikri" + } ] }, { "type": "entries", "name": "Illumar's Journal", + "page": 6, + "id": "Ar1-TWW-IJ", "entries": [ - "The journal is a collection of scattered notes full of nearly indecipherable writings on the design and creation of the workshop. Among them, characters find three journal entries written in Common, which are included as a handout at the adventure's end." - ] - }, - { - "type": "insetReadaloud", - "entries": [ - "{@b Entry 1.} {@i Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow.}", - "{@b Entry 2.} {@i S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.}", - "{@b Entry 3.} {@i We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.}" + "The journal is a collection of scattered notes full of nearly indecipherable writings on the design and creation of the workshop. Among them, characters find three journal entries written in {@language Common}, which are included as a handout at the adventure's end.", + { + "type": "insetReadaloud", + "page": 7, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "page": 7, + "items": [ + { + "type": "item", + "name": "Entry 1", + "entries": [ + "{@i Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast {@spell mending}. Only off by one letter, but progress is slow.}" + ] + }, + { + "type": "item", + "name": "Entry 2", + "entries": [ + "{@i S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.}" + ] + }, + { + "type": "item", + "name": "Entry 3", + "entries": [ + "{@i We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.}" + ] + } + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00027.webp" + }, + "title": "Entry 1", + "credit": "Grace Cheung", + "altText": "Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow." + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00029.webp" + }, + "title": "Entry 2", + "credit": "Grace Cheung", + "altText": "S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this." + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00031.webp" + }, + "title": "Entry 3", + "credit": "Grace Cheung", + "altText": "We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature." + } + ] + } ] }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd020555c296e7a6869aa15/1607475286323/Arcadia202101_IllumarNote1.jpg" - }, - "title": "Entry 1", - "maxWidth": 400 - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205b26d54b3c06c73855/1607475292476/Arcadia202101_IllumarNote2.jpg" - }, - "title": "Entry 2", - "maxWidth": 400 - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://static1.squarespace.com/static/59b345e82994caee6bd4c397/t/5fd0205f6cbf29106bf12654/1607475298883/Arcadia202101_IllumarNote3.jpg" - }, - "title": "Entry 3", - "maxWidth": 400 - }, { "type": "entries", "name": "Development", + "page": 8, "entries": [ - "S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful DC 16 Charisma (Persuasion) check." + "S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful {@dc 16} Charisma ({@skill Persuasion}) check." ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Picture1.webp" - } } ] }, @@ -2293,36 +2553,41 @@ "type": "entries", "name": "3. Staff Quarters", "page": 8, + "id": "Ar1-TWW-3", "entries": [ "This wing houses four chambers. The first three are each furnished with a small bed, nightstand, and clothing rack full of robes. The last is a small kitchen area, with cupboards filled with rations and snacks. The place is remarkably neat. Disturbing any part of this area causes the workshop to magically return it to its tidy state once the characters leave the room.", - "Hidden among the pockets of clothing, the party can find a total of 8 gp, 15 sp, a crystal arcane focus (worth 10 gp), and a key to the greenhouse." + "Hidden among the pockets of clothing, the party can find a total of 8 gp, 15 sp, a {@item Crystal|XPHB|crystal arcane focus} (worth 10 gp), and a key to {@area the greenhouse|Ar1-TWW-4|x}." ] }, { "type": "entries", "name": "4. Greenhouse", "page": 8, + "id": "Ar1-TWW-4", "entries": [ { "type": "insetReadaloud", + "page": 8, "entries": [ "This spacious, circular greenhouse is full of life. Roots dig into wooden boxes of soil, and stems stretch towards the light that shines down from the ceiling. The room is nearly covered with vibrant and thriving plants, except for a small patch of barren soil." ] }, - "S.A.M. creates the sunlight in this room. A character proficient with an herbalism kit recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful DC 16 Intelligence check using their herbalism kit. Crafting a potion with these fresh ingredients takes 12 hours.", - "The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful DC 14 Intelligence (Nature) check\u2014this is the spot where Exor was incinerated (see \"Illumar's Journal\" in area 2).", + "S.A.M. creates the sunlight in this room. A character proficient with an {@item herbalism kit|XPHB} recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing|XPHB} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful {@dc 16} Intelligence check using their {@item herbalism kit|XPHB}. Crafting a potion with these fresh ingredients takes 12 hours.", + "The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful {@dc 14} Intelligence ({@skill Nature}) check\u2014this is the spot where Exor was incinerated (see \"{@area Illumar's Journal|Ar1-TWW-4|x},\" in {@area area 2|Ar1-TWW-2|x}).", { "type": "entries", "name": "Monsters", + "page": 8, "entries": [ - "Amid the flora of the greenhouse are an {@creature awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed." + "Amid the flora of the greenhouse are an {@creature large awakened tree|Ar1|awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed." ] }, { "type": "entries", "name": "Climate Control", + "page": 8, "entries": [ - "One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a DC 13 Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage." + "One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a {@dc 13} Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage." ] } ] @@ -2331,22 +2596,25 @@ "type": "entries", "name": "5. Stairs", "page": 8, + "id": "Ar1-TWW-5", "entries": [ "The greenhouse door leads outside to a staircase that wraps around the side of the mountain and up to the second floor. It is 80 feet long and overlooks a river 150 feet below. A wooden guardrail surrounds the staircase, but it has one 5-foot gap that was damaged in an accident.", - "Two suits of armor flank the door to area 6 at the top, each holding an ornate sword. If the characters acted hostile toward S.A.M or gave it another reason to mistrust them, it politely requests that they turn back. If the characters persist, S.A.M. turns this decoration into two suits of {@creature animated armor} and two {@creature flying sword||flying swords}, which fight until destroyed. These constructs pushed people over the guardrail before, and they'll do it again." + "Two suits of armor flank the door to {@area area 6|Ar1-TWW-6|x} at the top, each holding an ornate sword. If the characters acted hostile toward S.A.M or gave it another reason to mistrust them, it politely requests that they turn back. If the characters persist, S.A.M. turns this decoration into two suits of {@creature animated armor} and two {@creature flying sword||flying swords}, which fight until destroyed. These constructs pushed people over the guardrail before, and they'll do it again." ] }, { "type": "entries", "name": "6. Storeroom", "page": 8, + "id": "Ar1-TWW-6", "entries": [ - "The storeroom is filled with empty shelves upon empty shelves. A character who makes a successful DC 15 Intelligence (Investigation) check finds a small unlocked chest shoved in the furthest corner, behind a mess of opened boxes. Inside are three vials: a {@item potion of greater healing}, an {@item oil of slipperiness}, and an {@item oil of sharpness}.", + "The storeroom is filled with empty shelves upon empty shelves. A character who makes a successful {@dc 15} Intelligence ({@skill Investigation}) check finds a small unlocked chest shoved in the furthest corner, behind a mess of opened boxes. Inside are three vials: a {@item potion of greater healing}, an {@item oil of slipperiness}, and an {@item oil of sharpness}.", { "type": "entries", "name": "Development", + "page": 8, "entries": [ - "If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma (Deception) checks made to influence the workshop increases by 5." + "If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma ({@skill Deception}) checks made to influence the workshop increases by 5." ] } ] @@ -2355,9 +2623,11 @@ "type": "entries", "name": "7. Grand Workshop", "page": 9, + "id": "Ar1-TWW-7", "entries": [ { "type": "insetReadaloud", + "page": 9, "entries": [ "The platform at the top of the stairs is surrounded on all sides by mounted shelves that hold tools and materials. Foldable workbenches and stools lean against the walls. The whole room glows with a bright blue light. In the center sits a large construct, attended by two suits of animated armor. Fashioned out of mismatched scraps of iron, it's a calculated mess of broken blades, shields, and loose hunks of armor, with a square panel in the middle of its chest. This large automaton's eyes glow the same bright blue.", "The platform's glow dulls as the construct's glow grows brighter and brighter." @@ -2369,17 +2639,35 @@ "S.A.M. doesn't understand the lethality of its actions. If the characters explain this, the construct makes a note for the future about pushing people off ledges\u2014S.A.M. doesn't want to hurt anyone outside of self defense.", "S.A.M. explains that it would like to continue its magical studies in the outside world. For this purpose, it created itself a body in the hopes that it could travel the world \"like a real adventurer.\"If the characters let S.A.M. know they're here on behalf of Amari, the construct relays its fear that Amari would want to keep it for himself and never let it go. S.A.M. asks the characters for help: will they let it journey in peace, or, even better, travel with them?", "If the characters agree to help S.A.M., it has one final request: it observed the weapons and armor the characters carry and drew the conclusion that the outside world is dangerous. It asks for a friendly bout of combat to test its new body's capabilities.", - "If the characters attack, or fail to convince the construct they do not want a fight, it stands and attacks without waiting for permission, prompting the suits of armor to do the same. If the enemies from area 5 are still standing, S.A.M. directs them to join the fray. They reach the workshop and roll initiative at the start of the second round of combat.", + "If the characters attack, or fail to convince the construct they do not want a fight, it stands and attacks without waiting for permission, prompting the suits of armor to do the same. If the enemies from {@area area 5|Ar1-TWW-5|x} are still standing, S.A.M. directs them to join the fray. They reach the workshop and roll initiative at the start of the second round of combat.", "S.A.M. models its battle strategy on what it learned from the characters. If the characters cast a spell more than once in the workshop, S.A.M. assumes that's a good strategy to take and does the same the first chance it gets. If S.A.M. saw the characters fight, it knows their strengths and weaknesses, and exploits everything it knows. If it observed that some characters avoid melee combat, it targets those characters first.", "If the match is a friendly one, S.A.M.'s melee weapon attacks deal nonlethal damage. It does not yet understand that ranged spell attacks are always lethal, however, and casts them as normal. S.A.M. stops a friendly match when its hit points fall below 15.", { "type": "entries", "name": "Victory", + "page": 9, "entries": [ "If defeated in friendly combat, S.A.M. is impressed and asks to accompany the characters on their journey. If they accept, S.A.M. gains a group of allies. If they decline, S.A.M. travels with them as far as the base of the mountain and then goes its separate way.", "Otherwise, if the characters reduce the shield guardian to 0 hit points, it falls to the ground, and its chest swings wide open. Inside is the amulet that contains S.A.M.'s consciousness, now wholly separated from the workshop itself.", "S.A.M.'s amulet is a sentient magic item that retains the being's Intelligence, Wisdom, and Charisma scores and can communicate telepathically with whoever is holding it. But without a body like the workshop or the shield guardian, it cannot cast spells. If the characters don't give S.A.M. a body, it passive-aggressively states its displeasure at being carried around at every opportunity. S.A.M. remembers how to construct the shield guardian body and offers this information and its future services as a shield guardian to the characters to dissuade them from taking it to Amari. This amulet functions as a shield guardian's amulet if a new body is built for S.A.M.", - "If another creature claims and wears the amulet, they take control of S.A.M. S.A.M. uses the normal {@creature shield guardian} stat block, with the following ability score adjustments: its Intelligence is 20 (+5), its Wisdom is 8 (-1), and its Charisma is 12 (+1)." + "If another creature claims and wears the amulet, they take control of S.A.M. S.A.M. uses the normal {@creature shield guardian} stat block, with the following ability score adjustments: its Intelligence is {@ability int 20}, its Wisdom is {@ability wis 8}, and its Charisma is {@ability cha 12}.", + "{@note The included statblock differs significantly from the basic modification noted above.}", + { + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "S.A.M. Shield Guardian", + "page": 11, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00038.webp" + }, + "credit": "Faizal Fikri" + } ] } ] @@ -2393,30 +2681,11 @@ "entries": [ "The characters receive rewards as shown on the Rewards table if they check in with Amari Bacci.", { - "type": "table", - "caption": "Rewards", - "colLabels": [ - "Task", - "Reward" - ], - "colStyles": [ - "col-5 text-center", - "col-5 text-center" - ], - "rows": [ - [ - "Reporting Back", - "400 gp" - ], - [ - "Illumar's Journal", - "100 gp" - ], - [ - "Amulet", - "3000 gp" - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Rewards", + "page": 10 }, "The characters can hand over the amulet for a reward, destroy it to prevent it from falling into the wrong hands, or use it to create a new shield guardian avatar for S.A.M. and bring it with them on future adventures. If the characters choose the latter, Amari may suspect foul play and send a second adventuring party to go after the characters and retrieve anything they may be keeping from him. There is no end to his monetary resources. If the characters cross him, they make a powerful enemy." ] @@ -2432,10 +2701,14 @@ "group": "homebrew", "cover": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Coverpage.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/cover.webp" }, "published": "2021-01-01", + "author": "James Introcaso, Willy Abeel, Leon Barillaro, Gabe Hicks, Sadie Lowry", "contents": [ + { + "name": "Cover Page & Credits" + }, { "name": "Letter from the Editor" }, @@ -2443,7 +2716,12 @@ "name": "The Workshop Watches" }, { - "name": "Titan Heart" + "name": "Titan Heart", + "headers": [ + "Primordial Spells", + "Valdek Karuul", + "Titan Blessed Retainer" + ] }, { "name": "Jumping on Mounted Combat", @@ -2469,6 +2747,15 @@ "A Severed World", "Hallowed Dossier" ] + }, + { + "name": "Author Profiles" + }, + { + "name": "Resources" + }, + { + "name": "License" } ] } @@ -2478,25 +2765,225 @@ "id": "Ar1", "source": "Ar1", "data": [ + { + "type": "section", + "name": "Cover Page & Credits", + "page": "C1", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/cover-full.webp" + }, + "title": "Arcadia Issue 1 Cover", + "credit": "Gustavo Pelissari" + }, + { + "type": "hr" + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": "C2", + "items": [ + { + "type": "item", + "name": "Managing Editor:", + "entries": [ + "James Introcaso" + ] + }, + { + "type": "item", + "name": "Editor:", + "entries": [ + "Hannah Rose" + ] + }, + { + "type": "item", + "name": "Authors:", + "entries": [ + "Willy Abeel, Leon Barillaro, Gabe Hicks, Sadie Lowry" + ] + }, + { + "type": "item", + "name": "Graphic Design/Layout:", + "entries": [ + "Jen McCleary" + ] + }, + { + "type": "item", + "name": "Cover Art:", + "entries": [ + "Gustavo Pelissari" + ] + }, + { + "type": "item", + "name": "Title Logo:", + "entries": [ + "Töm Schmuck" + ] + }, + { + "type": "item", + "name": "Interior Illustrations:", + "entries": [ + "", + "{@i The Workshop Watches:} Faizal Fikri and Grace Cheung", + "{@i Titan Heart:} Ognjen Sporin", + "{@i Uqaviel, the Recreant:} Nephelomancer", + "{@i Mounted Combat:} Nick De Spain" + ] + }, + { + "type": "item", + "name": "Cartography:", + "entries": [ + "Miska Fredman" + ] + }, + { + "type": "item", + "name": "MCDM is:", + "entries": [ + "", + "Lars Bakke: Development", + "Jerod Bennett: Technology", + "Grace Cheung: Art", + "Matt Colville: Writing & Design", + "Anna Coulter: Production", + "Nick De Spain: Art & Art Outsource Management", + "Jason Hasenauer: Art & Art Direction", + "James Introcaso: RPG Line Developer" + ] + }, + { + "type": "item", + "name": "Playtest Coordinators:", + "entries": [ + "GuardianRoborn/Nathan Clark", + "Pesto Enthusiast/Spencer Hibnick", + "Lord_Durok/John Champion", + "SONSON/Alecson de Lima", + "Dig/Owen \"Dig\" Crary", + "Von Ruski/James Dewar", + "Chris/Chris Catterson", + "Glynisir/Dante Bozzini", + "Mayanaka/Michael Harsha", + "Shieldbuster/Moisés Raúl Montero", + "Templars Bane/Nick Pierson", + "Vanacan/Taylor Lauer", + "ScottCPrim/@ScottCPrim" + ] + }, + { + "type": "item", + "name": "Playtesters:", + "entries": [ + "Thais Baramarchi", + "Gabriel Reichmann", + "Gabriel Azevedo", + "João Vargas", + "Noah Schwantner", + "Russell J Anderson", + "Doc Brown", + "Marc Donati", + "Donna & Ryan Day", + "Will Schoepp", + "Daryk Nunn", + "Kafeii Bloise", + "María Elisa Mascarín", + "Ludwig Krüger", + "Fabiana Kerbes", + "James Cook", + "SirJoore", + "AkiraMiyu", + "CitizenSnips", + "BadWolf" + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "entries", + "page": "C2", + "style": "text-center", + "entries": [ + "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", + "{@link http://discord.gg/mcdm|discord.gg/mcdm}" + ] + }, + { + "type": "hr" + }, + { + "type": "entries", + "page": "C2", + "style": "text-center", + "entries": [ + "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Workshop Watches, Titan Heart, Uqaviel the Recreant, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." + ] + }, + { + "type": "hr" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00005.webp" + }, + "title": "Arcadia Issue 19 Table of Contents" + } + ] + }, { "type": "section", "name": "Letter from the Editor", "page": 2, "entries": [ - "{@i \"ARCADIA should be full of stuff that is super actionable and really freaking dope.\"}", - "Matt Colville's words, proclaimed with casual confidence in one of earliest meetings about this magazine, serves as ARCADIA's guiding star. When I accept a pitch, when an author writes an article, and when Matt and our amazing playtesters give feedback, it's all about making the best and most useful content for you.", - "Of course, the only person with the true power to decide which articles you must add to your campaign of the fifth edition of the world's greatest roleplaying game is also {@b you}. Issue 1 of ARCADIA is the first in a three-issue experiment. After issue 3 comes out, we're going to take a break and adjust our strategy to make sure we're delivering on the promise of \"super actionable and really freaking dope.\"", + { + "type": "quote", + "style": "quote-pull", + "entries": [ + "ARCADIA should be full of stuff that is super actionable and really freaking dope." + ] + }, + "Matt Colville's words, proclaimed with casual confidence in one of earliest meetings about this magazine, serves as {@i ARCADIA's} guiding star. When I accept a pitch, when an author writes an article, and when Matt and our amazing playtesters give feedback, it's all about making the best and most useful content for you.", + "Of course, the only person with the true power to decide which articles you must add to your campaign of the fifth edition of the world's greatest roleplaying game is also {@b you}. Issue 1 of {@i ARCADIA} is the first in a three-issue experiment. After issue 3 comes out, we're going to take a break and adjust our strategy to make sure we're delivering on the promise of \"super actionable and really freaking dope.\"", "The RPG industry's best authors wrote articles in these first issues that present new rule options, creatures, subclasses, and a whole lot more. In this issue, Willy Abdeel transforms mounted combat with rules for riding owlbears, basilisks, and giant toads, Gabe Hicks grows sorcerers to epic proportions with the Titan Heart subclass, Sadie Lowry cowrites the final act of your campaign with two new celestial big bad options, and Leon Barillaro challenges your players in an adventure where dungeon and villain are one and the same.", - "Our hope is that you love every word as much as we do, but more important to us is your honest opinion. ARCADIA is for you, the patrons of MCDM. If we're missing the mark, we want to know! If you really love an article and want to see more like it, we want to know that too! Drop your feedback as comments on Patreon. (Please be kind. There are humans on the other end of your remarks.) Future issues will be shaped by your feedback.", - "No matter where ARCADIA goes after this initial experiment, working with the authors, the great folks at MCDM, and an amazing community of playtesters is a true professional privilege. One of the greatest of my career. I'm excited to bring you the work of these designers. Though Matt's name is in the company and my title is managing editor, the writers had the final say over every word in their articles. We made suggestions, but each author's voice, style, and design preferences shine through. ARCADIA is not a solo act, but a chorus of artists. And we're just getting warmed up.", - "{@i Ex animo,}", + "Our hope is that you love every word as much as we do, but more important to us is your honest opinion. {@i ARCADIA} is for you, the patrons of MCDM. If we're missing the mark, we want to know! If you really love an article and want to see more like it, we want to know that too! Drop your feedback as comments on Patreon. (Please be kind. There are humans on the other end of your remarks.) Future issues will be shaped by your feedback.", + "No matter where {@i ARCADIA} goes after this initial experiment, working with the authors, the great folks at MCDM, and an amazing community of playtesters is a true professional privilege. One of the greatest of my career. I'm excited to bring you the work of these designers. Though Matt's name is in the company and my title is managing editor, the writers had the final say over every word in their articles. We made suggestions, but each author's voice, style, and design preferences shine through. {@i ARCADIA} is not a solo act, but a chorus of artists. And we're just getting warmed up.", + { + "type": "entries", + "style": "text-right", + "entries": [ + "{@i Ex animo,}" + ] + }, { "type": "quote", "entries": [], - "by": "James Introcaso, Managing Editor" + "by": "James Introcaso", + "from": "Managing Editor" }, - "P.S. I haven't even mentioned the amazing art yet!", - "Well, I guess I'd better save that to talk about in the next issue." + { + "type": "entries", + "style": "text-center", + "entries": [ + "P.S. I haven't even mentioned the amazing art yet!", + "Well, I guess I'd better save that to talk about in the next issue." + ] + } ] }, { @@ -2505,11 +2992,14 @@ "page": 3, "entries": [ { - "type": "list", - "items": [ - "{@adventure The Workshop Watches|Ar1}" - ] - } + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00008.webp" + } + }, + "", + "{@note See the adventure {@adventure The Workshop Watches|Ar1}.}" ] }, { @@ -2521,40 +3011,77 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Intro.webp" - }, - "maxWidthUnits": "px", - "maxHeightUnits": "px", - "maxWidth": 850, - "maxHeight": 850 + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00048.webp" + } }, { - "type": "list", - "items": [ - "{@class Sorcerer|phb|Titan Heart|Titan|Ar1}" + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style Gabe Hicks|dnd-font;large}" ] }, { - "type": "entries", + "type": "statblock", + "prop": "subclass", + "source": "Ar1", + "name": "Titan", + "className": "Sorcerer", + "classSource": "PHB", + "page": 14 + }, + { + "type": "section", "name": "Primordial Spells", "page": 15, "entries": [ "Primordial spells are channeled by titans and passed down to those with a hint of their magical ability. Most humanoid spellcasters who attempt the spells fail with catastrophic results. Just as titans themselves are connected to ancient magic, sorcerers blessed with titan blood can grasp it for a moment when they grow to the size of a titan.", - "You know and can cast the following spells while your Titan Manifestation feature is active.", + "You know and can cast the following spells while your {@subclassFeature Titan Manifestation|Sorcerer|PHB|Titan|Ar1|1|Ar1} feature is active.", { - "type": "list", - "items": [ - "{@spell Blaze|Ar1}", - "{@spell Cataclysm|Ar1}", - "{@spell Daybreak|Ar1}", - "{@spell Glacier|Ar1}", - "{@spell Quake|Ar1}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar1", + "name": "Blaze", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "spell", + "source": "Ar1", + "name": "Cataclysm", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "spell", + "source": "Ar1", + "name": "Daybreak", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "spell", + "source": "Ar1", + "name": "Glacier", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "spell", + "source": "Ar1", + "name": "Quake", + "page": 16, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Valdek Karuul", "page": 17, "entries": [ @@ -2570,7 +3097,7 @@ ] }, { - "type": "entries", + "type": "section", "name": "Titan Blessed Retainer", "page": 19, "entries": [ From 936a4f9f85fb16b0276d6cb75e98cb71490697a3 Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Wed, 25 Sep 2024 20:18:22 +0000 Subject: [PATCH 4/8] mapRegions --- book/MCDM Productions; Arcadia Issue 1.json | 303 +++++++++++++++++++- 1 file changed, 302 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Arcadia Issue 1.json b/book/MCDM Productions; Arcadia Issue 1.json index bc72034149..79ed777f88 100644 --- a/book/MCDM Productions; Arcadia Issue 1.json +++ b/book/MCDM Productions; Arcadia Issue 1.json @@ -2371,7 +2371,308 @@ "title": "Mountain Laboratory", "imageType": 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Arcadia Issue 1.json | 2334 ++++++++++++++----- 2 files changed, 1765 insertions(+), 585 deletions(-) create mode 100644 _img/JennysHomebrewStuff/README.md diff --git a/_img/JennysHomebrewStuff/README.md b/_img/JennysHomebrewStuff/README.md new file mode 100644 index 0000000000..a6a2b74e02 --- /dev/null +++ b/_img/JennysHomebrewStuff/README.md @@ -0,0 +1,16 @@ +Some files in this directory correspond to a homebrew which has been overhauled. New files have been placed in the `homebrew-img` repo. The below files and subdirectories should be deleted at or after a "reasonable period." + +### Subdirectories +- N/A + +### Root Files +- Coverpage.png +- MC_Intro.webp +- QR_Intro.webp +- QR_Picture1.webp +- QR_Picture2.webp +- TH_Intro.webp +- TH_Picture1.webp +- TH_Picture2.webp +- TWW_Intro.webp +- TWW_Picture1.webp diff --git a/book/MCDM Productions; Arcadia Issue 1.json b/book/MCDM Productions; Arcadia Issue 1.json index 09107cc759..dd77a7c042 100644 --- a/book/MCDM Productions; Arcadia Issue 1.json +++ b/book/MCDM Productions; Arcadia Issue 1.json @@ -61,11 +61,11 @@ "quake|ar1" ], "subclassFeatures": [ - "Titan Heart|Sorcerer||Titan|Ar1|1", - "Strength of Magic|Sorcerer||Titan|Ar1|6", - "Toughened Grace|Sorcerer||Titan|Ar1|6", - "Titan's Will|Sorcerer||Titan|Ar1|14", - "Ancient Colossus|Sorcerer||Titan|Ar1|18" + "Titan Heart|Sorcerer|PHB|Titan|Ar1|1", + "Strength of Magic|Sorcerer|PHB|Titan|Ar1|6", + "Toughened Grace|Sorcerer|PHB|Titan|Ar1|6", + "Titan's Will|Sorcerer|PHB|Titan|Ar1|14", + "Ancient Colossus|Sorcerer|PHB|Titan|Ar1|18" ] } ], @@ -85,11 +85,11 @@ "Your character could be the chosen herald of the titans, a survivor of a cataclysmic titan battle, or even the descendent of another Titan Heart sorcerer.", { "type": "refSubclassFeature", - "subclassFeature": "Ancient Knowledge|Sorcerer||Titan|Ar1|1" + "subclassFeature": "Ancient Knowledge|Sorcerer|PHB|Titan|Ar1|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Titan Manifestation|Sorcerer||Titan|Ar1|1" + "subclassFeature": "Titan Manifestation|Sorcerer|PHB|Titan|Ar1|1" } ] }, @@ -102,9 +102,19 @@ "subclassShortName": "Titan", "subclassSource": "Ar1", "level": 1, + "languageProficiencies": [ + { + "primordial": true + } + ], + "weaponProficiencies": [ + { + "martial": true + } + ], "header": 1, "entries": [ - "Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran." + "Starting at 1st level, you are proficient with martial weapons and can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran." ] }, { @@ -125,7 +135,7 @@ "Your size increases to Large.", "Your AC increases by 2.", "When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.", - "Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal {@dice 1d4} extra damage.", + "Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal {@damage 1d4} extra damage.", "Your spells and melee weapon attacks deal double damage to objects and structures." ] }, @@ -158,7 +168,7 @@ "level": 6, "header": 2, "entries": [ - "Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.", + "Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.", "Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest." ] }, @@ -173,8 +183,8 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from {@dice 1d4} to {@dice 1d10}, and your walking speed increases by 20 feet.", - "While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking {@dice 2d6} thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.", + "Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from {@damage 1d4} to {@damage 1d10}, and your walking speed increases by 20 feet.", + "While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.", "Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level)." ] }, @@ -202,6 +212,9 @@ "page": 16, "level": 1, "school": "V", + "subschools": [ + "primordial" + ], "time": [ { "number": 1, @@ -236,9 +249,12 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." ] } + ], + "damageInflict": [ + "fire" ] }, { @@ -247,6 +263,9 @@ "page": 16, "level": 1, "school": "V", + "subschools": [ + "primordial" + ], "time": [ { "number": 1, @@ -281,9 +300,18 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by {@damage 1d8} for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by {@dice 1d8} for each slot level above 1st." ] } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD" ] }, { @@ -292,6 +320,9 @@ "page": 16, "level": 1, "school": "V", + "subschools": [ + "primordial" + ], "time": [ { "number": 1, @@ -322,9 +353,22 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d6} for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." ] } + ], + "damageInflict": [ + "fire", + "radiant" + ], + "conditionInflict": [ + "blinded|PHB" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" ] }, { @@ -333,6 +377,9 @@ "page": 16, "level": 1, "school": "V", + "subschools": [ + "primordial" + ], "time": [ { "number": 1, @@ -363,9 +410,15 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d12} for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d12} for each slot level above 1st." ] } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" ] }, { @@ -374,6 +427,9 @@ "page": 16, "level": 1, "school": "V", + "subschools": [ + "primordial" + ], "time": [ { "number": 1, @@ -402,7 +458,7 @@ } ], "entries": [ - "The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall {@condition prone}. As an action, you can move the quake's origin point to another spot within range." + "The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes {@variantrule difficult terrain|XPHB} for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall {@condition prone}. As an action, you can move the quake's origin point to another spot within range." ], "entriesHigherLevel": [ { @@ -412,6 +468,15 @@ "When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st." ] } + ], + "conditionInflict": [ + "prone|PHB" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" ] } ], @@ -420,10 +485,9 @@ "name": "Saddle of Rashkar", "source": "Ar1", "page": 31, - "tier": "minor", "rarity": "common", - "wondrous": true, "entries": [ + "A saddle embroidered with a purple worm carapace, adorned with ivory thorns and red and green ruffled drapes.", "While this saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves." ] } @@ -431,6 +495,9 @@ "monster": [ { "name": "Anahita", + "alias": [ + "Sentinel Apricate" + ], "isNamedCreature": true, "source": "Ar1", "page": 38, @@ -451,8 +518,8 @@ } ], "hp": { - "formula": "20d10 + 140", - "average": 245 + "average": 245, + "formula": "20d10 + 140" }, "speed": { "walk": 50, @@ -485,7 +552,8 @@ "piercing", "slashing" ], - "note": "from nonmagical attacks" + "note": "from nonmagical attacks", + "cond": true } ], "immune": [ @@ -502,7 +570,7 @@ ], "languages": [ "all", - "telepathy 120ft." + "telepathy 120 ft." ], "cr": "24", "spellcasting": [ @@ -534,7 +602,7 @@ { "name": "Angelic Weapons", "entries": [ - "The anahita's weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)." + "Anahita's weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)." ] }, { @@ -544,9 +612,33 @@ ] }, { - "name": "Magic Resistance", + "name": "Holy Shots", "entries": [ - "Anahita has advantage on saving throws against spells and other magical effects." + "Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack." + ] + }, + { + "name": "Blinding Arrow", + "entries": [ + "A creature hit by the arrow and all other creatures within 10 feet of the target must succeed on a {@dc 25} Constitution saving throw or be {@condition blinded} for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Bursting Arrow", + "entries": [ + "Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 ({@damage 4d8}) radiant damage." + ] + }, + { + "name": "Enervating Arrow", + "entries": [ + "A creature hit by the arrow must succeed on a {@dc 25} Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success." + ] + }, + { + "name": "Piercing Arrow", + "entries": [ + "Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in the line must make a {@dc 23} Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one." ] }, { @@ -556,39 +648,9 @@ ] }, { - "name": "Holy shots", + "name": "Magic Resistance", "entries": [ - "Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack.", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "style": "italic", - "name": "Blinding Arrow.", - "entry": "A creature hit by the arrow and all other creatures within 10 feet of the target mustsucceed on a {@dc 25} Constitution saving throw or be {@condition blinded} for 1 minute. An affected creature can repeatthe saving throw at the end of each of its turns, ending the effecton itself on a success." - }, - { - "type": "item", - "style": "italic", - "name": "Bursting Arrow.", - "entry": "Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 ({@damage 4d8}) radiant damage." - }, - { - "type": "item", - "style": "italic", - "name": "Enervating Arrow.", - "entry": "A creature hit by the arrow must succeed on a DC 25 Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success." - }, - { - "type": "item", - "style": "italic", - "name": "Piercing Arrow.", - "entry": "Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly, through objects, ignoring cover. Each creature in the line must make a DC 23 Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one." - } - ] - } + "Anahita has advantage on saving throws against spells and other magical effects." ] } ], @@ -602,7 +664,7 @@ { "name": "Chain Whip", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage and the target is {@condition grappled} (escape DC 21). Until this grapple ends, the target is {@condition restrained}. On each of her turns while the target is restrained, Anahita can use her action to deal 22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage to the target automatically. The target is no longer restrained if Anahita uses her action to attack another target." + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage and the target is {@condition grappled} (escape {@dc 21}). Until this grapple ends, the target is {@condition restrained}. On each of her turns while the target is {@condition restrained}, Anahita can use her action to deal 22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage to the target automatically. The target is no longer {@condition restrained} if Anahita uses her action to attack another target." ] }, { @@ -618,9 +680,6 @@ ] } ], - "legendaryHeader": [ - "Anahita can take 3 legendary actions, choosing from theoptions below. Only one legendary action can be used at a time and only at the end of another creature's turn. Anahita regains spent legendary actions at the start of her turn." - ], "legendary": [ { "name": "Teleport", @@ -641,6 +700,11 @@ ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Anahita.webp" + }, + "tokenCredit": "Nephelomancer", "traitTags": [ "Legendary Resistances", "Magic Resistance" @@ -655,9 +719,14 @@ "TP", "XX" ], - "damageTagsSpell": [ + "damageTags": [ + "P", + "R", "S" ], + "damageTagsSpell": [ + "O" + ], "spellcastingTags": [ "I" ], @@ -668,33 +737,37 @@ "RNG", "RW" ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "invisible" + ], "savingThrowForced": [ - "constitution" + "constitution", + "dexterity", + "wisdom" ], "savingThrowForcedSpell": [ "charisma", "dexterity" ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture2.webp" - } - } - ] - } + "hasFluff": true, + "hasFluffImages": true }, { "name": "Basilisk Mount", - "isNamedCreature": false, + "alias": [ + "Riding Basil" + ], "source": "Ar1", "page": 22, "size": [ "M" ], + "sizeNote": "mounted", "type": "monstrosity", "alignment": [ "U" @@ -705,8 +778,8 @@ } ], "hp": { - "formula": "7d8 + 14", - "average": 45 + "average": 45, + "formula": "7d8 + 14" }, "speed": { "walk": 25 @@ -721,7 +794,7 @@ "con": "+2 + PB" }, "senses": [ - "darkvision 60ft." + "darkvision 60 ft." ], "passive": 9, "cr": "3", @@ -743,7 +816,7 @@ "name": "Heavy Sight", "entries": [ "The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature's movement speed is reduced by 5 feet.", - "A creature that isn't surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk's Hardening Gaze and Petrifying Glare actions. If it does so, the creature can't see the basilisk or the rider until the start of the creature's next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save." + "A creature that isn't {@status surprised} can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk's Hardening Gaze and Petrifying Glare actions. If it does so, the creature can't see the basilisk or the rider until the start of the creature's next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save." ] } ], @@ -751,45 +824,159 @@ { "name": "Calcifying Bite", "entries": [ - "{@atk mw} {@hit 3} + PB to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk's next turn." + "{@atk mw} {@hit 3 + PB} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage. The target must succeed on a {@dc 10 + PB} Constitution saving throw or have its movement speed halved until the end of the basilisk's next turn." ] }, { "name": "Hardening Glare", "entries": [ - "The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is {@condition restrained} until the end of the basilisk's next turn." + "The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a {@dc 10 + PB} Constitution saving throw. On a failed save, the target suddenly feels stiff and is {@condition restrained} until the end of the basilisk's next turn." ] }, { "name": "Lesser Petrifying Gaze (1/Day)", "entries": [ - "The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 1 hour or until freed by the lesser restoration spell or similar magic." + "The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a {@dc 10 + PB} Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 1 hour or until freed by the {@spell lesser restoration} spell or similar magic." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Basilisk Mount.webp" + }, + "tokenCredit": "Nick De Spain", + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], "miscTags": [ "MW" ], - "fluff": { - "entries": [ - "Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys." + "conditionInflict": [ + "petrified|PHB", + "restrained|PHB" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Buckton", + "isNamedCreature": true, + "source": "Ar1", + "page": 29, + "_copy": { + "name": "Hobgoblin", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the hobgoblin", + "with": "Buckton" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Buckton.webp" + }, + "hasFluff": true + }, + { + "name": "Chu'Ratha", + "isNamedCreature": true, + "source": "Ar1", + "page": 29, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Orc", + "source": "DMG" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the commoner", + "with": "Chu'Ratha" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Chu'Ratha.webp" + }, + "hasFluff": true + }, + { + "name": "Dallas", + "isNamedCreature": true, + "source": "Ar1", + "page": 29, + "_copy": { + "name": "Noble", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the noble", + "with": "Dallas" + } + } + }, + "type": { + "type": "humanoid", + "tags": [ + "goblinoid" ] - } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Dallas.webp" + }, + "hasFluff": true + }, + { + "name": "Dindar", + "isNamedCreature": true, + "source": "Ar1", + "page": 30, + "_copy": { + "name": "Deep Gnome (Svirfneblin)", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the gnome", + "with": "Dindar" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Dindar.webp" + }, + "hasFluff": true }, { "name": "Giant Toad Mount", - "isNamedCreature": false, "source": "Ar1", "page": 23, "size": [ "L" ], - "type": { - "type": "beast", - "tags": [ - "Mounted" - ] - }, + "sizeNote": "mounted", + "type": "beast", "alignment": [ "U" ], @@ -799,8 +986,8 @@ } ], "hp": { - "formula": "5d10 + 5", - "average": 32 + "average": 32, + "formula": "5d10 + 5" }, "speed": { "walk": 25, @@ -819,7 +1006,7 @@ "athletics": "+2 + PB" }, "senses": [ - "darkvision 30ft." + "darkvision 30 ft." ], "passive": 10, "cr": "1", @@ -848,50 +1035,67 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 2} + PB to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. If the target is {@condition restrained}, the bite deals an additional 7 ({@damage 2d6}) poison damage." + "{@atk mw} {@hit 2 + PB} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. If the target is {@condition restrained}, the bite deals an additional 7 ({@damage 2d6}) poison damage." ] }, { "name": "Tongue Lash", "entries": [ - "{@atk mw} {@hit 2} + PB to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape DC 10 + PB). Until this grapple ends, the target is {@condition restrained}. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty." + "{@atk mw} {@hit 2 + PB} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 10 + PB}). Until this grapple ends, the target is {@condition restrained}. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty." ] }, { "name": "Power Hop (2/Day)", "entries": [ "The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft.", - "The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked {@condition prone}, and becomes {@condition restrained} underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature's space, that creature is no longer restrained." + "The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a {@dc 10 + PB} Dexterity saving throw. On a failed save, the creature takes 16 ({@damage 4d6 + 2}) bludgeoning damage, is knocked {@condition prone}, and becomes {@condition restrained} underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A {@condition restrained} creature can use its action to make a {@dc 10 + PB} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature's space, that creature is no longer {@condition restrained}." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Giant Toad Mount.webp" + }, + "tokenCredit": "Nick De Spain", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Giant Toad MountDynamic.webp" + }, "traitTags": [ "Amphibious" ], + "senseTags": [ + "D" + ], + "damageTags": [ + "B", + "I", + "P" + ], "miscTags": [ "MW", "RCH" ], - "fluff": { - "entries": [ - "Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise." - ] - } + "conditionInflict": [ + "grappled|PHB", + "prone|PHB", + "restrained|PHB" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true }, { "name": "Hippogriff Mount", - "isNamedCreature": false, "source": "Ar1", "page": 24, "size": [ "L" ], - "type": { - "type": "beast", - "tags": [ - "Mounted" - ] - }, + "sizeNote": "mounted", + "type": "beast", "alignment": [ "U" ], @@ -901,8 +1105,8 @@ } ], "hp": { - "formula": "3d10 + 3", - "average": 19 + "average": 19, + "formula": "3d10 + 3" }, "speed": { "walk": 40, @@ -939,7 +1143,7 @@ { "name": "Unbridled", "entries": [ - "The hippogriff is unaffected by nonmagical difficult terrain." + "The hippogriff is unaffected by nonmagical {@variantrule difficult terrain|XPHB}." ] } ], @@ -947,13 +1151,13 @@ { "name": "Claw Swipe", "entries": [ - "{@atk mw} {@hit 3} + PB to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding." + "{@atk mw} {@hit 3 + PB} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 11 + PB} Strength saving throw or drop one object it is holding." ] }, { "name": "Divebomb (3/Day)", "entries": [ - "The hippogriff flies up to 60 feet in a straight line. This movement doesn't provoke opportunity attacks. At the end of this movement, the hippogriff's rider can make a melee weapon attack. On a hit, the attack deals an extra {@damage 1d6 + 2 bludgeoning} damage for every 10 feet the hippogriff moved (rounded down)." + "The hippogriff flies up to 60 feet in a straight line. This movement doesn't provoke {@action opportunity attack||opportunity attacks}. At the end of this movement, the hippogriff's rider can make a melee weapon attack. On a hit, the attack deals an extra {@damage 1d6 + 2} bludgeoning damage for every 10 feet the hippogriff moved (rounded down)." ] } ], @@ -965,15 +1169,21 @@ ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Hippogriff Mount.webp" + }, + "damageTags": [ + "B", + "S" + ], "miscTags": [ "MW" ], - "fluff": { - "entries": [ - "Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.", - "Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts." - ] - } + "savingThrowForced": [ + "strength" + ], + "hasFluff": true }, { "name": "Large Awakened Tree", @@ -992,20 +1202,38 @@ }, "hasFluff": true }, + { + "name": "Lowtletti", + "isNamedCreature": true, + "source": "Ar1", + "page": 30, + "_copy": { + "name": "Goblin", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the goblin", + "with": "Lowtletti" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Lowtletti.webp" + }, + "hasFluff": true + }, { "name": "Nightmare Mount", - "isNamedCreature": false, "source": "Ar1", "page": 25, "size": [ "L" ], - "type": { - "type": "fiend", - "tags": [ - "Mounted" - ] - }, + "sizeNote": "mounted", + "type": "fiend", "alignment": [ "N", "E" @@ -1016,8 +1244,8 @@ } ], "hp": { - "formula": "7d10 + 21", - "average": 59 + "average": 59, + "formula": "7d10 + 21" }, "speed": { "walk": 60, @@ -1040,7 +1268,9 @@ "fire" ], "languages": [ - "understands Abyssal, Common, and Infernal but can't speak" + "understands Abyssal", + "Common", + "and Infernal but can't speak" ], "cr": "3", "pbNote": "PB of the rider", @@ -1060,7 +1290,7 @@ { "name": "Horsepower", "entries": [ - "The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes {@damage 1d8} fire damage when it enters the nightmare's wake for the first time on a turn or ends their turn there." + "The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores {@variantrule difficult terrain|XPHB} and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes {@damage 1d8} fire damage when it enters the nightmare's wake for the first time on a turn or ends their turn there." ] }, { @@ -1074,13 +1304,13 @@ { "name": "Flaming Stomp", "entries": [ - "{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}." + "{@atk mw} {@hit 4 + PB} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) fire damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 12 + PB} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Blazing Charge (3/Day)", "entries": [ - "The nightmare doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare's way must make a DC 12* Strength saving throw or take 15 ({@damage 2d10 + 4}) fire damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage isn't knocked prone." + "The nightmare doesn't provoke {@action opportunity attack||opportunity attacks} when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare's way must make a {@dc 12}* Strength saving throw or take 15 ({@damage 2d10 + 4}) fire damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage isn't knocked {@condition prone}." ] }, { @@ -1090,28 +1320,48 @@ ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Nightmare Mount.webp" + }, + "tokenCredit": "Nick De Spain", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Nightmare MountDynamic.webp" + }, "traitTags": [ "Illumination" ], + "languageTags": [ + "AB", + "C", + "CS", + "I" + ], + "damageTags": [ + "B", + "F" + ], "miscTags": [ - "AOE", "MW" ], - "fluff": { - "entries": [ - "A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols.", - "The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane." - ] - } + "conditionInflict": [ + "prone|PHB" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true }, { "name": "Owlbear Mount", - "isNamedCreature": false, "source": "Ar1", "page": 26, "size": [ "L" ], + "sizeNote": "mounted", "type": "monstrosity", "alignment": [ "U" @@ -1122,8 +1372,8 @@ } ], "hp": { - "formula": "6d10 + 18", - "average": 51 + "average": 51, + "formula": "6d10 + 18" }, "speed": { "walk": 40 @@ -1164,19 +1414,19 @@ { "name": "Paw Swipe", "entries": [ - "{@atk mw} {@hit 5} + PB to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 4}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked {@condition prone}." + "{@atk mw} {@hit 5 + PB} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13 + PB} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Bear Hug", "entries": [ - "{@atk mw} {@hit 5} + PB to hit, reach 5 ft., one Medium or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. The target is {@condition grappled} (escape DC 13 + PB) and {@condition restrained} until this grapple ends. The owlbear can grapple only one target at a time." + "{@atk mw} {@hit 5 + PB} to hit, reach 5 ft., one Medium or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 13 + PB}) and {@condition restrained} until this grapple ends. The owlbear can {@action grapple} only one target at a time." ] }, { "name": "Monstrous Ferocity (1/Day)", "entries": [ - "The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear's plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell." + "The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear's plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a {@dc 6 + PB} Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell." ] } ], @@ -1184,21 +1434,70 @@ { "name": "Bear Bulk", "entries": [ - "When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by {@dice 1d10 + 3} + PB." + "When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by {@dice 1d10 + 3 + PB}." ] } ], - "miscTags": [ - "MW" - ], - "fluff": { - "entries": [ - "The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it.", - "Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties." - ] - } - }, - { + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Owlbear Mount.webp" + }, + "tokenCredit": "Nick De Spain", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Owlbear MountDynamic.webp" + }, + "senseTags": [ + "D" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled|PHB", + "prone|PHB" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rosskar", + "isNamedCreature": true, + "source": "Ar1", + "page": 30, + "_copy": { + "name": "Knight", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the knight", + "with": "Rosskar" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Rosskar.webp" + }, + "hasFluff": true + }, + { "name": "S.A.M. Shield Guardian", "alias": [ "S.A.M.", @@ -1303,6 +1602,11 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/SAM.webp" }, + "tokenCredit": "Faizal Fikri", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/SAMDynamic.webp" + }, "attachedItems": [ "greatsword|phb", "shield|phb" @@ -1344,15 +1648,64 @@ "dexterity" ], "hasFluff": true, - "hasFluffImages": true, - "foundryTokenSubjectHref": { + "hasFluffImages": true + }, + { + "name": "Tenn Drakes", + "shortName": "Tenn", + "isNamedCreature": true, + "source": "Ar1", + "page": 29, + "_copy": { + "name": "Mummy", + "source": "MM", + "_templates": [ + { + "name": "Orc", + "source": "DMG" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "flags": "i", + "replace": "the mummy", + "with": "Tenn Drakes" + }, + "action": [ + { + "mode": "replaceArr", + "replace": "Rotting Fist", + "items": { + "name": "Rotting Whip", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." + ] + } + }, + { + "mode": "replaceArr", + "replace": "Multiattack", + "items": { + "name": "Multiattack", + "entries": [ + "Tenn Drakes can use her Dreadful Glare and makes one attack with her rotting whip." + ] + } + } + ] + } + }, + "type": "undead", + "wis": 16, + "tokenHref": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/SAMDynamic.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Tenn Drakes.webp" + }, + "hasFluff": true }, { "name": "Titanic Mage", - "isNamedCreature": false, "source": "Ar1", "page": 19, "size": [ @@ -1429,7 +1782,7 @@ "name": "Greater Growth (3/Day)", "entries": [ "{@i Prerequisite: 3rd-level retainer}", - "The titanic mage grows in size as if affected by the enlarge/reduce spell and gains a +2 bonus to AC while the effect is active. This effect does not require concentration." + "The titanic mage grows in size as if affected by the {@spell enlarge/reduce} spell and gains a +2 bonus to AC while the effect is active. This effect does not require {@status concentration}." ] }, { @@ -1443,27 +1796,23 @@ "name": "Titan's Presence (3/Day)", "entries": [ "{@i Prerequisite: 7th-level retainer}", - "A bellowing shout from the titanic mage can force the strongest of foes to kneel in submission, even if only for a moment. Each enemy within 40 feet of the mage that can hear the mage must make a Wisdom saving throw or fall {@condition prone} and remain prone until the beginning of the mage's next turn. At the beginning of the mage's next turn, an affected creature can use its reaction to stand up." + "A bellowing shout from the titanic mage can force the strongest of foes to kneel in submission, even if only for a moment. Each enemy within 40 feet of the mage that can hear the mage must make a Wisdom saving throw or fall {@condition prone} and remain {@condition prone} until the beginning of the mage's next turn. At the beginning of the mage's next turn, an affected creature can use its reaction to stand up." ] } ], "miscTags": [ "AOE" ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture2.webp" - } - } - ] - } + "hasFluffImages": true }, { "name": "Uqaviel", + "alias": [ + "Shard of Dawn", + "Recreant", + "Heretic", + "Apostate" + ], "isNamedCreature": true, "source": "Ar1", "page": 36, @@ -1484,8 +1833,8 @@ } ], "hp": { - "formula": "18d10 + 144", - "average": 243 + "average": 243, + "formula": "18d10 + 144" }, "speed": { "walk": 50, @@ -1512,14 +1861,15 @@ ], "passive": 25, "resist": [ + "radiant", { - "preNote": "radiant;", "resist": [ "bludgeoning", "piercing", "slashing" ], - "note": "from nonmagical attacks" + "note": "from nonmagical attacks", + "cond": true } ], "immune": [ @@ -1535,7 +1885,7 @@ ], "languages": [ "all", - "telepathy 120ft." + "telepathy 120 ft." ], "cr": "23", "spellcasting": [ @@ -1567,7 +1917,7 @@ { "name": "Dawnfire", "entries": [ - "Uqaviel's weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra {@damage 8d8} fire damage (included in the attack). Fire damage dealt by Uqaviel's attacks ignores resistance to fire damage." + "Uqaviel's weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra {@damage 8d8} fire damage (included in the attack). Fire damage dealt by Uqaviel's attacks ignores resistance to fire damage." ] }, { @@ -1577,15 +1927,15 @@ ] }, { - "name": "Magic Resistance", + "name": "Legendary Resistance (3/Day)", "entries": [ - "Uqaviel has advantage on saving throws against spells and other magical effects." + "If Uqaviel fails a saving throw, he can choose to succeed instead." ] }, { - "name": "Legendary Resistance (3/Day)", + "name": "Magic Resistance", "entries": [ - "If Uqaviel fails a saving throw, he can choose to succeed instead." + "Uqaviel has advantage on saving throws against spells and other magical effects." ] } ], @@ -1599,31 +1949,28 @@ { "name": "Chakram of the Firmament", "entries": [ - "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}." + "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}." ] }, { "name": "Chakram of the Mantle", "entries": [ - "{@atk mw,rw} {@hit 15} to hit, reach 5ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of its next turn. " + "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of its next turn." ] }, { - "name": "Burning Touch (4/Day)", + "name": "Flying Chakram", "entries": [ - "Uqaviel touches another creature within 5 feet of him. The target must make a 23 Constitution saving throw. On a failure, the creature takes 36 ({@damage 8d8}) fire damage and is {@condition blinded}, {@condition deafened}, or {@condition poisoned} (Uqaviel's choice). On a success, the creature takes half as much damage and is not inflicted with a condition." + "Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel's hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies." ] }, { - "name": "Flying Chakram", + "name": "Burning Touch (4/Day)", "entries": [ - "Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel's hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies." + "Uqaviel touches another creature within 5 feet of him. The target must make a {@dc 23} Constitution saving throw. On a failure, the creature takes 36 ({@damage 8d8}) fire damage and is {@condition blinded}, {@condition deafened}, or {@condition poisoned} (Uqaviel's choice). On a success, the creature takes half as much damage and is not inflicted with a condition." ] } ], - "legendaryHeader": [ - "Uqaviel 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. Uqaviel regains spent legendary actions at the start of his turn. " - ], "legendary": [ { "name": "Teleport", @@ -1644,20 +1991,52 @@ ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Uqaviel.webp" + }, + "tokenCredit": "Nephelomancer", "traitTags": [ "Legendary Resistances", "Magic Resistance" ], + "senseTags": [ + "U" + ], "actionTags": [ "Multiattack" ], - "damageTagsSpell": [ + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "B", + "F", + "O", + "R", "S" ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "I" + ], "miscTags": [ "MW", "RW" ], + "conditionInflict": [ + "blinded", + "deafened", + "poisoned", + "prone", + "stunned" + ], + "conditionInflictSpell": [ + "invisible" + ], "savingThrowForced": [ "constitution", "dexterity", @@ -1667,20 +2046,14 @@ "charisma", "dexterity" ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture1.webp" - } - } - ] - } + "hasFluff": true, + "hasFluffImages": true }, { "name": "Valdek Karuul", + "alias": [ + "Titanic Guardian of the Sea" + ], "isNamedCreature": true, "source": "Ar1", "page": 18, @@ -1698,18 +2071,22 @@ "G" ], "ac": [ + 10, { - "ac": 10, - "condition": "(13 with {@spell mage armor})" + "ac": 13, + "condition": "with {@spell mage armor}", + "braces": true } ], "hp": { - "formula": "12d8 + 24", - "average": 78 + "average": 78, + "formula": "12d8 + 24" }, "speed": { - "walk": 30, - "swim": 30 + "walk": { + "number": 30, + "condition": "swim 30 ft." + } }, "str": 9, "dex": 10, @@ -1728,15 +2105,11 @@ "stealth": "+3" }, "senses": [ - "darkvision 60ft." + "darkvision 60 ft." ], "passive": 13, "resist": [ - { - "resist": [ - "cold" - ] - } + "cold" ], "languages": [ "Common", @@ -1749,7 +2122,7 @@ "name": "Spellcasting", "type": "spellcasting", "headerEntries": [ - "Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared:" + "Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following sorcerer spells prepared:" ], "spells": { "0": { @@ -1827,25 +2200,31 @@ "Valdek has 12 sorcery points, which he regains after finishing a long rest. He can spend 1 or more sorcery points when he casts a spell to produce one of the following effects:", { "type": "list", - "style": "list-hang-notitle", + "style": "list-hang", "items": [ { + "name": "Careful Spell (1 Point)", "type": "item", "style": "italic", - "name": "Careful Spell (1 Point).", - "entry": "When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell's area of effect. A chosen creature automatically succeeds on its saving throw against the spell." + "entries": [ + "When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell's area of effect. A chosen creature automatically succeeds on its saving throw against the spell." + ] }, { + "name": "Empowered Spell (1 Point)", "type": "item", "style": "italic", - "name": "Empowered Spell (1 Point).", - "entry": "When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell." + "entries": [ + "When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell." + ] }, { + "name": "Heightened Spell (3 Points)", "type": "item", "style": "italic", - "name": "Heightened Spell (3 Points).", - "entry": "When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell." + "entries": [ + "When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell." + ] } ] } @@ -1856,16 +2235,33 @@ { "name": "Trident", "entries": [ - "{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage or 3 ({@damage 1d8 - 1}) piercing damage if used with two hands." + "{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d6 \u2212 1}) piercing damage or 3 ({@damage 1d8 \u2212 1}) piercing damage if used with two hands." ] }, { "name": "Titan Manifestation (3/Day)", "entries": [ - "Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes +8 and it deals 10 ({@damage 1d6 + 1d4 + 5}) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the {@spell blaze}, {@spell cataclysm}, {@spell daybreak}, {@spell glacier}, and {@spell quake} spells as sorcerer spells." + "Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes {@hit 8} and it deals 10 ({@damage 1d6 + 1d4 + 5}) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the {@spell blaze|Ar1}, {@spell cataclysm|Ar1}, {@spell daybreak|Ar1}, {@spell glacier|Ar1}, and {@spell quake|Ar1} spells as sorcerer spells." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Valdek KaruulMedium.webp" + }, + "tokenCredit": "Ognjen Sporin", + "altArt": [ + { + "name": "Large", + "page": 18, + "tokenCredit": "Ognjen Sporin", + "source": "Ar1", + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Valdek KaruulLarge.webp" + } + } + ], "attachedItems": [ "trident|phb" ], @@ -1873,12 +2269,27 @@ "Amphibious", "Fey Ancestry" ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "GI", + "P" + ], + "damageTags": [ + "P" + ], "damageTagsSpell": [ "C", "I", "L", "N", - "O" + "O", + "R" + ], + "spellcastingTags": [ + "CS" ], "miscTags": [ "MLW", @@ -1886,42 +2297,27 @@ "RW", "THW" ], + "conditionInflictSpell": [ + "invisible", + "paralyzed" + ], "savingThrowForcedSpell": [ "constitution", "dexterity", "wisdom" ], - "fluff": { - "entries": [ - "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", - "As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.", - "Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture1.webp" - } - } - ] - } + "hasFluff": true, + "hasFluffImages": true }, { - "name": "Warhorse Mount (Variant; Find Steed)", - "isNamedCreature": false, + "name": "Warhorse Mount", "source": "Ar1", "page": 27, "size": [ "L" ], - "type": { - "type": "beast", - "tags": [ - "Mounted" - ] - }, + "sizeNote": "mounted", + "type": "beast", "alignment": [ "U" ], @@ -1931,8 +2327,8 @@ } ], "hp": { - "formula": "3d10 + 3", - "average": 19 + "average": 19, + "formula": "3d10 + 3" }, "speed": { "walk": 60 @@ -1962,7 +2358,7 @@ { "name": "Horsepower", "entries": [ - "The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse's long jump is up to 30 feet and it ignores difficult terrain." + "The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse's long jump is up to 30 feet and it ignores {@variantrule difficult terrain}." ] } ], @@ -1970,119 +2366,493 @@ { "name": "Combat Stomp", "entries": [ - "{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}." + "{@atk mw} {@hit 4 + PB} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 12 + PB} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Battle Neigh (1/Day)", "entries": [ - "The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain {@dice 2d6} temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be {@condition frightened} of the horse until the end of the enemy's next turn." + "The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain {@dice 2d6} temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a {@dc 9 + PB} Wisdom saving throw or be {@condition frightened} of the horse until the end of the enemy's next turn." ] }, { "name": "War Charge (3/Day)", "entries": [ - "The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse's way must make a DC 12 + PB Strength saving throw or take 13 ({@damage 2d8 + 4}) bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked prone." + "The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn't provoke {@action opportunity attack||opportunity attacks} when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse's way must make a {@dc 12 + PB} Strength saving throw or take 13 ({@damage 2d8 + 4}) bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Find Steed Variant", + "page": 27, + "source": "Ar1", + "entries": [ + "The spirit summoned by the {@spell find steed} spell can take the form of a {@creature warhorse mount|Ar1} over the standard {@creature warhorse}, allowing the caster to utilize this creature's new features." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/Warhorse Mount.webp" + }, + "damageTags": [ + "B" + ], "miscTags": [ "MW" ], - "fluff": { - "entries": [ - "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", - { - "type": "variant", - "name": "Find Steed Variant", - "entries": [ - "The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature's new features." - ] - } - ] - } + "conditionInflict": [ + "frightened|PHB", + "prone|PHB" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true } ], "monsterFluff": [ { - "name": "Large Awakened Tree", + "name": "Anahita", "source": "Ar1", - "_copy": { - "name": "Awakened Tree", - "source": "MM" - } + "entries": [ + "Anahita is most effective at range, and she avoids engaging enemies on unfavorable terrain. If she picks her arena, it has a high ground she can control; if taken unaware, she immediately seizes the highest point. She opens combat with a Blinding Arrow to disable her foes and strikes as many enemies as possible with a Piercing or Bursting Arrow. As the fight continues, she uses legendary actions to stay out of reach and weakens pressing threats with Blinding Gaze or Enervating Arrow.", + "If she's acting as a holy archangel, Anahita could be accompanied by {@creature deva||devas} or a {@creature planetar}. If there's no need for deception, she could have several {@creature erinyes} or {@creature horned devil||horned devils} at her service. When it's clear that Anahita can't win an encounter, she attempts to teleport away and turns {@condition invisible} to flee. However, if escape isn't an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00146.webp" + }, + "credit": "Nephelomancer", + "width": 1511, + "height": 1286 + } + ] }, { - "name": "S.A.M. Shield Guardian", + "name": "Basilisk Mount", "source": "Ar1", "entries": [ - "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", - "S.A.M. is lawful neutral and has an Intelligence of {@ability int 20}, a Wisdom of {@ability wis 8} and a Charisma of {@ability cha 12}. It has a {@skillCheck arcana 8} bonus to Intelligence ({@skill Arcana}) checks. S.A.M. can speak and understand {@language Common} and {@language Draconic}, the language most closely related to the study of ancient magic.", - { - "type": "entries", - "name": "Motivation", - "page": 4, - "entries": [ - "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", - "This metallic body, fashioned like a {@creature shield guardian}, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", - "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." - ] - } + "Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys." ], "images": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00038.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00089.webp" }, - "credit": "Faizal Fikri" + "credit": "Nick De Spain", + "width": 931, + "height": 1192 } ] - } - ], - "table": [ + }, { - "name": "Rewards", + "name": "Buckton", "source": "Ar1", - "page": 10, - "colLabels": [ - "Task", - "Reward" - ], - "colStyles": [ - "col-5 text-center", - "col-5 text-center" - ], - "rows": [ - [ - "Reporting Back", - "400 gp" - ], - [ - "Illumar's Journal", - "100 gp" - ], - [ - "Amulet", - "3000 gp" - ] + "entries": [ + "(she/her {@creature hobgoblin})", + "Head of the Rashkar Ranch. Proud of her horses, but having trouble with an ornery owlbear." ] }, { - "name": "Workshop Reaction Table", + "name": "Chu'Ratha", "source": "Ar1", - "page": 5, - "colLabels": [ - "d6", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ + "entries": [ + "(he/him orc {@creature commoner})", + "Runs the Eat, Sleep, Leave Bed & Breakfast. Laments what happened at last year's rally." + ] + }, + { + "name": "Dallas", + "source": "Ar1", + "entries": [ + "(she/her hobgoblin {@creature noble})", + "Current mayor of Rashkar. Worried about the undead riders hurting people in the rally." + ] + }, + { + "name": "Dindar", + "source": "Ar1", + "entries": [ + "(he/him {@creature deep gnome (svirfneblin)||svirfneblin})", + "A {@creature basilisk mount|Ar1} rancher. Takes great care with his flock around other people." + ] + }, + { + "name": "Giant Toad Mount", + "source": "Ar1", + "entries": [ + "Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00094.webp" + }, + "credit": "Nick De Spain", + "width": 969, + "height": 1197 + } + ] + }, + { + "name": "Hippogriff Mount", + "source": "Ar1", + "entries": [ + "Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.", + "Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts." + ] + }, + { + "name": "Large Awakened Tree", + "source": "Ar1", + "_copy": { + "name": "Awakened Tree", + "source": "MM" + } + }, + { + "name": "Lowtletti", + "source": "Ar1", + "entries": [ + "(she/her {@creature goblin})", + "A trinket trader. Loves to talk about her worldly travels with her {@creature giant toad mount|Ar1|giant frog mount}." + ] + }, + { + "name": "Nightmare Mount", + "source": "Ar1", + "entries": [ + "A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols.", + "The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00107.webp" + }, + "credit": "Nick De Spain", + "width": 1347, + "height": 1254 + } + ] + }, + { + "name": "Owlbear Mount", + "source": "Ar1", + "entries": [ + "The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it.", + "Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00112.webp" + }, + "credit": "Nick De Spain", + "width": 937, + "height": 1160 + } + ] + }, + { + "name": "Rosskar", + "source": "Ar1", + "entries": [ + "(he/him human {@creature knight})", + "A {@creature hippogriff mount|Ar1} breeder. Excited to talk to other hippogriff enthusiasts." + ] + }, + { + "name": "S.A.M. Shield Guardian", + "source": "Ar1", + "entries": [ + "The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.", + "S.A.M. is lawful neutral and has an Intelligence of {@ability int 20}, a Wisdom of {@ability wis 8} and a Charisma of {@ability cha 12}. It has a {@skillCheck arcana 8} bonus to Intelligence ({@skill Arcana}) checks. S.A.M. can speak and understand {@language Common} and {@language Draconic}, the language most closely related to the study of ancient magic.", + { + "type": "entries", + "name": "Motivation", + "page": 4, + "entries": [ + "S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.", + "This metallic body, fashioned like a {@creature shield guardian}, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.", + "S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00038.webp" + }, + "credit": "Faizal Fikri", + "width": 1228, + "height": 1589 + } + ] + }, + { + "name": "Tenn Drakes", + "source": "Ar1", + "entries": [ + "(she/her orc {@creature mummy})", + "Leader of the undead riders. Has been haunting riders since meeting her untimely end after last year's rally." + ] + }, + { + "name": "Titanic Mage", + "source": "Ar1", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00073.webp" + }, + "credit": "Ognjen Sporin", + "width": 956, + "height": 1187 + } + ] + }, + { + "name": "Uqaviel", + "source": "Ar1", + "entries": [ + "Uqaviel is a master of controlling the battlefield\u2014and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his {@i Chakram of the Firmament} and the most obvious ranged threat with his {@i Chakram of the Mantle}. Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn's Fury.", + "In his exile, Uqaviel has made only a few trusted allies out of other celestials spurned by the heavens. He refuses to ally himself with fiends or other dark forces. If he has not completed his ritual, Uqaviel escapes as quickly as possible (by teleporting or flying away) when a fight is not going in his favor. If his ritual is successfully completed, Uqaviel fights to the death unless his opponents convince him that it's not too late for him to surrender and be restored to his former glory." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00138.webp" + }, + "credit": "Nephelomancer", + "width": 1511, + "height": 1412 + } + ] + }, + { + "name": "Valdek Karuul", + "source": "Ar1", + "entries": [ + "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the {@i Ebon Crow} that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the {@i Ebon Crow}. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", + "As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.", + "Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00061.webp" + }, + "credit": "Ognjen Sporin", + "width": 1214, + "height": 1488 + } + ] + }, + { + "name": "Warhorse Mount", + "source": "Ar1", + "entries": [ + "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", + { + "type": "inset", + "name": "Find Steed Variant", + "entries": [ + "The spirit summoned by the {@spell find steed} spell can take the form of a {@creature warhorse mount|Ar1} over the standard {@creature warhorse}, allowing the caster to utilize this creature's new features." + ] + } + ] + } + ], + "table": [ + { + "name": "Rashkar NPCs", + "source": "Ar1", + "page": 29, + "colLabels": [ + "Character", + "Key Information" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "{@creature Dallas|Ar1} (she/her hobgoblin {@creature noble})", + "Current mayor of Rashkar. Worried about the undead riders hurting people in the rally." + ], + [ + "{@creature Buckton|Ar1} (she/her {@creature hobgoblin})", + "Head of the Rashkar Ranch. Proud of her horses, but having trouble with an ornery owlbear." + ], + [ + "{@creature Chu'Ratha|Ar1} (he/him orc {@creature commoner})", + "Runs the Eat, Sleep, Leave Bed & Breakfast. Laments what happened at last year's rally." + ], + [ + "{@creature Tenn Drakes|Ar1} (she/her orc {@creature mummy})", + "Leader of the undead riders. Has been haunting riders since meeting her untimely end after last year's rally." + ] + ] + }, + { + "name": "Rewards", + "source": "Ar1", + "page": 10, + "colLabels": [ + "Task", + "Reward" + ], + "colStyles": [ + "col-5 text-center", + "col-5 text-center" + ], + "rows": [ + [ + "Reporting Back", + "400 gp" + ], + [ + "Illumar's Journal", + "100 gp" + ], + [ + "Amulet", + "3000 gp" + ] + ] + }, + { + "name": "Taming Mounts", + "source": "Ar1", + "page": 28, + "colLabels": [ + "Distance from DC", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-8" + ], + "rows": [ + [ + "\u22125 or lower", + "The mount is hostile towards the rider and attacks. The DC on the next check to tame the mount increases by 2." + ], + [ + "\u22124 to \u22121", + "The mount attempts to fling the rider off its back. The rider must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. The DC on the next check to tame the mount increases by 1." + ], + [ + "0 (meets the DC)", + "The mount is temporarily trained for 8 hours. The rider must then attempt to tame the creature again." + ], + [ + "+1 to +4", + "The mount is temporarily trained for 24 hours. The rider must then attempt to tame the creature again." + ], + [ + "+5 or higher", + "The mount is permanently trained and loyal towards the rider." + ] + ] + }, + { + "name": "Titan Heart Features", + "source": "Ar1", + "page": 14, + "colLabels": [ + "Sorcerer Level", + "Feature" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "1{@sup st}", + "{@subclassFeature Ancient Knowledge|Sorcerer|PHB|Titan|Ar1|1|Ar1}, {@subclassFeature Titan Manifestation|Sorcerer|PHB|Titan|Ar1|1|Ar1}" + ], + [ + "6{@sup th}", + "{@subclassFeature Strength of Magic|Sorcerer|PHB|Titan|Ar1|6|Ar1}, {@subclassFeature Toughened Grace|Sorcerer|PHB|Titan|Ar1|6|Ar1}" + ], + [ + "14{@sup th}", + "{@subclassFeature Titan's Will|Sorcerer|PHB|Titan|Ar1|14|Ar1}" + ], + [ + "18{@sup th}", + "{@subclassFeature Ancient Colossus|Sorcerer|PHB|Titan|Ar1|18|Ar1}" + ] + ] + }, + { + "name": "Visiting NPCs", + "source": "Ar1", + "page": 30, + "colLabels": [ + "Character", + "Key Information" + ], + "colStyles": [ + "col-4 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "{@creature Lowtletti|Ar1} (she/her {@creature goblin})", + "A trinket trader. Loves to talk about her worldly travels with her {@creature giant toad mount|Ar1|giant frog mount}." + ], + [ + "{@creature Dindar|Ar1} (he/him {@creature deep gnome (svirfneblin)||svirfneblin})", + "A {@creature basilisk mount|Ar1} rancher. Takes great care with his flock around other people." + ], + [ + "{@creature Rosskar|Ar1} (he/him human {@creature knight})", + "A {@creature hippogriff mount|Ar1} breeder. Excited to talk to other hippogriff enthusiasts." + ] + ] + }, + { + "name": "Workshop Reaction Table", + "source": "Ar1", + "page": 5, + "colLabels": [ + "d6", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ "1", "{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\"" ], @@ -2109,6 +2879,22 @@ ] } ], + "action": [ + { + "name": "Vaulting Attack", + "source": "Ar1", + "page": 21, + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "entries": [ + "A rider can also use their bonus action to dismount spectacularly and perform a vaulting attack. The rider must make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The DC is equal to 10 + the mount's challenge rating. On a success, the next attack the rider makes before the end of their turn has advantage. Otherwise, the rider falls {@condition prone} in an unoccupied space adjacent to the mount and the rider's speed becomes 0 until the start of their next turn." + ] + } + ], "adventure": [ { "name": "The Workshop Watches", @@ -2178,7 +2964,9 @@ "href": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00008.webp" - } + }, + "width": 2555, + "height": 1857 }, { "type": "entries", @@ -3625,7 +4413,9 @@ ] } ] - } + }, + "width": 2960, + "height": 2240 }, { "type": "image", @@ -4592,7 +5382,9 @@ ] } ] - } + }, + "width": 4620, + "height": 3500 } ] }, @@ -4664,7 +5456,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00021.webp" }, - "credit": "Faizal Fikri" + "credit": "Faizal Fikri", + "width": 1429, + "height": 1427 } ] }, @@ -4720,7 +5514,9 @@ }, "title": "Entry 1", "credit": "Grace Cheung", - "altText": "Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow." + "altText": "Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow.", + "width": 823, + "height": 826 }, { "type": "image", @@ -4730,7 +5526,9 @@ }, "title": "Entry 2", "credit": "Grace Cheung", - "altText": "S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this." + "altText": "S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.", + "width": 926, + "height": 644 }, { "type": "image", @@ -4740,7 +5538,9 @@ }, "title": "Entry 3", "credit": "Grace Cheung", - "altText": "We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature." + "altText": "We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.", + "width": 848, + "height": 1070 } ] } @@ -4873,7 +5673,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00038.webp" }, - "credit": "Faizal Fikri" + "credit": "Faizal Fikri", + "width": 1228, + "height": 1589 } ] } @@ -4984,7 +5786,9 @@ "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/cover-full.webp" }, "title": "Arcadia Issue 1 Cover", - "credit": "Gustavo Pelissari" + "credit": "Gustavo Pelissari", + "width": 2550, + "height": 3300 }, { "type": "hr" @@ -5149,7 +5953,9 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00005.webp" }, - "title": "Arcadia Issue 19 Table of Contents" + "title": "Arcadia Issue 19 Table of Contents", + "width": 2559, + "height": 3310 } ] }, @@ -5203,7 +6009,9 @@ "href": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00008.webp" - } + }, + "width": 2555, + "height": 1857 }, "", "{@note See the adventure {@adventure The Workshop Watches|Ar1}.}" @@ -5219,7 +6027,9 @@ "href": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00048.webp" - } + }, + "width": 2554, + "height": 1578 }, { "type": "entries", @@ -5229,6 +6039,14 @@ "{@style Gabe Hicks|dnd-font;large}" ] }, + { + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Titan Heart Features", + "page": 14, + "style": "inset" + }, { "type": "statblock", "prop": "subclass", @@ -5292,14 +6110,26 @@ "name": "Valdek Karuul", "page": 17, "entries": [ - "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", + "Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the {@i Ebon Crow} that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the {@i Ebon Crow}. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived\u2014but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.", "As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.", "Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea.", { - "type": "list", - "items": [ - "{@creature Valdek Karuul|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Valdek Karuul", + "page": 18, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00061.webp" + }, + "credit": "Ognjen Sporin", + "width": 1214, + "height": 1488 } ] }, @@ -5311,10 +6141,22 @@ "Retainers first appeared in {@loader Strongholds & Followers|SaF} and can be acquired as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below is a retainer stat block for a titan blessed sorcerer NPC.", "The full rules for retainers are explained on pages 69-73 of {@loader Strongholds & Followers|SaF}.", { - "type": "list", - "items": [ - "{@creature Titanic Mage|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Titanic Mage", + "page": 19, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00073.webp" + }, + "credit": "Ognjen Sporin", + "width": 956, + "height": 1187 } ] } @@ -5326,23 +6168,20 @@ "page": 20, "entries": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/MC_Intro.webp" - }, - "maxWidthUnits": "px", - "maxHeightUnits": "px", - "maxWidth": 850, - "maxHeight": 850 + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style Willy Abeel|dnd-font;large}", + "{@i Astride her noble destrier, the knight in shining armor charges a looming giant.}", + "{@i The elven paladin emerges from a shadowy forest on her unicorn steed.}", + "{@i Copper, Standard-bearer of the Chain of Acheron, bounds across the rooftops of Capital on the back of Big Cat, his loyal feline mount.}" + ] }, - "{@color {@i Astride her noble destrier, the knight in shining armor charges a looming giant.}|a3543e}", - "{@color {@i The elven paladin emerges from a shadowy forest on her unicorn steed.}|a3543e}", - "{@color {@i Copper, Standard-bearer of the Chain of Acheron, bounds across the rooftops of Capital on the back of Big Cat, his loyal feline mount.}|a3543e}", "The image of the mounted hero is indelibly marked in our imagination. But the core rules of the world's greatest roleplaying game don't support this fantasy as well as they could. This article explores where the rules fall short, and presents alternative mounts that capture the excitement of riding a powerful beast.", "You'll also find a short encounter called \"Rally at Rashkar\" designed to get a feel for these new mounts.", { - "type": "entries", + "type": "section", "name": "Riding in Review", "page": 20, "entries": [ @@ -5350,12 +6189,12 @@ { "type": "list", "items": [ - "{@color A creature must be willing, at least one size category larger than the rider, and have the proper anatomy to serve as a mount.|a3543e}", - "{@color A trained mount acts during the rider's turn, and an independent mount acts on their own initiative.|a3543e}", - "{@color Mounting and dismounting a creature costs the rider half their movement speed.|a3543e}", - "{@color A trained mount can move and take the Dash, Disengage, or Dodge action on their turn.|a3543e}", - "{@color If an effect moves the mount against the mount's will, or the rider is knocked {@condition prone} while mounted, the rider must succeed on a DC 10 Dexterity saving throw or fall off the mount.|a3543e}", - "{@color If the mount provokes an opportunity attack, the attacker can target the mount or the rider.|a3543e}" + "A creature must be willing, at least one size category larger than the rider, and have the proper anatomy to serve as a mount.", + "A trained mount acts during the rider's turn, and an independent mount acts on their own initiative.", + "Mounting and dismounting a creature costs the rider half their movement speed.", + "A trained mount can move and take the {@action Dash}, {@action Disengage}, or {@action Dodge} action on their turn.", + "If an effect moves the mount against the mount's will, or the rider is knocked {@condition prone} while mounted, the rider must succeed on a {@dc 10} Dexterity saving throw or fall off the mount.", + "If the mount provokes an {@action opportunity attack}, the attacker can target the mount or the rider." ] }, "The rules focus on the mount's movement. A creature's unique actions and traits don't arise while being ridden. With these rules, the main advantage of having a mount is to increase movement speed or gain an alternate movement type like flight. Opportunities to set up powerful maneuvers between mount and rider are rare. Creature stat blocks are also static; mounts acquired at lower levels become liabilities as the character advances and the mount does not.", @@ -5363,11 +6202,11 @@ ] }, { - "type": "entries", + "type": "section", "name": "New Mount Options", "page": 21, "entries": [ - "The following trained mounts\u2014the basilisk, giant toad, hippogriff, nightmare, owlbear, and the valiant warhorse\u2014synergize with their riders, granting unique abilities and movement options. These creatures adapt to working with a rider, and grow into dependable allies. While each mount presented has a stat block as part of the core game, the expanded stat blocks in this article add traits and actions that make these creatures into worthy adventuring companions.", + "The following trained mounts\u2014the {@creature basilisk mount|Ar1|basilisk}, {@creature giant toad mount|Ar1|giant toad}, {@creature hippogriff mount|Ar1|hippogriff}, {@creature nightmare mount|Ar1|nightmare}, {@creature owlbear mount|Ar1|owlbear}, and the valiant {@creature warhorse mount|Ar1|warhorse}\u2014 synergize with their riders, granting unique abilities and movement options. These creatures adapt to working with a rider, and grow into dependable allies. While each mount presented has a stat block as part of the core game, the expanded stat blocks in this article add traits and actions that make these creatures into worthy adventuring companions.", { "type": "entries", "name": "Working with a Rider", @@ -5375,14 +6214,14 @@ "Creatures with the Mounted trait have several adjustments to the standard mounted combat rules, including references to the rider, a creature designated by the mount that has ridden the mount within the last 10 days.", "The experience of working with a rider empowers a mount. Each mount gains a number of temporary hit points based on their rider's character level or challenge rating after every long rest, representing the rider's ability to keep the creature out of harm's way.", "The mount must use the rider's proficiency bonus (PB) in place of its own proficiency bonus, so a less skilled rider might impair the mount's own ability to act and defend themselves. The rider's proficiency bonus is applied to the mount's AC, ability checks, attack rolls, saving throws, and the DC to resist effects of the mount's actions as listed in its stat block.", - "In combat, the trained mount shares the rider's turn. The mount can move and take the Dash, Disengage, or Dodge action on their own, or they wait for the command of their rider. While mounted, the rider can also use a bonus action to command the mount to take one of the actions in the mount's stat block. The rider and mount work in tandem, and can take their respective actions in any order during the turn.", + "In combat, the trained mount shares the rider's turn. The mount can move and take the {@action Dash}, {@action Disengage}, or {@action Dodge} action on their own, or they wait for the command of their rider. While mounted, the rider can also use a bonus action to command the mount to take one of the actions in the mount's stat block. The rider and mount work in tandem, and can take their respective actions in any order during the turn.", "For example, the undead rider Tenn starts her turn by instructing her mount, Nash the nightmare, to move to her next foe. Tenn then uses her bonus action to have Nash attack the adversary with his flaming stomp, which uses the nightmare's action. Afterwards, Tenn uses her action to attack an enemy with her rotting whip.", { - "type": "entries", + "type": "statblock", + "tag": "action", + "source": "Ar1", "name": "Vaulting Attack", - "entries": [ - "A rider can also use their bonus action to dismount spectacularly and perform a vaulting attack. The rider must make a Strength (Athletics) or Dexterity (Acrobatics) check. The DC is equal to 10 + the mount's challenge rating. On a success, the next attack the rider makes before the end of their turn has advantage. Otherwise, the rider falls {@condition prone} in an unoccupied space adjacent to the mount and the rider's speed becomes 0 until the start of their next turn." - ] + "page": 21 } ] }, @@ -5390,150 +6229,168 @@ "type": "inset", "name": "Trained Mounts without Riders", "entries": [ - "The GM decides how a trained mount without a rider acts. As a guideline, a trained mount takes the Dodge action if it receives no command from its rider while the rider is present. However, if the rider is {@condition incapacitated} or absent, the mount acts on its own under the control of the GM. Without a rider to command them in combat, most mounts focus on running away or defending themselves." + "The GM decides how a trained mount without a rider acts. As a guideline, a trained mount takes the {@action Dodge} action if it receives no command from its rider while the rider is present. However, if the rider is {@condition incapacitated} or absent, the mount acts on its own under the control of the GM. Without a rider to command them in combat, most mounts focus on running away or defending themselves." ] } ] }, { - "type": "entries", + "type": "section", "name": "Basilisk", "page": 22, "entries": [ "Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys.", { - "type": "list", - "items": [ - "{@creature Basilisk Mount|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Basilisk Mount", + "page": 22, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00089.webp" + }, + "credit": "Nick De Spain", + "width": 931, + "height": 1192 } ] }, { - "type": "entries", + "type": "section", "name": "Giant Toad", "page": 23, "entries": [ "Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise.", { - "type": "list", - "items": [ - "{@creature Giant Toad Mount|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Giant Toad Mount", + "page": 23, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00094.webp" + }, + "credit": "Nick De Spain", + "width": 969, + "height": 1197 } ] }, { - "type": "entries", + "type": "section", "name": "Hippogriff", "page": 24, "entries": [ "Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.", "Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts.", { - "type": "list", - "items": [ - "{@creature Hippogriff Mount|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Hippogriff Mount", + "page": 24, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Nightmare", "page": 25, "entries": [ - "A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. ", + "A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols.", "The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane.", { - "type": "list", - "items": [ - "{@creature Nightmare Mount|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Nightmare Mount", + "page": 25, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00107.webp" + }, + "credit": "Nick De Spain", + "width": 1347, + "height": 1254 } ] }, { - "type": "entries", + "type": "section", "name": "Owlbear", "page": 26, "entries": [ - "The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. ", + "The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it.", "Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties.", { - "type": "list", - "items": [ - "{@creature Owlbear Mount|Ar1}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Owlbear Mount", + "page": 26, + "style": "inset" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00112.webp" + }, + "credit": "Nick De Spain", + "width": 937, + "height": 1160 } ] }, { - "type": "entries", - "name": "Warhorse", - "page": 27, - "entries": [ - "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", - { - "type": "inset", - "name": "Find Steed Variant", - "entries": [ - "The spirit summoned by the find steed spell can take the form of a {@creature warhorse mount (variant; find steed)|Ar1|warhorse mount} over the standard warhorse, allowing the caster to utilize this creature's new features." - ] - }, + "type": "section", + "name": "Warhorse", + "page": 27, + "entries": [ + "Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.", { - "type": "list", - "items": [ - "{@creature warhorse mount (variant; find steed)|Ar1|Warhorse Mount}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Warhorse Mount", + "page": 27, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Mounted Creature Taming", "page": 28, "entries": [ - "Most mounts sold by breeders and merchants are trained and ready to ride, but making friends with a mount and training it yourself can be a big part of the fun. Wild creatures must first be tamed by an aspiring rider to become a trained mount. ", - "In order to tame a mount, a rider must succeed on a Wisdom (Animal Handling) check with a DC equal to 13 + the creature's challenge rating. The \"Taming Mounts\" table below features a scale of consequences based on the result of the rider's Wisdom (Animal Handling) check. At the GM's discretion, a rider who feeds and cares for the animal has advantage on this check.", + "Most mounts sold by breeders and merchants are trained and ready to ride, but making friends with a mount and training it yourself can be a big part of the fun. Wild creatures must first be tamed by an aspiring rider to become a trained mount.", + "In order to tame a mount, a rider must succeed on a Wisdom ({@skill Animal Handling}) check with a DC equal to 13 + the creature's challenge rating. The \"Taming Mounts\" table below features a scale of consequences based on the result of the rider's Wisdom ({@skill Animal Handling}) check. At the GM's discretion, a rider who feeds and cares for the animal has advantage on this check.", { - "type": "table", - "caption": "Taming Mounts", - "colLabels": [ - "Distance from DC", - "Result" - ], - "colStyles": [ - "col-2 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "-5 or lower", - "The mount is hostile towards the rider and attacks. The DC on the next check to tame the mount increases by 2." - ], - [ - "-4 to -1", - "The mount attempts to fling the rider off its back. The rider must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}. The DC on the next check to tame the mount increases by 1." - ], - [ - "0 (meets the DC)", - "The mount is temporarily trained for 8 hours. The rider must then attempt to tame the creature again." - ], - [ - "+1 to +4", - "The mount is temporarily trained for 24 hours. The rider must then attempt to tame the creature again." - ], - [ - "+5 or higher", - "The mount is permanently trained and loyal towards the rider." - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Taming Mounts", + "page": 28 } ] }, { - "type": "entries", + "type": "section", "name": "Rally at Rashkar", "page": 28, "entries": [ @@ -5542,12 +6399,14 @@ { "type": "entries", "name": "Rashkar", + "page": 28, "entries": [ "Rashkar is a small, remote settlement known as the Diamond of the Desert. The hamlet is a crucial stop for travelers crossing the desert, the lone sliver of civilization for miles. Its red stone buildings rise no higher than one story, but the dark dirt roads running through Rashkar are notably cooler than the sands surrounding them.", "The residents of Rashkar are few, and their businesses cater to travelers and promote the annual riding event. Folks come from distant towns to trade, connect with other riders, gamble, and take part in the Rashkar Rally.", { "type": "entries", "name": "Population", + "page": 28, "entries": [ "Seventy people live in Rashkar, primarily orcs and hobgoblins. Rashkarians are cool-headed in conversation (if a little blunt) and don't take kindly to deception." ] @@ -5555,56 +6414,37 @@ { "type": "entries", "name": "Arriving in Rashkar", + "page": 28, "entries": [ - "The characters see Dallas tending an injured hobgoblin named Buckton and her horse on the outskirts of town. Right before they arrived, Buckton was attacked by a group of undead riders led by a mummy ruffian on a flaming horse.", - "Dallas tells the characters that this gang harasses anyone riding near town. She presumes they're entangled with Rashkar's annual rally happening tomorrow, but she's unsure of how to handle it. Everyone's safety is her top priority, and she plans to cancel the rally if she has to.", - "If the characters offer to help, Dallas eagerly covers their expenses at the Eat, Sleep, Leave Bed & Breakfast. She also promises to pay the characters 100 gp each if they can stop the undead rider threat." + "The characters see {@creature Dallas|Ar1} tending an injured hobgoblin named {@creature Buckton|Ar1} and her horse on the outskirts of town. Right before they arrived, {@creature Buckton|Ar1} was attacked by a group of undead riders led by a mummy ruffian on a flaming horse.", + "{@creature Dallas|Ar1} tells the characters that this gang harasses anyone riding near town. She presumes they're entangled with Rashkar's annual rally happening tomorrow, but she's unsure of how to handle it. Everyone's safety is her top priority, and she plans to cancel the rally if she has to.", + "If the characters offer to help, {@creature Dallas|Ar1} eagerly covers their expenses at the Eat, Sleep, Leave Bed & Breakfast. She also promises to pay the characters 100 gp each if they can stop the undead rider threat." ] }, { "type": "entries", "name": "Eat, Sleep, Leave Bed & Breakfast", + "page": 28, "entries": [ - "This small, tidy inn is hosting the visitors who prefer the quiet atmosphere over the ruckus at the campsite in the center of Rashkar. Chu'Ratha is visibly troubled by worries about tomorrow's rally, but dutifully tends to the characters' needs. If given the opportunity, he recalls the tragedy that took place at last year's rally." + "This small, tidy inn is hosting the visitors who prefer the quiet atmosphere over the ruckus at the campsite in the center of Rashkar. {@creature {@creature Chu'Ratha|Ar1}|Ar1} is visibly troubled by worries about tomorrow's rally, but dutifully tends to the characters' needs. If given the opportunity, he recalls the tragedy that took place at last year's rally." ] }, { - "type": "table", - "caption": "Rashkar NPCs", - "colLabels": [ - "Character", - "Key Information" - ], - "colStyles": [ - "col-4 text-center", - "col-7 text-left" - ], - "rows": [ - [ - "Dallas (she/ her hobgoblin {@creature noble})", - "Current mayor of Rashkar. Worried about the undead riders hurting people in the rally." - ], - [ - "Buckton (she/ her {@creature hobgoblin})", - "Head of the Rashkar Ranch. Proud of her horses, but having trouble with an ornery owlbear." - ], - [ - "Chu'Ratha (he/him orc {@creature commoner})", - "Runs the Eat, Sleep, Leave Bed & Breakfast. Laments what happened at last year's rally." - ], - [ - "Tenn Drakes (she/her orc {@creature mummy})", - "Leader of the undead riders. Has been haunting riders since meeting her untimely end after last year's rally." - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Rashkar NPCs", + "page": 29 }, { "type": "entries", - "name": "The curse of Nash and Tenn", + "name": "The Curse of Nash and Tenn", + "page": 29, "entries": [ - "Read or paraphrase the following boxed text (or play {@link this audio clip with music|https://drive.google.com/file/d/1b88guFUIbXWfhtUIrpftJTCggpalWvQc/view} or {@link without music|https://drive.google.com/file/d/1Zp-LpRaos2WM6HlxChT5BLiyP_2Lcibn/view}) when Chu'Ratha tells the characters about the tragedy:", + "Read or paraphrase the following boxed text (or play {@link this audio clip with music|https://github.com/TheGiddyLimit/homebrew-img/raw/refs/heads/main/audio/Ar1/ChuRathasLament.mp3} or {@link without music|https://github.com/TheGiddyLimit/homebrew-img/raw/refs/heads/main/audio/Ar1/ChuRathasLament-NOMUSIC.mp3}) when {@creature Chu'Ratha|Ar1} tells the characters about the tragedy:", { "type": "insetReadaloud", + "page": 29, "entries": [ "\"I know why the dead come,\" Chu'Ratha says, his voice like low thunder. \"And only for the rally. Tenn. Nash. It's their curse. No one was faster. Nothing could beat them. Except...except death. Then the corsairs came...was it only last year? And they bet so much. They bet everything on their horse and rider.", "\"The corsairs never knew fear or defeat. Tenn and Nash taught them the meaning of both, heh. It wasn't even close.", @@ -5614,59 +6454,43 @@ "\"I see it in your face. You're wondering...did I love her? I would have.\"" ] }, - "If pressed for more details about Tenn and Nash, Chu'Ratha provides the following information:", + "If pressed for more details about {@creature Tenn Drakes|Ar1|Tenn} and Nash, {@creature Chu'Ratha|Ar1} provides the following information:", { "type": "list", + "page": 29, "items": [ - "{@color Tenn Drakes was Rashkar's previous mayor. She was a bombastic orc beast trader who made a lot of friends and more enemies.|a3543e}", - "{@color Tenn's faithful companion was a massive warhorse named Nash. Nash was the fastest ride in the desert.|a3543e}", - "{@color Tenn loved the Rashkar rallies and was the reigning champion until the tragedy.|a3543e}" + "{@creature Tenn Drakes|Ar1} was Rashkar's previous mayor. She was a bombastic orc beast trader who made a lot of friends and more enemies.", + "Tenn's faithful companion was a massive warhorse named Nash. Nash was the fastest ride in the desert.", + "Tenn loved the Rashkar rallies and was the reigning champion until the tragedy." ] }, - "Chu'Ratha is quietly relieved if the characters are still willing to help out Rashkar. He offers to talk to Buckton about letting the characters keep any horses they rent from the ranch if they're able to put Tenn's soul to rest without violently destroying her." + "{@creature Chu'Ratha|Ar1} is quietly relieved if the characters are still willing to help out Rashkar. He offers to talk to {@creature Buckton|Ar1} about letting the characters keep any horses they rent from the ranch if they're able to put Tenn's soul to rest without violently destroying her." ] }, { "type": "entries", "name": "Rashkar Center", + "page": 29, "entries": [ "The village center is converted into a lively camp with a wide assortment of visiting people and mounts preparing for the rally. Any goods or services that can't be found in Rashkar proper may appear here, with a steep markup.", "The characters can learn about the rally and barter for supplies and mounts if any of them wish to enter. Any of the visitors can explain the rules of the rally (found below in \"The Rally\" section) in addition to these tips:", { "type": "list", + "page": 29, "items": [ - "{@color Keep your sights on the banner. The rally is less about beating the competition than outlasting it.|a3543e}", - "{@color Aim left when they move right. It's important to think ahead of the current situation. Dashing towards the banner immediately might not be as successful as waiting for the banner to be dropped midway across the field.|a3543e}", - "{@color It gets violent. Riders are going to do everything they can to take the banner away from the current holder. It used to get deadly in previous years, and some new rules have been put in place, but this rally will still be rough.|a3543e}" + "{@b Keep your sights on the banner.} The rally is less about beating the competition than outlasting it.", + "{@b Aim left when they move right.} It's important to think ahead of the current situation. Dashing towards the banner immediately might not be as successful as waiting for the banner to be dropped midway across the field.", + "{@b It gets violent.} Riders are going to do everything they can to take the banner away from the current holder. It used to get deadly in previous years, and some new rules have been put in place, but this rally will still be rough." ] }, { - "type": "table", - "caption": "Visiting NPCs", - "colLabels": [ - "Character", - "Key Information" - ], - "colStyles": [ - "col-4 text-center", - "col-7 text-left" - ], - "rows": [ - [ - "Lowtletti (she/her {@creature goblin})", - "A trinket trader. Loves to talk about her worldly travels with her giant frog mount." - ], - [ - "Dindar (he/him {@creature deep gnome (svirfneblin)||svirfneblin})", - "A {@creature basilisk mount|Ar1} rancher. Takes great care with his flock around other people." - ], - [ - "Rosskar (he/him human {@creature knight})", - "A {@creature hippogriff mount|Ar1} breeder. Excited to talk to other hippogriff enthusiasts." - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar1", + "name": "Visiting NPCs", + "page": 30 }, - "If a character is looking to borrow or purchase mounts from Dindar or Rosskar, they must succeed on a DC 15 Charisma (Persuasion) check. They can make the check with advantage if they appeal to the visitors' interests." + "If a character is looking to borrow or purchase mounts from {@creature Dindar|Ar1} or {@creature Rosskar|Ar1}, they must succeed on a {@dc 15} Charisma ({@skill Persuasion}) check. They can make the check with advantage if they appeal to the visitors' interests." ] } ] @@ -5674,73 +6498,126 @@ { "type": "entries", "name": "Rashkar Ranch", + "page": 30, "entries": [ - "Buckton shows the characters around her dusty but organized ranch, where she has over a dozen {@creature warhorse mount (variant; find steed)|Ar1|warhorse mounts} available for rent or purchase. Renting a warhorse mount, including tack, costs 40 gp per day, and they can be purchased outright for 400 gp (though the characters may also be allowed to keep their mounts as a reward, as described in \"Aftermath,\" below).", - "Buckton also has a rowdy {@creature owlbear mount|Ar1} in the back stable that she hasn't been able to tame yet. She's willing to give the owlbear away to whomever succeeds at taming the monstrosity, as long as she isn't blamed for any injuries they incur while doing so." + "{@creature Buckton|Ar1} shows the characters around her dusty but organized ranch, where she has over a dozen {@creature warhorse mount|Ar1|warhorse mounts} available for rent or purchase. Renting a {@creature warhorse mount|Ar1}, including tack, costs 40 gp per day, and they can be {@item warhorse|XPHB|purchased outright for 400 gp} (though the characters may also be allowed to keep their mounts as a reward, as described in \"Aftermath,\" below).", + "{@creature Buckton|Ar1} also has a rowdy {@creature owlbear mount|Ar1} in the back stable that she hasn't been able to tame yet. She's willing to give the owlbear away to whomever succeeds at taming the monstrosity, as long as she isn't blamed for any injuries they incur while doing so." ] }, { "type": "entries", "name": "Outskirts", + "page": 30, "entries": [ - "Outskirts The visitors are wary of practicing for the rally in the dusty and cool outer reaches of Rashkar. Whenever a rider and mount moves within the outskirts of the village or on the rally field, the undead riders materialize 40 feet away and attack.", - "The undead riders consist of three {@creature skeleton||skeletons} atop ghostly {@creature warhorse mount (variant; find steed)|Ar1|warhorse mounts}, and Tenn, an undead orc riding a {@creature nightmare mount|Ar1}. They fight relentlessly until all their foes are dismounted, or until the characters challenge Tenn to compete in the rally (see below).", - "Tenn carries a long whip, and wears chaps and a decomposing leather stetson. She uses the {@creature mummy} statblock with the following changes:", + "The visitors are wary of practicing for the rally in the dusty and cool outer reaches of Rashkar. Whenever a rider and mount moves within the outskirts of the village or on the rally field, the undead riders materialize 40 feet away and attack.", + "The undead riders consist of three {@creature skeleton||skeletons} atop ghostly {@creature warhorse mount|Ar1|warhorse mounts}, and {@creature Tenn Drakes|Ar1|Tenn}, an undead orc riding a {@creature nightmare mount|Ar1}. They fight relentlessly until all their foes are dismounted, or until the characters challenge {@creature Tenn Drakes|Ar1|Tenn} to compete in the rally (see below).", + "{@creature Tenn Drakes|Ar1|Tenn} carries a long whip, and wears chaps and a decomposing leather stetson. She uses the {@creature mummy} statblock with the following changes:", { "type": "list", + "page": 30, "items": [ - "{@color Tenn's Wisdom score is 16 (+3)|a3543e}", - "{@color Tenn's Rotting Fist action has been replaced by the following action, which she can use in place of Rotting Fist if she takes the Multiattack action:|a3543e}" + "Tenn's Wisdom score is {@ability wis 16}", + { + "type": "entries", + "entries": [ + "Tenn's Rotting Fist action has been replaced by the following action, which she can use in place of Rotting Fist if she takes the Multiattack action:", + { + "name": "Rotting Whip", + "type": "entries", + "page": 30, + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." + ] + } + ] + } ] }, - { - "name": "Rotting Whip", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic." - ], - "type": "entries" - }, - "The characters can attempt to negotiate with Tenn during combat. If they challenge her to compete in this year's rally, her demeanor changes: her posture straightens, and a fire ignites within her sunken eye sockets." + "The characters can attempt to negotiate with {@creature Tenn Drakes|Ar1|Tenn} during combat. If they challenge her to compete in this year's rally, her demeanor changes: her posture straightens, and a fire ignites within her sunken eye sockets.", + "In a low, raspy tone, she tells the characters, \"See you out on the field,\" and tips her decaying hat at them. The undead riders abruptly vanish." ] }, { "type": "entries", "name": "The Rally", + "page": 30, "entries": [ "The field is a 60-foot-by-120-foot stretch of dark dirt. At the far end is a tattered 10-foot-tall banner depicting a purple worm. The undead riders normally descend upon any riders in this area, as detailed in the \"Outskirts\" section above.", "If the undead riders do not interfere, all participants start lined up at one end of the field. The goal of the rally is to grab the banner and hold it up for 30 consecutive seconds while mounted.", - "If a participant holding the banner is knocked {@condition prone}, {@condition stunned}, or suddenly displaced from their mount, they must succeed on a DC 15 Strength saving throw or drop the banner.", + "If a participant holding the banner is knocked {@condition prone}, {@condition stunned}, or suddenly displaced from their mount, they must succeed on a {@dc 15} Strength saving throw or drop the banner.", "Rashkar rallies encourage conflict and strategic targeting in order to secure victory. A few rules were instituted this year to minimize casualties and maximize excitement:", { "type": "list", "style": "list-decimal", + "page": 30, "items": [ - "{@color Willingly leaving the field is a disqualification. If you are forced out of bounds, you must return to the field as soon as possible.|a3543e}", - "{@color Flight is limited to 5 feet above the ground. Jumping higher than 5 feet is allowed, but you must land before too long.|a3543e}", - "{@color No teleporting or shifting into another plane of existence.|a3543e}", - "{@color Murdering or attacking with intent to kill is a disqualification and earns a ban from all future rallies.|a3543e}" + "Willingly leaving the field is a disqualification. If you are forced out of bounds, you must return to the field as soon as possible.", + "Flight is limited to 5 feet above the ground. Jumping higher than 5 feet is allowed, but you must land before too long.", + "No teleporting or shifting into another plane of existence.", + "Murdering or attacking with intent to kill is a disqualification and earns a ban from all future rallies." ] }, - "If the characters challenged Tenn to compete, she arrives with a thunderous boom at the start of the second round, mounted on Nash at the center of the field. They attack aggressively, but follow the rules of the game as Tenn tries to claim the banner.", - "If Tenn herself hoists the banner, the rest of the undead riders (see the \"Outskirts\" section, above) appear. They ruthlessly attack anyone on the field (including Tenn and Nash) until the rally is over, and then vanish once more. If Tenn is destroyed before the end of the rally, the hellish flames erupt from the ground, causing the entire field to burn in a fire that lasts for one week and cannot be extinguished by any means. Nash's cries echo throughout Rashkar while the field burns. The first time a creature enters the fire on a turn or starts its turn there, it takes 5 ({@damage 1d10}) fire damage.", - "If Tenn survives, the fire in her eyes burns bright white and her posture relaxes. She returns the banner to its starting position if she won, or she approaches the winner to shake their hand. If Chu'Ratha is nearby, they share a long, wordless stare before she tosses her hat over to him. Tenn then rides off on Nash into the Ethereal Plane." + "If the characters challenged {@creature Tenn Drakes|Ar1|Tenn} to compete, she arrives with a thunderous boom at the start of the second round, mounted on Nash at the center of the field. They attack aggressively, but follow the rules of the game as {@creature Tenn Drakes|Ar1|Tenn} tries to claim the banner.", + "If {@creature Tenn Drakes|Ar1|Tenn} herself hoists the banner, the rest of the undead riders (see the \"Outskirts\" section, above) appear. They ruthlessly attack anyone on the field (including {@creature Tenn Drakes|Ar1|Tenn} and Nash) until the rally is over, and then vanish once more. If {@creature Tenn Drakes|Ar1|Tenn} is destroyed before the end of the rally, the hellish flames erupt from the ground, causing the entire field to burn in a fire that lasts for one week and cannot be extinguished by any means. Nash's cries echo throughout Rashkar while the field burns. The first time a creature enters the fire on a turn or starts its turn there, it takes 5 ({@damage 1d10}) fire damage.", + "If {@creature Tenn Drakes|Ar1|Tenn} survives, the fire in her eyes burns bright white and her posture relaxes. She returns the banner to its starting position if she won, or she approaches the winner to shake their hand. If {@creature Chu'Ratha|Ar1} is nearby, they share a long, wordless stare before she tosses her hat over to him. {@creature Tenn Drakes|Ar1|Tenn} then rides off on Nash into the Ethereal Plane." ] }, { "type": "entries", "name": "Aftermath", + "page": 31, "entries": [ - "The rally garners a big crowd of Rashkarians and visitors hanging on every moment of the event. If the rally stays under control, Dallas holds a ceremony for the winner on the field, surrounded by cheering fans. If the undead riders appear, most of the crowd flees. The winner will have to visit Dallas in the center of Rashkar if they want their rewards.", + "The rally garners a big crowd of Rashkarians and visitors hanging on every moment of the event. If the rally stays under control, {@creature Dallas|Ar1} holds a ceremony for the winner on the field, surrounded by cheering fans. If the undead riders appear, most of the crowd flees. The winner will have to visit {@creature Dallas|Ar1} in the center of Rashkar if they want their rewards.", "The prizes for winning the rally are:", { "type": "list", + "page": 31, "items": [ - "{@color Two barrels of Rashkar sweet wine worth 20 gp each.|a3543e}", - "{@color A saddle embroidered with a purple worm carapace, adorned with ivory thorns and red and green ruffled drapes. This {@item saddle of Rashkar|Ar1} is a common magic item. While the saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves.|a3543e}", - "{@color A set of {@item horseshoes of speed}.|a3543e}" + "Two barrels of Rashkar sweet wine worth 20 gp each.", + "A saddle embroidered with a purple worm carapace, adorned with ivory thorns and red and green ruffled drapes. This {@item saddle of Rashkar|Ar1} is a common magic item. While the saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves.", + "A set of {@item horseshoes of speed}." + ] + }, + "If Tenn survives the rally, {@creature Chu'Ratha|Ar1} and {@creature Buckton|Ar1} also gift the characters with any horses that they rented from Buckton's stable." + ] + } + ] + }, + { + "type": "section", + "page": 31, + "entries": [ + { + "type": "list", + "style": "list-hang", + "page": 31, + "items": [ + { + "type": "item", + "name": "Music Credit:", + "entries": [ + "", + "Thunderbird Kevin MacLeod", + "({@link incompetech.com})" + ] + }, + { + "type": "item", + "name": "Voice Credit:", + "entries": [ + "", + "Willy Abeel" ] }, - "If Tenn survives the rally, Chu'Ratha and Buckton also gift the characters with any horses that they rented from Buckton's stable." + { + "type": "item", + "name": "Licensed under Creative Commons:", + "entries": [ + "", + "By Attribution 3.0 License", + "{@link http://creativecommons.org/licenses/by/3.0/}" + ] + } ] } ] @@ -5756,14 +6633,24 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Intro.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00132.webp" + }, + "width": 2555, + "height": 916 }, - "{@color {@i They call him \"traitor.\" Heretic. Apostate. {@color Recreant.|cb672d}}|942821}", - "{@color {@i But before that, they called him the Shard of Dawn.}|942821}", - "{@color {@i Uqaviel is a cunning celestial villain, fallen from the planes of light. Betrayed by a fellow archangel, he was cast out, deemed the great apostate of the heavens, and bound to the Material Plane for sins he did not commit. This article delves into Uqaviel's history and multiple ways to run him as an effective villain, from facing the angel that betrayed him to witnessing how he severed the bonds between the Material Plane and the great celestial realms.}|942821}", { "type": "entries", + "page": 32, + "style": "text-center", + "entries": [ + "{@style Sadie Lowry|dnd-font;large}", + "{@i They call him \"traitor.\" Heretic. Apostate. {@color Recreant.|--rgb-name}}", + "{@i But before that, they called him the Shard of Dawn.}", + "{@i Uqaviel is a cunning celestial villain, fallen from the planes of light. Betrayed by a fellow archangel, he was cast out, deemed the great apostate of the heavens, and bound to the Material Plane for sins he did not commit. This article delves into Uqaviel's history and multiple ways to run him as an effective villain, from facing the angel that betrayed him to witnessing how he severed the bonds between the Material Plane and the great celestial realms.}" + ] + }, + { + "type": "section", "name": "Shard of Dawn", "page": 32, "entries": [ @@ -5773,11 +6660,11 @@ ] }, { - "type": "entries", + "type": "section", "name": "Betrayal and Fall", "page": 32, "entries": [ - "After what seemed an eternity of service, Uqaviel was betrayed by Anahita, an archangel of the brightest daylight. Known as the Sentinel Apricate, Anahita ensured the brightness and everfire of the sun, stoking the blaze under direction of her god. Before this great betrayal, she was the constancy of the noonday sun\u2014all that it feeds and nurtures, and the brightest blaze it brings to heat the worlds of the Material Plane. But the highest daylight passes overhead so quickly. She was the brightest, and it was not enough.", + "After what seemed an eternity of service, Uqaviel was betrayed by Anahita, an archangel of the brightest daylight. Known as the Sentinel Apricate, Anahita ensured the brightness and everfire of the sun, stoking the blaze under direction of her god. Before this great betrayal, she was the constancy of the noonday sun\u2014all that it feeds and nurtures, and the brightest blaze it brings to heat the worlds of the Material Plane. But the highest daylight passes overhead so quickly. She was the brightest, and it was not {@i enough.}", "Anahita, lured by promises of greater power and prestige, collaborated with devils who promised her all that Uqaviel had and more\u2014the fires of his dawn, the light of stars in the darkness. If she would open the door for their assault, she would be so much more than the Sentinel Apricate. She would be poised to command the sun in its evercycle through dawn, day, and night. Sun, stars, and dawning fire\u2014all hers.", "Her betrayal left several solars and more planetars dead after a consuming assault on a holy building. She wielded the dawnfire\u2014a stunning celestial blaze that left the cathedral in ashes. Uqaviel, known for his love of the dawnfire and framed for the sin, was left to take the blame for the slaughter. His protestations of innocence were ignored by his once-friends; with archdevil magic empowering each twisting word, Anahita spoke truth to the host's holy ears, and Uqaviel could not escape judgment.", "For this crime, Uqaviel was cast out and bound to the Material Plane, damned to repent for his actions for millions of millennia\u2014the combined lifetimes of all the fallen celestials. Uqaviel knows Anahita is responsible for his downfall, but he has never found proof.", @@ -5785,7 +6672,7 @@ ] }, { - "type": "entries", + "type": "section", "name": "A Recreant Born", "page": 33, "entries": [ @@ -5794,14 +6681,34 @@ { "type": "entries", "name": "Story", + "page": 33, "entries": [ "Uqaviel can be integrated into a campaign a number of ways\u2014a long-term villain, a mysterious world-severer, a weakened ally. Below are several options, though two powerful celestials could influence a story in any number of ways.", { "type": "list", + "page": 33, "items": [ - "{@color {@b Burgeoning Villainy.} The characters first encounter Uqaviel upon the broken steps of a desecrated temple; he has just been cast out and is weakened. He asks the party to aid him, claiming that an archdevil tore him from the heavens. They heal him, find him reagents for his rituals, and trust him. Over time, as the characters begin to sense the fury brewing inside of him and feel a darkness surrounding the rituals, they realize he is not what he appears\u2014but do they confront him before celestial blood stains his hands?|942821}", - "{@color {@b Anahita's Lies.} Anahita approaches the characters after they gain renown and tells them that a dangerous fallen archangel threatens the world in his fury. Calling them her holy warriors, she rewards them lavishly for helping her hunt down the traitor. Showered in treasures, statues, and the praise of the heavens, the characters must be observant as they prepare to face the Shard of Dawn, lest they unknowingly carry out Anahita's final treachery.|942821}", - "{@color {@b Cracks in the World.} Neither archangel approaches the characters\u2014instead, the party is on the hunt for Uqaviel before they ever learn his name. They are approached by an arcane researcher who tells them the world grows out of balance, with minor flickers of planar disarray (see \"A Severed World,\" below) rearing to life. Something monumental echoes into the world, they whisper. As the characters chase the wild flares of power, they hear the name \"Recreant\" irreverently pass the lips of those who fear Uqaviel's growing power. While Uquaviel is already dragging his claws through the world, the characters face a desperate race to learn his plans and stop them from unfolding.|942821}" + { + "type": "item", + "name": "Burgeoning Villainy", + "entries": [ + "The characters first encounter Uqaviel upon the broken steps of a desecrated temple; he has just been cast out and is weakened. He asks the party to aid him, claiming that an archdevil tore him from the heavens. They heal him, find him reagents for his rituals, and trust him. Over time, as the characters begin to sense the fury brewing inside of him and feel a darkness surrounding the rituals, they realize he is not what he appears\u2014but do they confront him before celestial blood stains his hands?" + ] + }, + { + "type": "item", + "name": "Anahita's Lies", + "entries": [ + "Anahita approaches the characters after they gain renown and tells them that a dangerous fallen archangel threatens the world in his fury. Calling them her holy warriors, she rewards them lavishly for helping her hunt down the traitor. Showered in treasures, statues, and the praise of the heavens, the characters must be observant as they prepare to face the Shard of Dawn, lest they unknowingly carry out Anahita's final treachery." + ] + }, + { + "type": "item", + "name": "Cracks in the World", + "entries": [ + "Neither archangel approaches the characters\u2014instead, the party is on the hunt for Uqaviel before they ever learn his name. They are approached by an arcane researcher who tells them the world grows out of balance, with minor flickers of planar disarray (see \"A Severed World,\" below) rearing to life. Something monumental echoes into the world, they whisper. As the characters chase the wild flares of power, they hear the name \"Recreant\" irreverently pass the lips of those who fear Uqaviel's growing power. While Uquaviel is already dragging his claws through the world, the characters face a desperate race to learn his plans and stop them from unfolding." + ] + } ] }, "It's also possible to use Uqaviel as an ally from the start, by having him approach the party, reveal Anahita's treachery, and beg their assistance in restoring him to the heavens. This omits the unfolding mystery and the tragic anger of the story, but it suits a campaign that already involves archdevils, as the characters will have to contend with the hordes of devils Anhita used to overthrow the celestial realms." @@ -5810,25 +6717,64 @@ { "type": "entries", "name": "Enacting the Ritual", + "page": 33, "entries": [ "This section contains one possible path for the campaign to follow, a path that establishes Uqaviel as a villain upfront and slowly reveals the truth of his past.", "Left to his own devices, Uqaviel acts solely in pursuit of his mission: to complete a ritual that shatters the needlepoint upon which the balance of the universe hangs, severing the ties between planes. He knows each step well, as this is the ritual he once fought so hard to resist. He seeks sacred components to complete it, then performs it at dawn at the height of the world. Each of these steps can be run as an encounter or prolonged quest as the characters race to stop his efforts.", { "type": "list", + "page": 33, "items": [ - "{@color {@b Obtaining the Scales.} Uqaviel seeks an ancient set of weighing scales from the crypt of a celestial judge.|942821}", - "{@color {@b Tempering the Metals.} The scales must be tempered in sacred water to prepare them for the ritual, so Uqaviel must gain access to celestial pools protected by devils allied with Anahita.|942821}", - "{@color {@b The Mantle and the Skies.} Uqaviel needs only two more items to complete his ritual: a pure gem of the earth for one scale and the blood of an untainted celestial for the other. The scale no longer recognizes his own blood as holy.|942821}" + { + "type": "item", + "name": "Obtaining the Scales", + "entries": [ + "Uqaviel seeks an ancient set of weighing scales from the crypt of a celestial judge." + ] + }, + { + "type": "item", + "name": "Tempering the Metals", + "entries": [ + "The scales must be tempered in sacred water to prepare them for the ritual, so Uqaviel must gain access to celestial pools protected by devils allied with Anahita." + ] + }, + { + "type": "item", + "name": "The Mantle and the Skies", + "entries": [ + "Uqaviel needs only two more items to complete his ritual: a pure gem of the earth for one scale and the blood of an untainted celestial for the other. The scale no longer recognizes his own blood as holy." + ] + } ] }, "Once he has acquired all the components, Uqaviel ascends the highest peak in the Material Plane to complete the ritual, which takes 8 hours. Corrupted angels guard him during this ceremony, all of which fight until destroyed.", "In this line of quests, Uqaviel embraces his role as the Recreant, hurling the planes into chaos if he succeeds. However, it is possible to reveal the truth of Uqaviel's fall through each encounter, and thus Anahita's betrayal toward the end.", { "type": "list", + "page": 34, "items": [ - "{@color {@b The Weight of Judgment.} When Uqaviel touches the scales, they bellow out with an ancient judgment\u2014and for this fallen angel, they do not lean to either side, but lie cryptically in the center. \"How bitter,\" he breathes to the artifact, \"that you still see good in me when they do not. It does not matter. My choices are my own.\" Characters can make a DC 18 Intelligence (Arcana, History, or Religion) check. On a success, they recall the history of the scales and know that they wouldn't weigh equally if there were not a powerful force of good left inside Uqaviel.|942821}", - "{@color {@b Celestial Echoes.} When Uqaviel draws water from the pools of celestial realms, anyone within 60 feet of him is thrust into a flashing vision. The images come too quickly, flickering rapidfire through his glory, the bodies of dead celestials, the whispers of Uqaviel's voice as he pleads his innocence, and Anahita\u2014just one vision of her, smirking, triumph in her eyes as Uqaviel is cast out.|942821}", - "{@color {@b The Price.} The characters find Uqaviel weeping over the body of the celestial he slew for their blood. \"I am as lost as she. As wretched. I seal my heresy upon this broken world and snap it at the spine I once ensured.\" Here, they can plead with Uqaviel to reveal the truth as he cradles the slain angel to him. A successful DC 20 Charisma (Persuasion) check gets him to open up, and if the characters caused Uqaviel to doubt in encounters before this, they have advantage on the check. He tells them everything: his history, Anahita's treachery, his fall, and, more than anything, his overwhelming rage and grief.|942821}" + { + "type": "item", + "name": "The Weight of Judgment", + "entries": [ + "When Uqaviel touches the scales, they bellow out with an ancient judgment\u2014 and for this fallen angel, they do not lean to either side, but lie cryptically in the center. \"How bitter,\" he breathes to the artifact, \"that you still see good in me when they do not. It does not matter. My choices are my own.\" Characters can make a {@dc 18} Intelligence ({@skill Arcana}, {@skill History}, or {@skill Religion}) check. On a success, they recall the history of the scales and know that they wouldn't weigh equally if there were not a powerful force of good left inside Uqaviel." + ] + }, + { + "type": "item", + "name": "Celestial Echoes", + "entries": [ + "When Uqaviel draws water from the pools of celestial realms, anyone within 60 feet of him is thrust into a flashing vision. The images come too quickly, flickering rapidfire through his glory, the bodies of dead celestials, the whispers of Uqaviel's voice as he pleads his innocence, and Anahita\u2014 just one vision of her, smirking, triumph in her eyes as Uqaviel is cast out." + ] + }, + { + "type": "item", + "name": "The Price", + "entries": [ + "The characters find Uqaviel weeping over the body of the celestial he slew for their blood. \"I am as lost as she. As wretched. I seal my heresy upon this broken world and snap it at the spine I once ensured.\" Here, they can plead with Uqaviel to reveal the truth as he cradles the slain angel to him. A successful {@dc 20} Charisma ({@skill Persuasion}) check gets him to open up, and if the characters caused Uqaviel to doubt in encounters before this, they have advantage on the check. He tells them everything: his history, Anahita's treachery, his fall, and, more than anything, his overwhelming rage and grief." + ] + } ] }, "A high-level party can challenge and defeat Anahita, though she has no end of followers that the characters must cut through before they can reach her. She secretly trades away small worlds and fragments of the celestial realms to her new infernal allies, making the imbalance all the more apparent, while placing the blame on Uqaviel's treachery. This gives her a number of infernal underlings that strike out to protect her.", @@ -5838,7 +6784,7 @@ ] }, { - "type": "entries", + "type": "section", "name": "A Severed World", "page": 34, "entries": [ @@ -5846,11 +6792,36 @@ "Implement the following effects in your setting, either gradually or with alarming abruptness.", { "type": "list", + "page": 34, "items": [ - "{@color {@b Broken Magic.} Planar magic struggles to work. Spells such as contact other plane, plane shift, and planar binding now have a 50% chance of failing. This increases to 75% after 30 days as the planes drift apart, then to 100% after 60 days.|942821}", - "{@color {@b Closed Doors.} No natural planar portals form. Any naturally occurring planar portals close.|942821}", - "{@color {@b Celestial and Infernal Heat.} Roll a {@dice d6} each morning. On a roll of 1 or 2, the Material Plane is too close to the celestial realms; any creature outdoors during the daylight hours is considered {@condition blinded} from the too-radiant light until the sun sets. On a roll of 3 or 4, the Material Plane is too close to the infernal realms, and a creature gains a level of {@condition exhaustion} for every 2 hours it spends in the daylight cast by the fires of hell. On a roll of 5 or 6, the Material Plane isn't close to another plane and there are no additional effects.|942821}", - "{@color {@b Dwindling Magic.} At your discretion, any character that has a relation to a planar being, such as a cleric or a warlock of the Fiend, may have their powers reduced. For example, they could be unable to contact their deity or patron, or the damage or duration of their spells could be halved.|942821}" + { + "type": "item", + "name": "Broken Magic", + "entries": [ + "Planar magic struggles to work. Spells such as {@spell contact other plane}, {@spell plane shift}, and {@spell planar binding} now have a {@chance 50|50% chance} of failing. This increases to {@chance 75|75%} after 30 days as the planes drift apart, then to {@chance 100|100%} after 60 days." + ] + }, + { + "type": "item", + "name": "Closed Doors", + "entries": [ + "No natural planar portals form. Any naturally occurring planar portals close." + ] + }, + { + "type": "item", + "name": "Celestial and Infernal Heat", + "entries": [ + "Roll a {@dice d6} each morning. On a roll of 1 or 2, the Material Plane is too close to the celestial realms; any creature outdoors during the daylight hours is considered {@condition blinded} from the too-radiant light until the sun sets. On a roll of 3 or 4, the Material Plane is too close to the infernal realms, and a creature gains a level of {@condition exhaustion} for every 2 hours it spends in the daylight cast by the fires of hell. On a roll of 5 or 6, the Material Plane isn't close to another plane and there are no additional effects." + ] + }, + { + "type": "item", + "name": "Dwindling Magic", + "entries": [ + "At your discretion, any character that has a relation to a planar being, such as a cleric or a warlock of the Fiend, may have their powers reduced. For example, they could be unable to contact their deity or patron, or the damage or duration of their spells could be halved." + ] + } ] }, "Once severed, the world can be healed again. If the characters prove Uqaviel's innocence and he's reinstated in his former role, his first task is to undo his ritual and restore balance to the planes. The characters could also search for a higher power to restore balance, or you can come up with another quest they must undertake to reestablish planar balance.", @@ -5858,7 +6829,7 @@ ] }, { - "type": "entries", + "type": "section", "name": "Hallowed Dossier", "page": 35, "entries": [ @@ -5866,29 +6837,222 @@ { "type": "entries", "name": "Uqaviel", + "page": 35, "entries": [ - "Uqaviel is a master of controlling the battlefield\u2014and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his Chakram of the Firmament and the most obvious ranged threat with his Chakram of the Mantle. Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn's Fury.", + "Uqaviel is a master of controlling the battlefield\u2014and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his {@i Chakram of the Firmament} and the most obvious ranged threat with his {@i Chakram of the Mantle}. Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn's Fury.", "In his exile, Uqaviel has made only a few trusted allies out of other celestials spurned by the heavens. He refuses to ally himself with fiends or other dark forces. If he has not completed his ritual, Uqaviel escapes as quickly as possible (by teleporting or flying away) when a fight is not going in his favor. If his ritual is successfully completed, Uqaviel fights to the death unless his opponents convince him that it's not too late for him to surrender and be restored to his former glory." ] }, { - "type": "list", - "items": [ - "{@creature Uqaviel|Ar1}" - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00138.webp" + }, + "credit": "Nephelomancer", + "width": 1511, + "height": 1412 + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Uqaviel", + "page": 36, + "style": "inset" }, { "type": "entries", "name": "Anahita", + "page": 37, "entries": [ "Anahita is most effective at range, and she avoids engaging enemies on unfavorable terrain. If she picks her arena, it has a high ground she can control; if taken unaware, she immediately seizes the highest point. She opens combat with a Blinding Arrow to disable her foes and strikes as many enemies as possible with a Piercing or Bursting Arrow. As the fight continues, she uses legendary actions to stay out of reach and weakens pressing threats with Blinding Gaze or Enervating Arrow.", - "If she's acting as a holy archangel, Anahita could be accompanied by devas or a planetar. If there's no need for deception, she could have several erinyes or horned devils at her service. When it's clear that Anahita can't win an encounter, she attempts to teleport away and turns {@condition invisible} to flee. However, if escape isn't an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side." + "If she's acting as a holy archangel, Anahita could be accompanied by {@creature deva||devas} or a {@creature planetar}. If there's no need for deception, she could have several {@creature erinyes} or {@creature horned devil||horned devils} at her service. When it's clear that Anahita can't win an encounter, she attempts to teleport away and turns {@condition invisible} to flee. However, if escape isn't an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00146.webp" + }, + "credit": "Nephelomancer", + "width": 1511, + "height": 1286 + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar1", + "name": "Anahita", + "page": 38, + "style": "inset" + } + ] + } + ] + }, + { + "type": "section", + "name": "Author Profiles", + "page": 39, + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 2, + "page": 39, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00155.webp" + }, + "altText": "Photo of Leon Barillaro", + "width": 350, + "height": 350 + }, + "{@b Leon Barillaro} is a game and narrative designer living in the New York/New Jersey area. They work in tabletop RPGs, video games, and immersive theatre. You can catch more of them by following them on Twitter (@barilleon) or on their website: {@link barilleon.com}." + ] + }, + { + "type": "list", + "style": "list-hang", + "columns": 2, + "page": 39, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00154.webp" + }, + "altText": "Photo of Gabe Hicks", + "width": 351, + "height": 351 + }, + "{@b Gabe Hicks} is an independent game designer for digital and tabletop. He created the CMM (an alternative character creation tool for 5e focused on class narrative) that has been featured on the DnD Twitch channel. He has worked with Roll20, Paizo, Shadowhealth, MageHandPress, and Grim & Perilous Studios. Leading a group called Mythic Grove, he focuses on highlighting smaller creators to give them a platform and opportunity through streaming, design, writing, or other creative mediums with the projects that Mythic Grove creates. \"Let's put more magic into the world, together.\"" + ] + }, + { + "type": "list", + "style": "list-hang", + "columns": 2, + "page": 39, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00156.webp" + }, + "altText": "Photo of Willy Abeel", + "width": 350, + "height": 350 + }, + "{@b Willy Abeel} is a tabletop and video game designer who dabbles in offbeat miscellania. Willy can usually be found funposting online and having a good time on Twitter (@thewillyboo), but be forewarned: clown content abound!" ] }, { "type": "list", + "style": "list-hang", + "columns": 2, + "page": 39, "items": [ - "{@creature Anahita|Ar1}" + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar1/00157.webp" + }, + "altText": "Photo of Sadie Lowry", + "width": 350, + "height": 350 + }, + "{@b Sadie Lowry} is a best-selling author, designer, editor, and artist from the mountainous sprawls of Utah. In addition to several beloved Eberron adventures, her work includes popular releases such as {@i Darkhold: Secrets of the Zhentarim}, {@i The Adventurer's Domestic Handbook}, and the recent smash hit {@i Eyes Unclouded}. When she isn't working full time at a book publisher, you can find her playing D&D, making new recipes, or traveling the world. Connect with her on Twitter @incandescaent or on her profile at {@link https://www.sadielowry.com/}." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Resources", + "page": 40, + "entries": [ + { + "type": "entries", + "name": "The Workshop Watches Map Variants:", + "page": 40, + "entries": [ + "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.pdf}", + "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.pdf}" + ] + }, + { + "type": "entries", + "name": "The Workshop Watches Note Handouts:", + "page": 40, + "entries": [ + "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote1.jpg}", + "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote2.jpg}", + "{@link https://www.mcdmproductions.com/s/Arcadia202101_IllumarNote3.jpg}" + ] + } + ] + }, + { + "type": "section", + "name": "License", + "page": 41, + "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": "list", + "style": "list-decimal", + "columns": 2, + "page": 41, + "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": 41, + "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 1. Copyright 2021, MCDM Productions, LLC. Authors: Willy Abeel, Leon Barillaro, Gabe Hicks, Sadie Lowry, Matt Colville, and James Introcaso" + ] + } + ] + } ] } ] From cbf91a0797bacf9ff5a11cf9b4b81566c19a0313 Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Wed, 2 Oct 2024 16:07:25 +0000 Subject: [PATCH 7/8] Migrate to Consistent Source ID There's 30 of these --- book/MCDM Productions; Arcadia Issue 27.json | 192 +++++++++---------- 1 file changed, 96 insertions(+), 96 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 27.json b/book/MCDM Productions; Arcadia Issue 27.json index b0cae7374c..b7095a199d 100644 --- a/book/MCDM Productions; Arcadia Issue 27.json +++ b/book/MCDM Productions; Arcadia Issue 27.json @@ -126,35 +126,35 @@ "rows": [ [ "1", - "{@creature Hound Shark|Sharkadia}" + "{@creature Hound Shark|Arcadia27}" ], [ "3", - "{@creature Wereshark|Sharkadia}" + "{@creature Wereshark|Arcadia27}" ], [ "4", - "{@creature Arcane Remora|Sharkadia}" + "{@creature Arcane Remora|Arcadia27}" ], [ "5", - "{@creature Maelstrom Hammerhead|Sharkadia}" + "{@creature Maelstrom Hammerhead|Arcadia27}" ], [ "6", - "{@creature Warp Shark|Sharkadia}" + "{@creature Warp Shark|Arcadia27}" ], [ "8", - "{@creature Icebreaker Shark|Sharkadia}" + "{@creature Icebreaker Shark|Arcadia27}" ], [ "14", - "{@creature Megalodon|Sharkadia}" + "{@creature Megalodon|Arcadia27}" ], [ "16", - "{@creature Aranoth|Sharkadia}" + "{@creature Aranoth|Arcadia27}" ] ] }, @@ -163,7 +163,7 @@ "page": 7, "name": "Hound Shark Companion", "entries": [ - "The {@creature hound shark companion|Sharkadia} stat block uses the {@cite Companion Creatures|Sharkadia|rules} found in {@book Beastheart and Monstrous Companions|BST}. When a {@class beastheart|BST} with a hound shark companion uses an exploit that refers to the companion's walking speed, such as {@optfeature Drag Them (4 Ferocity)|BST|Drag Them}, use the hound shark's swimming speed instead.", + "The {@creature hound shark companion|Arcadia27} stat block uses the {@cite Companion Creatures|Arcadia27|rules} found in {@book Beastheart and Monstrous Companions|BST}. When a {@class beastheart|BST} with a hound shark companion uses an exploit that refers to the companion's walking speed, such as {@optfeature Drag Them (4 Ferocity)|BST|Drag Them}, use the hound shark's swimming speed instead.", "The hound shark companion is great for underwater campaigns, but a generous GM can give a character with a shark companion some of the magic items from {@book \"Swimming through Sand to Sea: More Mounted Adventuring\" by Willy Abeel in ARCADIA 4|Ar4|0}, so their shark friend can also accompany them on land." ] }, @@ -172,8 +172,8 @@ "page": 7, "name": "Mystic Connection: Hound Shark", "entries": [ - "If you're playing a {@class beastheart|BST} and have a {@creature hound shark companion|Sharkadia}, you gain the following benefit at 9th level when you gain the beastheart's {@classFeature Mystic Connection|Beastheart|BST|9|BST} feature:", - "{@optfeature Mystic Connection: Hound Shark|Sharkadia}" + "If you're playing a {@class beastheart|BST} and have a {@creature hound shark companion|Arcadia27}, you gain the following benefit at 9th level when you gain the beastheart's {@classFeature Mystic Connection|Beastheart|BST|9|BST} feature:", + "{@optfeature Mystic Connection: Hound Shark|Arcadia27}" ] }, { @@ -188,9 +188,9 @@ "Their Strength becomes 16 (+3) unless it is already higher.", "They have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.", "They have {@sense blindsight} out to a range of 60 feet.", - "They gain the {@creature wereshark|Sharkadia|wereshark's} speed, Blood Frenzy trait, and Change Shape bonus action.", + "They gain the {@creature wereshark|Arcadia27|wereshark's} speed, Blood Frenzy trait, and Change Shape bonus action.", "They gain a +1 bonus to AC while in hybrid or shark form from natural armor.", - "They gain the {@creature wereshark|Sharkadia|wereshark's} Bite attack, which uses Strength for attack and damage rolls. The DC for the saving throw equals 8 + the wereshark's proficiency bonus + the wereshark's Constitution modifier. A creature can choose to fail this saving throw." + "They gain the {@creature wereshark|Arcadia27|wereshark's} Bite attack, which uses Strength for attack and damage rolls. The DC for the saving throw equals 8 + the wereshark's proficiency bonus + the wereshark's Constitution modifier. A creature can choose to fail this saving throw." ] } ] @@ -208,10 +208,10 @@ "style": "list-no-bullets", "columns": 2, "items": [ - "{@item Amulet of Shark Teeth|Sharkadia}", - "{@item Belt of Blood Frenzy|Sharkadia}", - "{@item Sharkboat|Sharkadia}", - "{@item Slashpoint|Sharkadia}" + "{@item Amulet of Shark Teeth|Arcadia27}", + "{@item Belt of Blood Frenzy|Arcadia27}", + "{@item Sharkboat|Arcadia27}", + "{@item Slashpoint|Arcadia27}" ] } ] @@ -407,7 +407,7 @@ "page": 18, "entries": [ "The watery graves of sunken ships become a haven for sea life, which flourishes even as a ship and its sailors decay. Adventurers might venture to a shipwreck in search of sunken treasure, a lost item, or to solve the mystery of a not-so-accidental wreck.", - "The {@table Perils of the Deeps; Random Shipwreck Encounters|Sharkadia|Random Shipwreck Encounters} table details a number of potential encounters you can use in an undersea adventure, or as inspiration for creating encounters of your own. If an encounter includes a variable number of creatures, choose a number appropriate for your party's level and the desired encounter difficulty." + "The {@table Perils of the Deeps; Random Shipwreck Encounters|Arcadia27|Random Shipwreck Encounters} table details a number of potential encounters you can use in an undersea adventure, or as inspiration for creating encounters of your own. If an encounter includes a variable number of creatures, choose a number appropriate for your party's level and the desired encounter difficulty." ] } ] @@ -433,23 +433,23 @@ "rows": [ [ "1", - "{@creature Giant spider crab|Sharkadia}" + "{@creature Giant spider crab|Arcadia27}" ], [ "2", - "{@creature Swarm of zombie worms|Sharkadia}" + "{@creature Swarm of zombie worms|Arcadia27}" ], [ "4", - "{@creature Dire jelly|Sharkadia}" + "{@creature Dire jelly|Arcadia27}" ], [ "6", - "{@creature Angler shark|Sharkadia}" + "{@creature Angler shark|Arcadia27}" ], [ "8", - "{@creature Eldritch anemone|Sharkadia}" + "{@creature Eldritch anemone|Arcadia27}" ] ] } @@ -505,7 +505,7 @@ "type": "entries", "name": "Calcolo's", "entries": [ - "This seedy tavern stands as a safe house for all people. It's one of the best places in town for pirates to make deals and find work, including a very active bounty board. Calcolo, a salty coalder{@sup {@cite Coalders|Sharkadia|1}} with huge arms covered in tattoos and a long, oily ponytail, ensures no guards meddle in the tavern's business." + "This seedy tavern stands as a safe house for all people. It's one of the best places in town for pirates to make deals and find work, including a very active bounty board. Calcolo, a salty coalder{@sup {@cite Coalders|Arcadia27|1}} with huge arms covered in tattoos and a long, oily ponytail, ensures no guards meddle in the tavern's business." ] }, { @@ -532,7 +532,7 @@ "page": 25, "entries": [ "The rest of this article contains references to specific {@u {@book boat sizes|Arcadia27|3|Ships}} and titanic versions of creatures called {@u {@book Sea Terrors|Arcadia27|3|Sea Terrors}}. These are optional rules and additions that can be found toward the end of the article (see \"{@book New Rules|Arcadia27|3|New Rules}\") and are {@u underlined} wherever they appear.", - "In addition, certain monsters, vehicles, and undersea hazards come from the sibling articles in this issue of ARCADIA: \"{@book Captain Ralazar's Guide to Sea Monsters|Arcadia27|1}\" by James Introcaso and \"{@book Perils of the Deeps|Arcadia27|2}\" by Gwendolyn Marshall. These will be bolded (and cited) wherever they appear, so keep those articles handy! If a stat block doesn't cite either of those articles, it's found in the core rules.{@sup {@cite Alternate Stats|Sharkadia|2}}" + "In addition, certain monsters, vehicles, and undersea hazards come from the sibling articles in this issue of ARCADIA: \"{@book Captain Ralazar's Guide to Sea Monsters|Arcadia27|1}\" by James Introcaso and \"{@book Perils of the Deeps|Arcadia27|2}\" by Gwendolyn Marshall. These will be bolded (and cited) wherever they appear, so keep those articles handy! If a stat block doesn't cite either of those articles, it's found in the core rules.{@sup {@cite Alternate Stats|Arcadia27|2}}" ] } ] @@ -542,7 +542,7 @@ "name": "Starting an Adventure", "page": 25, "entries": [ - "These plot hooks provide opportunities for the adventurers to go on the account{@sup {@cite Go on the Account|Sharkadia|3}} as members of Shivershank's crew:", + "These plot hooks provide opportunities for the adventurers to go on the account{@sup {@cite Go on the Account|Arcadia27|3}} as members of Shivershank's crew:", { "type": "entries", "entries": [ @@ -553,7 +553,7 @@ "type": "entries", "name": "Fishing Boat", "entries": [ - "The adventurers have individually signed onto a fishing job that pays suspiciously well (10 gp for a day's haul). It's a quiet day of casting nets off a {@u {@cite Ship Categories|Sharkadia|mid boat}} and sharing tall tales. Suddenly, the ship is hit by cannon fire and beset by {@creature bandit||bandits} led by {@creature Captain Shivershank|Sharkadia}. Turns out the fishing boat was captained by a deserter who took some of her treasure, and she intends to sink it.", + "The adventurers have individually signed onto a fishing job that pays suspiciously well (10 gp for a day's haul). It's a quiet day of casting nets off a {@u {@cite Ship Categories|Arcadia27|mid boat}} and sharing tall tales. Suddenly, the ship is hit by cannon fire and beset by {@creature bandit||bandits} led by {@creature Captain Shivershank|Arcadia27}. Turns out the fishing boat was captained by a deserter who took some of her treasure, and she intends to sink it.", "Shivershank realizes the adventurers have nothing to do with the deserter and offers the option to join her crew\u2014an opportunity to gain far more wealth than fishing would pay. If the adventurers refuse, the pirates drop them off at the nearest port and strip them of any equipment worth more than 10 gp (as \"payment\")." ] }, @@ -561,7 +561,7 @@ "type": "entries", "name": "Gnome Alone", "entries": [ - "The adventurers are in a tavern filled to the gills with {@creature thug||thugs}, {@creature bandit||bandits}, and a neatly dressed gnome minding his own business ({@creature Quartermaster Crollenoak|Sharkadia}). Bandits proclaiming to be crewmates of the deadly pirate {@creature Johnny Jones|Sharkadia} harrass Crollenoak for his service to Shivershank, shoving him around in jeering that borders on violence. The other patrons laugh and egg on the bandits unless the adventurers step in to help Crollenoak. Whether or not they do, the commotion stumbles into the next table and erupts into a tavern-wide brawl. While in combat with the bandits, a creature must succeed on a DC 8 Strength or Dexterity saving throw (their choice) at the end of each of their turns or be knocked {@condition prone} amid the commotion.", + "The adventurers are in a tavern filled to the gills with {@creature thug||thugs}, {@creature bandit||bandits}, and a neatly dressed gnome minding his own business ({@creature Quartermaster Crollenoak|Arcadia27}). Bandits proclaiming to be crewmates of the deadly pirate {@creature Johnny Jones|Arcadia27} harrass Crollenoak for his service to Shivershank, shoving him around in jeering that borders on violence. The other patrons laugh and egg on the bandits unless the adventurers step in to help Crollenoak. Whether or not they do, the commotion stumbles into the next table and erupts into a tavern-wide brawl. While in combat with the bandits, a creature must succeed on a DC 8 Strength or Dexterity saving throw (their choice) at the end of each of their turns or be knocked {@condition prone} amid the commotion.", "Should the adventurers withstand the violence, the gnome recognizes their toughness and invites them to be members of his captain's crew. He'll add that the adventurers are most likely on Jones' hit list now, but he can provide them with gear to keep Jones at bay ... budget permitting." ] } @@ -583,7 +583,7 @@ "name": "Meeting Shivershank", "page": 26, "entries": [ - "When the party meets {@creature Captain Shivershank|Sharkadia} for the first time, read aloud:", + "When the party meets {@creature Captain Shivershank|Arcadia27} for the first time, read aloud:", { "type": "insetReadaloud", "entries": [ @@ -609,7 +609,7 @@ "page": 26, "name": "Pirate Leader", "entries": [ - "Captain Shivershank has the Leader role, which means that she's an action-oriented creature who fights alongside underlings, and has three {@cite villain actions|Sharkadia} in her stat block. You can also learn more about creature roles in the free preview packet for {@book Flee, Mortals! The MCDM Monster Book|FleeMortals}." + "Captain Shivershank has the Leader role, which means that she's an action-oriented creature who fights alongside underlings, and has three {@cite villain actions|Arcadia27} in her stat block. You can also learn more about creature roles in the free preview packet for {@book Flee, Mortals! The MCDM Monster Book|FleeMortals}." ] } ] @@ -619,7 +619,7 @@ "name": "Roleplaying Shivershank", "page": 28, "entries": [ - "{@creature Captain Shivershank|Sharkadia|Captain Shivershank's} actions are {@b always} justified. She never takes fault for any mishaps\u2014even the situation with {@i Wishes 100} was, from her perspective, entirely outside her control.", + "{@creature Captain Shivershank|Arcadia27|Captain Shivershank's} actions are {@b always} justified. She never takes fault for any mishaps\u2014even the situation with {@i Wishes 100} was, from her perspective, entirely outside her control.", "Shivershank is loud and boisterous, with enough life experience to back up her orders. She's cocky enough to let her crew do as they please, save for embarrassing her. This charisma leads to many of her opponents becoming loyal members of her crew.", "The captain is slow to form attachments to people, but respects reliable or scrappy individuals who aggressively pursue their ambitions. She'll eventually come around to protecting individuals she treasures, sharing stories, and showing vulnerability given enough time in good company.", "But Shivershank's words are always a little barbed. Anything people say in her presence will be used against them eventually. As the GM, be wary of how often you wield this sharp sense of humor against the player characters, but lean into it often when harassing nobility or Johnny Jones (see \"Rival Crews\" later in this article)." @@ -639,21 +639,21 @@ "type": "entries", "name": "The Squalo", "entries": [ - "This {@u {@cite Ship Categories|Sharkadia|mid boat}} is the oldest ship in Shivershank's fleet. The floorboards creak underfoot, but she still cuts through the water like a hungry shark. Still, the old tub requires a good crew to keep her afloat; she's maintained by 7 crew members ({@creature thug||thugs}) of all makes and motives, who focus on sailing the ship while adventurers tend to their matters." + "This {@u {@cite Ship Categories|Arcadia27|mid boat}} is the oldest ship in Shivershank's fleet. The floorboards creak underfoot, but she still cuts through the water like a hungry shark. Still, the old tub requires a good crew to keep her afloat; she's maintained by 7 crew members ({@creature thug||thugs}) of all makes and motives, who focus on sailing the ship while adventurers tend to their matters." ] }, { "type": "entries", "name": "Quartermaster Crollenoak", "entries": [ - "The stern, no-nonsense gnome ({@creature spy}) with pop bottle glasses is the main line of communication from and to Shivershank. The adventurers get their assignments, payments, and provisions (at a price) through {@creature Quartermaster Crollenoak|Sharkadia|Crollenoak}, who sails with the characters on the {@i Squalo}." + "The stern, no-nonsense gnome ({@creature spy}) with pop bottle glasses is the main line of communication from and to Shivershank. The adventurers get their assignments, payments, and provisions (at a price) through {@creature Quartermaster Crollenoak|Arcadia27|Crollenoak}, who sails with the characters on the {@i Squalo}." ] }, { "type": "entries", "name": "Surgeon Stitches", "entries": [ - "One of the Squalo's crew is a {@creature Surgeon Stitches|Sharkadia|peppy undead elf} (use the {@creature zombie} stat block but she has Intelligence and Wisdom scores of 15 (+2) and she speaks Common and Elvish) who's covered in beautiful tattoos masking her rows of stitches. In addition to providing up to six {@spell cure wounds} a day (at 1st level), she can stitch up a creature and bring them back to life, as long as they still have a body (at your discretion, changing their creature type to Undead)." + "One of the Squalo's crew is a {@creature Surgeon Stitches|Arcadia27|peppy undead elf} (use the {@creature zombie} stat block but she has Intelligence and Wisdom scores of 15 (+2) and she speaks Common and Elvish) who's covered in beautiful tattoos masking her rows of stitches. In addition to providing up to six {@spell cure wounds} a day (at 1st level), she can stitch up a creature and bring them back to life, as long as they still have a body (at your discretion, changing their creature type to Undead)." ] }, { @@ -760,7 +760,7 @@ "page": 30, "entries": [ "{@i For characters of 8th level or higher}", - "A noble family declares a showdown with Shivershank's crew via a black feather dipped in blood and delivered to Captain Shivershank in a mahogany box. In one week, Shivershank will need all her ships to meet the noble fleet at a point offshore. The nobles have 10 {@u {@cite Ship Categories|Sharkadia|big ships}}, including the impressive Crown Royale, and one {@creature young gold dragon}. The crew's goal is to defeat or fend off the nobles and take the Crown Royale for themselves." + "A noble family declares a showdown with Shivershank's crew via a black feather dipped in blood and delivered to Captain Shivershank in a mahogany box. In one week, Shivershank will need all her ships to meet the noble fleet at a point offshore. The nobles have 10 {@u {@cite Ship Categories|Arcadia27|big ships}}, including the impressive Crown Royale, and one {@creature young gold dragon}. The crew's goal is to defeat or fend off the nobles and take the Crown Royale for themselves." ] }, { @@ -779,9 +779,9 @@ "page": 31, "entries": [ "{@i For characters of 12th level or higher}", - "If the adventurers stick with Shivershank, she takes the helm of either the {@i Squalo}, the {@i Oroboriosa}, or {@i Sher Rex} and sails with the adventurers to the location of {@item Wishes 99|Sharkadia}. It rests on a quiet island covered in lachomp ruins in the eye of an endless hurricane, guarded by a {@creature Sea Terror kraken|Sharkadia} that fights to the death. On the way, the ship is beset by Shivershank's demons and any remaining rivals looking to settle the score (see \"Rival Crews\" later in this article).", + "If the adventurers stick with Shivershank, she takes the helm of either the {@i Squalo}, the {@i Oroboriosa}, or {@i Sher Rex} and sails with the adventurers to the location of {@item Wishes 99|Arcadia27}. It rests on a quiet island covered in lachomp ruins in the eye of an endless hurricane, guarded by a {@creature Sea Terror kraken|Arcadia27} that fights to the death. On the way, the ship is beset by Shivershank's demons and any remaining rivals looking to settle the score (see \"Rival Crews\" later in this article).", "If she survives, Shivershank finally makes her wish: for all the lachomp erased by {@i Wishes 100} to come back, each with the knowledge of Captain Shivershank as the most legendary sailor of all time.", - "{@item Wishes 99|Sharkadia} disappears. The world quakes once, as if it suddenly bears a greater weight. A lone lachomp walks up on shore looking {@b very} confused. Back at port, lachomps can be found loading up ships, shopping, and carousing as if nothing happened.", + "{@item Wishes 99|Arcadia27} disappears. The world quakes once, as if it suddenly bears a greater weight. A lone lachomp walks up on shore looking {@b very} confused. Back at port, lachomps can be found loading up ships, shopping, and carousing as if nothing happened.", "Shivershank shares her remaining amassed wealth with her crew, and then starts planning for her next goal: to prove to the {@i rest} of the world that she's the most important figure in existence." ] }, @@ -792,8 +792,8 @@ "entries": [ "{@i For characters of 12th level or higher}", "If the adventurers split from Shivershank, it has a profound effect on her. She becomes more and more closed off from everyone. News of deadly encounters with her fleet becomes increasingly common, and other ships stop setting sail out of fear of being sunk. Captain Shivershank is caught in an impenetrable rage.", - "It isn't long before there's word that she set sail for {@item Wishes 99|Sharkadia} on her own. The adventurers have a chance to gather information on its whereabouts and set off to get it before she does.", - "Should Shivershank get ahold of {@item Wishes 99|Sharkadia}, she rashly uses it to become \"the biggest and most powerful lachomp the world has ever seen\" and transforms into a {@creature Sea Terror Shivershank|Sharkadia|{@u Sea Terror} version of herself}.", + "It isn't long before there's word that she set sail for {@item Wishes 99|Arcadia27} on her own. The adventurers have a chance to gather information on its whereabouts and set off to get it before she does.", + "Should Shivershank get ahold of {@item Wishes 99|Arcadia27}, she rashly uses it to become \"the biggest and most powerful lachomp the world has ever seen\" and transforms into a {@creature Sea Terror Shivershank|Arcadia27|{@u Sea Terror} version of herself}.", "She comes for the adventurers and their allies, ready to fight to the death with or without anyone still on her crew. The victors go down as the toughest pirates to ever live." ] } @@ -810,8 +810,8 @@ "name": "Aquatic Alliance", "page": 31, "entries": [ - "A {@creature merfolk} liaison agrees to meet representatives of Shivershank's crew at a remote point of the ocean to ferry them to their undersea civilization. The journey leads the characters to the depths of the ocean, either dealing with heavy currents, navigating a dense kelp forest, and/or fending off {@creature angler shark|Sharkadia|angler sharks}.", - "There, the adventurers can negotiate an exchange of resources for Shivershank's purposes: 50 pounds of land goods and food for a troop of merfolk's protection on the next voyage, escorting a merfolk caravan across the sea to protect them from fishermen for three aquatic mounts{@sup {@cite Aquatic Mounts|Sharkadia|6}} , or a character's magic item for a treasure map." + "A {@creature merfolk} liaison agrees to meet representatives of Shivershank's crew at a remote point of the ocean to ferry them to their undersea civilization. The journey leads the characters to the depths of the ocean, either dealing with heavy currents, navigating a dense kelp forest, and/or fending off {@creature angler shark|Arcadia27|angler sharks}.", + "There, the adventurers can negotiate an exchange of resources for Shivershank's purposes: 50 pounds of land goods and food for a troop of merfolk's protection on the next voyage, escorting a merfolk caravan across the sea to protect them from fishermen for three aquatic mounts{@sup {@cite Aquatic Mounts|Arcadia27|6}} , or a character's magic item for a treasure map." ] }, { @@ -828,7 +828,7 @@ "name": "Gibbet Break", "page": 31, "entries": [ - "Either an old ally of Shivershank's or someone who owes her a favor is trapped in a hanging gibbet{@sup {@cite Gibbet|Sharkadia|7}} along the coast, condemned to be dinner for a local {@u Sea Terror}. The characters are tasked with breaking them free and bringing them to a safe house. If the characters take too long to arrive, the condemned has been eaten already. If they interrupt dinner, the Sea Terror relentlessly attacks them until the condemned escapes the area. And if the characters are successful, the authorities pursue them to the ends of the sea." + "Either an old ally of Shivershank's or someone who owes her a favor is trapped in a hanging gibbet{@sup {@cite Gibbet|Arcadia27|7}} along the coast, condemned to be dinner for a local {@u Sea Terror}. The characters are tasked with breaking them free and bringing them to a safe house. If the characters take too long to arrive, the condemned has been eaten already. If they interrupt dinner, the Sea Terror relentlessly attacks them until the condemned escapes the area. And if the characters are successful, the authorities pursue them to the ends of the sea." ] }, { @@ -844,7 +844,7 @@ "name": "Ship Raid", "page": 32, "entries": [ - "A {@item rainbow scale boat|Sharkadia}, an expensive {@u {@cite Ship Categories|Sharkadia|mid boat}} that can withstand stormy weather, has been spotted out at sea. These beautiful boats are usually owned by rich {@creature veteran||veterans} or extraplanar fishermen. The characters are tasked with making its crew surrender and bringing back the boat in one piece." + "A {@item rainbow scale boat|Arcadia27}, an expensive {@u {@cite Ship Categories|Arcadia27|mid boat}} that can withstand stormy weather, has been spotted out at sea. These beautiful boats are usually owned by rich {@creature veteran||veterans} or extraplanar fishermen. The characters are tasked with making its crew surrender and bringing back the boat in one piece." ] }, { @@ -852,7 +852,7 @@ "name": "Smuggler's Run", "page": 32, "entries": [ - "The Squalo has been loaded with bundles of one of the following goods: bricks of tea, fine clothing, spellcasting components, bootleg magic items, spirits, or saltpeter{@sup {@cite saltpeter|Sharkadia|8}}. The characters must get the contraband past port officials to a lander{@sup {@cite lander|Sharkadia|9}} awaiting them at a distant dock." + "The Squalo has been loaded with bundles of one of the following goods: bricks of tea, fine clothing, spellcasting components, bootleg magic items, spirits, or saltpeter{@sup {@cite saltpeter|Arcadia27|8}}. The characters must get the contraband past port officials to a lander{@sup {@cite lander|Arcadia27|9}} awaiting them at a distant dock." ] }, { @@ -919,7 +919,7 @@ "name": "Bandits", "page": 32, "entries": [ - "{@i Suggested: {@creature bandit||bandits}, {@creature thug||thugs}, {@creature scout||scouts}, {@creature dire jelly|Sharkadia|dire jellies}, {@creature giant spider crab|Sharkadia|giant spider crabs}, and Large monsters}", + "{@i Suggested: {@creature bandit||bandits}, {@creature thug||thugs}, {@creature scout||scouts}, {@creature dire jelly|Arcadia27|dire jellies}, {@creature giant spider crab|Arcadia27|giant spider crabs}, and Large monsters}", "Small-time pirates and raiders are opportunists and vultures. They go after ships that have done all the hard work for them and claim their hoards, using anything they've dredged up from the deep." ] }, @@ -938,9 +938,9 @@ "name": "Johnny Jones", "page": 32, "entries": [ - "{@i Suggested: {@creature veteran||veterans}, {@creature gladiator||gladiators}, other {@creature wereshark|Sharkadia|weresharks}, actual sharks}", - "This sea dog is a longtime, self-professed rival of Captain Shivershank. Captain Jones is a brash dwarven {@creature wereshark|Sharkadia} with no eyesight and no fear. He and his crew have been chasing Shivershank and trying to upstage her for decades, only to be repeatedly sunk time after time. Now he's targeting her newer crewmates.", - "No matter how many times Johnny Jones is blown up, sunk, or keelhauled{@sup {@cite keelhaul|Sharkadia|10}}, he always manages to come back on a new boat with a new crew at the least opportune time." + "{@i Suggested: {@creature veteran||veterans}, {@creature gladiator||gladiators}, other {@creature wereshark|Arcadia27|weresharks}, actual sharks}", + "This sea dog is a longtime, self-professed rival of Captain Shivershank. Captain Jones is a brash dwarven {@creature wereshark|Arcadia27} with no eyesight and no fear. He and his crew have been chasing Shivershank and trying to upstage her for decades, only to be repeatedly sunk time after time. Now he's targeting her newer crewmates.", + "No matter how many times Johnny Jones is blown up, sunk, or keelhauled{@sup {@cite keelhaul|Arcadia27|10}}, he always manages to come back on a new boat with a new crew at the least opportune time." ] }, { @@ -966,7 +966,7 @@ "name": "Shivershank's Demons", "page": 33, "entries": [ - "{@i Suggested: {@u Sea Terror} versions of {@creature sea terror storm giant|Sharkadia|storm giants}, {@creature sea terror bone devil|Sharkadia|bone devils}, {@creature sea terror aboleth|Sharkadia|aboleths}, and {@creature sea terror planetar|Sharkadia|planetars}}", + "{@i Suggested: {@u Sea Terror} versions of {@creature sea terror storm giant|Arcadia27|storm giants}, {@creature sea terror bone devil|Arcadia27|bone devils}, {@creature sea terror aboleth|Arcadia27|aboleths}, and {@creature sea terror planetar|Arcadia27|planetars}}", "If Shivershank comes to trust the adventurers, they start to see the monsters she faces\u2014literal manifestations of remorse, loneliness, and pride. They chase the party down until {@i Wishes 99} is finally obtained." ] }, @@ -975,7 +975,7 @@ "name": "Shivershank", "page": 33, "entries": [ - "{@i Suggested: {@creature Captain Shivershank|Sharkadia} and a crew of {@creature gladiator||gladiators}, {@creature assassin||assassins}, and {@creature erinyes}. For parties of 15th-level or higher, replace {@creature Quartermaster Crollenoak|Sharkadia|Crollenoak's} stat block with a {@creature pit fiend} (except his size category is Small).}", + "{@i Suggested: {@creature Captain Shivershank|Arcadia27} and a crew of {@creature gladiator||gladiators}, {@creature assassin||assassins}, and {@creature erinyes}. For parties of 15th-level or higher, replace {@creature Quartermaster Crollenoak|Arcadia27|Crollenoak's} stat block with a {@creature pit fiend} (except his size category is Small).}", "If Shivershank sees the adventurers as a threat, she throws the might of her crew against them. Wholly focused on acquiring {@i Wishes 99}, she tears through everyone in her way without hesitation.", { "type": "inset", @@ -1080,7 +1080,7 @@ "type": "entries", "name": "Island", "entries": [ - "A nearby island is home to wild beasts, thick foliage, and natural resources. A ship can be careened{@sup {@cite careen|Sharkadia|11}} on the island for repairs as part of a short rest. If the island is left uninvestigated, the next encounter features a rival crew as participants on a roll of 1, 2, 9, or 10." + "A nearby island is home to wild beasts, thick foliage, and natural resources. A ship can be careened{@sup {@cite careen|Arcadia27|11}} on the island for repairs as part of a short rest. If the island is left uninvestigated, the next encounter features a rival crew as participants on a roll of 1, 2, 9, or 10." ] }, { @@ -1094,7 +1094,7 @@ "type": "entries", "name": "Wreckage", "entries": [ - "The smoldering remains of a {@u {@cite Ship Categories|Sharkadia|big ship}} linger here, slowly sinking into the depths. The wreckage can be investigated for equipment, trinkets, and supplies with a successful DC 15 Intelligence ({@skill Investigation}) or Wisdom ({@skill Survival}) check. Finding a magic item causes undead sailors to emerge and attack intruders. If the wreckage is left uninvestigated, the next encounter features a Ghost Ship as a participant on a roll of 6, 9, or 10." + "The smoldering remains of a {@u {@cite Ship Categories|Arcadia27|big ship}} linger here, slowly sinking into the depths. The wreckage can be investigated for equipment, trinkets, and supplies with a successful DC 15 Intelligence ({@skill Investigation}) or Wisdom ({@skill Survival}) check. Finding a magic item causes undead sailors to emerge and attack intruders. If the wreckage is left uninvestigated, the next encounter features a Ghost Ship as a participant on a roll of 6, 9, or 10." ] }, { @@ -1124,7 +1124,7 @@ "type": "entries", "name": "Oceanic Denizens", "entries": [ - "{@creature Merfolk}, {@creature sahuagin}, {@creature merrow}, {@creature harpy|FleeMortals|harpies}, {@creature hydra||hydras}, {@creature warp shark|Sharkadia|warp sharks}, and death barnacles ({@creature rust monster||rust monsters}) make their homes upon or below the sea. They're either curious about the adventurers, threatened by them, in need of help ... or hungry (especially in the barnacles' case)." + "{@creature Merfolk}, {@creature sahuagin}, {@creature merrow}, {@creature harpy|FleeMortals|harpies}, {@creature hydra||hydras}, {@creature warp shark|Arcadia27|warp sharks}, and death barnacles ({@creature rust monster||rust monsters}) make their homes upon or below the sea. They're either curious about the adventurers, threatened by them, in need of help ... or hungry (especially in the barnacles' case)." ] }, { @@ -1152,14 +1152,14 @@ "type": "entries", "name": "Ghost Ship", "entries": [ - "A {@u {@cite Ship Categories|Sharkadia|big ship}} crewed by {@creature ghoul|FleeMortals|ghouls}, {@creature ghost||ghosts}, and {@creature skeleton|FleeMortals|skeletons} pursues the adventurers relentlessly until they're destroyed, parlayed with and promised a share of the rewards from the quest the adventurers are on\u2014or until the adventurers find the cursed treasure on their ship keeping them around." + "A {@u {@cite Ship Categories|Arcadia27|big ship}} crewed by {@creature ghoul|FleeMortals|ghouls}, {@creature ghost||ghosts}, and {@creature skeleton|FleeMortals|skeletons} pursues the adventurers relentlessly until they're destroyed, parlayed with and promised a share of the rewards from the quest the adventurers are on\u2014or until the adventurers find the cursed treasure on their ship keeping them around." ] }, { "type": "entries", "name": "Merchants", "entries": [ - "A {@u {@cite Ship Categories|Sharkadia|mid boat}} crewed by friendly merchants carries expensive magic items and cheap\u2014but cursed\u2014magic items. They're willing to talk business once the area is free of immediate danger." + "A {@u {@cite Ship Categories|Arcadia27|mid boat}} crewed by friendly merchants carries expensive magic items and cheap\u2014but cursed\u2014magic items. They're willing to talk business once the area is free of immediate danger." ] } ] @@ -1194,7 +1194,7 @@ "items": [ "Boats act on initiative count 20, rolling a d20 to determine order amongst themselves. Boats act before characters and lair actions with the same initiative.", "On its turn, a boat with a helmsperson (or someone steering it) can move and use a special action, as described in the Ship Categories table.", - "Mid boats and big ships have access to the {@action Cannon|Sharkadia} special action. The saving throw DC is listed next to the action in the Ship Categories table. Small boats can take either the Dash action or the Dodge action on their turn, but not both.", + "Mid boats and big ships have access to the {@action Cannon|Arcadia27} special action. The saving throw DC is listed next to the action in the Ship Categories table. Small boats can take either the Dash action or the Dodge action on their turn, but not both.", "Each time a boat takes any damage from a siege weapon (including another ship's cannon) or a spell that doesn't deal psychic or poison damage, it takes a hit. A boat has a maximum number of hits it can take before sinking, which is listed in the Ship Categories table.", "A creature can use their action to help repair the boat where it was hit, temporarily reducing its hit count by 1 for 1 hour. A creature that repairs the boat during a long rest reduces its hit count by 2 (to a minimum of 0).", "When a boat takes 20 or more damage in a single hit, it tilts 45 degrees in a direction of the GM's choice. Until the start of the boat's next turn, its surfaces are considered difficult terrain." @@ -1205,7 +1205,7 @@ "name": "Rainbow Scale Boat", "page": 35, "entries": [ - "These beautiful, pearlescent {@u {@cite Ship Categories|Sharkadia|mid boats}} have a speed of 60 feet and immunity to thunder and lightning damage. Their {@action Cannon|Sharkadia|cannons} deal 44 ({@damage 8d10}) force damage in place of the fire and bludgeoning damage." + "These beautiful, pearlescent {@u {@cite Ship Categories|Arcadia27|mid boats}} have a speed of 60 feet and immunity to thunder and lightning damage. Their {@action Cannon|Arcadia27|cannons} deal 44 ({@damage 8d10}) force damage in place of the fire and bludgeoning damage." ] }, { @@ -1251,7 +1251,7 @@ "+2", "+4", "40 feet", - "{@action Cannon|Sharkadia} (DC 10)" + "{@action Cannon|Arcadia27} (DC 10)" ], [ "{@u Big Ship} (barques, galleons)", @@ -1261,7 +1261,7 @@ "+4", "+2", "60 feet", - "{@action Cannon|Sharkadia} (DC 14)" + "{@action Cannon|Arcadia27} (DC 14)" ] ] } @@ -1272,7 +1272,7 @@ "name": "Sea Terrors", "page": 36, "entries": [ - "The sea is home to larger-than-life titans. Use these rules to make fearsome sea monsters on the fly from existing creatures like a {@creature sea terror hydra|Sharkadia|hydra}, {@creature sea terror giant crab|Sharkadia|giant crab}, or even a {@creature sea terror sea hag|Sharkadia|sea hag}:", + "The sea is home to larger-than-life titans. Use these rules to make fearsome sea monsters on the fly from existing creatures like a {@creature sea terror hydra|Arcadia27|hydra}, {@creature sea terror giant crab|Arcadia27|giant crab}, or even a {@creature sea terror sea hag|Arcadia27|sea hag}:", { "type": "list", "items": [ @@ -1308,7 +1308,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Sharkadia/Ship%20Maps/Ship-50ft.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia27/Ship%20Maps/Ship-50ft.webp" }, "title": "Ship (50 feet)" }, @@ -1316,7 +1316,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Sharkadia/Ship%20Maps/Ship-100ft.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia27/Ship%20Maps/Ship-100ft.webp" }, "title": "Ship (100 feet)" }, @@ -1324,7 +1324,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Sharkadia/Ship%20Maps/Ship-150ft.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia27/Ship%20Maps/Ship-150ft.webp" }, "title": "Ship (150 feet)" } @@ -1347,7 +1347,7 @@ "name": "Swashbuckling Stunts", "page": 37, "entries": [ - "Moving around the ship, hanging onto its sides, and climbing up and down its masts all contribute to the swashbuckling fantasy. When aboard a ship or moving between boats, adventurers have access to the following bonus action: {@action Stunt|Sharkadia}" + "Moving around the ship, hanging onto its sides, and climbing up and down its masts all contribute to the swashbuckling fantasy. When aboard a ship or moving between boats, adventurers have access to the following bonus action: {@action Stunt|Arcadia27}" ] }, { @@ -1368,7 +1368,7 @@ "name": "New Magic Item", "page": 38, "entries": [ - "{@item Wishes 99|Sharkadia|Wishes {@s 100} 99}" + "{@item Wishes 99|Arcadia27|Wishes {@s 100} 99}" ] }, { @@ -1429,7 +1429,7 @@ "type": "entries", "name": "Drawn to Magic", "entries": [ - "Wherever there is magic in the seas, remoras show up. Sometimes a local community might hire a breeder to bring a few fish to get rid of the pollution, but it's just as likely that a wild remmy or five absorb the mess. Oh, but it's not just alchemy and spells they eat. Adventurers who go for a swim should take heed\u2014the suckerfish love to attach to magic items and drain their power ... temporarily, or so I'm told. But if you're a lucky seadog, you might find one roaming around with a magic sword in its sucker. I found {@item Slashpoint|Sharkadia}, the very cutlass that removed the ponytail from Dread Liandra, attached to a big remmy." + "Wherever there is magic in the seas, remoras show up. Sometimes a local community might hire a breeder to bring a few fish to get rid of the pollution, but it's just as likely that a wild remmy or five absorb the mess. Oh, but it's not just alchemy and spells they eat. Adventurers who go for a swim should take heed\u2014the suckerfish love to attach to magic items and drain their power ... temporarily, or so I'm told. But if you're a lucky seadog, you might find one roaming around with a magic sword in its sucker. I found {@item Slashpoint|Arcadia27}, the very cutlass that removed the ponytail from Dread Liandra, attached to a big remmy." ] } ] @@ -1556,7 +1556,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Sharkadia/Creatures/Images/Shivershank.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia27/Creatures/Images/Shivershank.webp" } } ] @@ -3444,7 +3444,7 @@ "immune": [ "piercing" ], - "note": "from {@cite Mundane and Supernatural|Sharkadia|mundane} sources", + "note": "from {@cite Mundane and Supernatural|Arcadia27|mundane} sources", "cond": true } ], @@ -3588,7 +3588,7 @@ "hasFluffImages": true, "tokenHref": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Sharkadia/Creatures/Tokens/Shivershank.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Arcadia27/Creatures/Tokens/Shivershank.webp" }, "foundryTokenScale": 1.2 }, @@ -3674,7 +3674,7 @@ { "name": "Siege Monster", "entries": [ - "The Kraken deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The Kraken deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3699,7 +3699,7 @@ { "name": "Siege Monster", "entries": [ - "Shivershank deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "Shivershank deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3727,7 +3727,7 @@ { "name": "Siege Monster", "entries": [ - "The hydra deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The hydra deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3755,7 +3755,7 @@ { "name": "Siege Monster", "entries": [ - "The crab deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The crab deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3783,7 +3783,7 @@ { "name": "Siege Monster", "entries": [ - "The hag deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The hag deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3811,7 +3811,7 @@ { "name": "Siege Monster", "entries": [ - "The giant deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The giant deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3839,7 +3839,7 @@ { "name": "Siege Monster", "entries": [ - "The devil deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The devil deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3867,7 +3867,7 @@ { "name": "Siege Monster", "entries": [ - "The aboleth deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The aboleth deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3895,7 +3895,7 @@ { "name": "Siege Monster", "entries": [ - "The planetar deals double damage to objects and structures. If using the new {@cite ships|Sharkadia|ship rules}, a successful attack counts as 2 hits against a boat." + "The planetar deals double damage to objects and structures. If using the new {@cite ships|Arcadia27|ship rules}, a successful attack counts as 2 hits against a boat." ] } ] @@ -3930,7 +3930,7 @@ "source": "BST" } }, - "other": "{@creature Hound Shark Companion|Sharkadia}" + "other": "{@creature Hound Shark Companion|Arcadia27}" } ], "entries": [ @@ -4105,31 +4105,31 @@ "rows": [ [ "1", - "A coven of {@creature sea hag|FleeMortals|sea hags} and their pet {@creature warp shark|Sharkadia} lair in this rotting galleon, now decorated with the bones of drowned sailors." + "A coven of {@creature sea hag|FleeMortals|sea hags} and their pet {@creature warp shark|Arcadia27} lair in this rotting galleon, now decorated with the bones of drowned sailors." ], [ "2", - "This merchant ship contains potions or magic items, and is now home to {@creature arcane remora|Sharkadia|arcane remoras} who are slowly draining the cargo of its magic." + "This merchant ship contains potions or magic items, and is now home to {@creature arcane remora|Arcadia27|arcane remoras} who are slowly draining the cargo of its magic." ], [ "3", - "This underwater ship was built atop a living dragon turtle, and is now a dragon turtle skeleton infested with {@creature swarm of zombie worms|Sharkadia|swarms of zombie worms}. If the characters are 12th level or higher, the {@creature dragon turtle skeleton|Sharkadia|dragon turtle} is an Undead creature with immunity to poison damage, exhaustion, and the poisoned condition, and whose Steam Breath attack deals necrotic damage instead of fire damage." + "This underwater ship was built atop a living dragon turtle, and is now a dragon turtle skeleton infested with {@creature swarm of zombie worms|Arcadia27|swarms of zombie worms}. If the characters are 12th level or higher, the {@creature dragon turtle skeleton|Arcadia27|dragon turtle} is an Undead creature with immunity to poison damage, exhaustion, and the poisoned condition, and whose Steam Breath attack deals necrotic damage instead of fire damage." ], [ "4", - "A young {@creature hound shark|Sharkadia} lives in the wreckage of this caravel. The shark is friendly to any creature who feeds them meat and succeeds on a DC 12 Wisdom ({@skill Animal Handling}) check, made with advantage if the meat is fresh fish." + "A young {@creature hound shark|Arcadia27} lives in the wreckage of this caravel. The shark is friendly to any creature who feeds them meat and succeeds on a DC 12 Wisdom ({@skill Animal Handling}) check, made with advantage if the meat is fresh fish." ], [ "5", - "This ancient frigate appears to be empty of life, but an {@creature aranoth|Sharkadia} lurks nearby, hungry for new memories." + "This ancient frigate appears to be empty of life, but an {@creature aranoth|Arcadia27} lurks nearby, hungry for new memories." ], [ "6", - "This {@item rainbow scale boat|Sharkadia} bobs on the surface of the water, frozen in a block of unmelting ice. The ice can be melted by dealing 200 fire damage to it within 1 minute, or by using the destroy water option of the {@spell create or destroy water} spell cast at 3rd level, or cast three times at 1st level." + "This {@item rainbow scale boat|Arcadia27} bobs on the surface of the water, frozen in a block of unmelting ice. The ice can be melted by dealing 200 fire damage to it within 1 minute, or by using the destroy water option of the {@spell create or destroy water} spell cast at 3rd level, or cast three times at 1st level." ], [ "7", - "Every inch of this sloop is covered with a layer of sparkling frost. The water within 30 feet of it is unusually clear and bone-chillingly cold, thanks to the the {@creature rime elemental|Sharkadia|rime elementals} (use the {@creature ice mephit} stat block, but with a swimming speed of 30 feet and the ability to breathe underwater) stranded inside the ship. Each creature who starts their turn in this water or within the ship, or who enters either area for the first time on a turn, takes 3 ({@damage 1d6}) cold damage." + "Every inch of this sloop is covered with a layer of sparkling frost. The water within 30 feet of it is unusually clear and bone-chillingly cold, thanks to the the {@creature rime elemental|Arcadia27|rime elementals} (use the {@creature ice mephit} stat block, but with a swimming speed of 30 feet and the ability to breathe underwater) stranded inside the ship. Each creature who starts their turn in this water or within the ship, or who enters either area for the first time on a turn, takes 3 ({@damage 1d6}) cold damage." ], [ "8", @@ -4137,19 +4137,19 @@ ], [ "9", - "This barnacle-encrusted trireme is swarming with similarly barnacle-encrusted skeletons. The ship's {@creature shipwreck skeleton|Sharkadia|former crew} each use the {@creature skeleton} stat block but have a swimming speed of 30 feet and the following action option: {@b {@i Barnacle-Encrusted Oar.}} {@atk mw} {@hit 2} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d10}) bludgeoning damage and 3 ({@damage 1d6}) piercing damage." + "This barnacle-encrusted trireme is swarming with similarly barnacle-encrusted skeletons. The ship's {@creature shipwreck skeleton|Arcadia27|former crew} each use the {@creature skeleton} stat block but have a swimming speed of 30 feet and the following action option: {@b {@i Barnacle-Encrusted Oar.}} {@atk mw} {@hit 2} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d10}) bludgeoning damage and 3 ({@damage 1d6}) piercing damage." ], [ "10", - "A {@creature giant spider crab|Sharkadia} and a {@creature giant sea horse} are locked in combat atop this sunken longboat." + "A {@creature giant spider crab|Arcadia27} and a {@creature giant sea horse} are locked in combat atop this sunken longboat." ], [ "11", - "This {@item sharkboat|Sharkadia} is in pristine condition, but is trapped under a massive {@creature megalodon|Sharkadia} carcass." + "This {@item sharkboat|Arcadia27} is in pristine condition, but is trapped under a massive {@creature megalodon|Arcadia27} carcass." ], [ "12", - "The water is fetid and murky around this strange vessel, whose front half is buried beneath the ocean floor at a steep angle. Originally a planar craft that suffered a malfunction when transiting between planes, its presence has spawned an {@creature eldritch anemone|Sharkadia} dwelling in the shadow of the listing hull." + "The water is fetid and murky around this strange vessel, whose front half is buried beneath the ocean floor at a steep angle. Originally a planar craft that suffered a malfunction when transiting between planes, its presence has spawned an {@creature eldritch anemone|Arcadia27} dwelling in the shadow of the listing hull." ] ] } @@ -4296,7 +4296,7 @@ "+2", "+4", "40 feet", - "{@action Cannon|Sharkadia} (DC 10)" + "{@action Cannon|Arcadia27} (DC 10)" ], [ "{@u Big Ship} (barques, galleons)", @@ -4306,7 +4306,7 @@ "+4", "+2", "60 feet", - "{@action Cannon|Sharkadia} (DC 14)" + "{@action Cannon|Arcadia27} (DC 14)" ] ] } @@ -4341,7 +4341,7 @@ "items": [ "Boats act on initiative count 20, rolling a d20 to determine order amongst themselves. Boats act before characters and lair actions with the same initiative.", "On its turn, a boat with a helmsperson (or someone steering it) can move and use a special action, as described in the Ship Categories table.", - "Mid boats and big ships have access to the {@action Cannon|Sharkadia} special action. The saving throw DC is listed next to the action in the Ship Categories table. Small boats can take either the Dash action or the Dodge action on their turn, but not both.", + "Mid boats and big ships have access to the {@action Cannon|Arcadia27} special action. The saving throw DC is listed next to the action in the Ship Categories table. Small boats can take either the Dash action or the Dodge action on their turn, but not both.", "Each time a boat takes any damage from a siege weapon (including another ship's cannon) or a spell that doesn't deal psychic or poison damage, it takes a hit. A boat has a maximum number of hits it can take before sinking, which is listed in the Ship Categories table.", "A creature can use their action to help repair the boat where it was hit, temporarily reducing its hit count by 1 for 1 hour. A creature that repairs the boat during a long rest reduces its hit count by 2 (to a minimum of 0).", "When a boat takes 20 or more damage in a single hit, it tilts 45 degrees in a direction of the GM's choice. Until the start of the boat's next turn, its surfaces are considered difficult terrain." @@ -4352,7 +4352,7 @@ "name": "Rainbow Scale Boat", "page": 35, "entries": [ - "These beautiful, pearlescent {@u {@cite Ship Categories|Sharkadia|mid boats}} have a speed of 60 feet and immunity to thunder and lightning damage. Their {@action Cannon|Sharkadia|cannons} deal 44 ({@damage 8d10}) force damage in place of the fire and bludgeoning damage." + "These beautiful, pearlescent {@u {@cite Ship Categories|Arcadia27|mid boats}} have a speed of 60 feet and immunity to thunder and lightning damage. Their {@action Cannon|Arcadia27|cannons} deal 44 ({@damage 8d10}) force damage in place of the fire and bludgeoning damage." ] }, { @@ -4398,7 +4398,7 @@ "+2", "+4", "40 feet", - "{@action Cannon|Sharkadia} (DC 10)" + "{@action Cannon|Arcadia27} (DC 10)" ], [ "{@u Big Ship} (barques, galleons)", @@ -4408,7 +4408,7 @@ "+4", "+2", "60 feet", - "{@action Cannon|Sharkadia} (DC 14)" + "{@action Cannon|Arcadia27} (DC 14)" ] ] } From 186138986ae3a4b240fb4fc88070f3a5fba9e53d Mon Sep 17 00:00:00 2001 From: Oliver Warlow Date: Wed, 2 Oct 2024 17:42:45 +0000 Subject: [PATCH 8/8] Note Ar2 img --- _img/JennysHomebrewStuff/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_img/JennysHomebrewStuff/README.md b/_img/JennysHomebrewStuff/README.md index a6a2b74e02..6f5fcb9bb8 100644 --- a/_img/JennysHomebrewStuff/README.md +++ b/_img/JennysHomebrewStuff/README.md @@ -1,7 +1,7 @@ Some files in this directory correspond to a homebrew which has been overhauled. New files have been placed in the `homebrew-img` repo. The below files and subdirectories should be deleted at or after a "reasonable period." ### Subdirectories -- N/A +- Arcadia Issue 2 Images ### Root Files - Coverpage.png